Bay 12 Games Forum

Dwarf Fortress => DF Modding => Mod Releases => Topic started by: Deon on April 05, 2010, 02:58:54 am

Title: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio
Post by: Deon on April 05, 2010, 02:58:54 am
TOMITAPIO'S 40.24 version of Old Genesis!!!
Ironhand tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_24_OldGen_Ironhand.zip
ascii tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_24_OldGen_ascii.zip
Phoebus tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_24_OldGen_Phoebus.zip

about 30 entries long changelog:
Spoiler (click to show/hide)

EVERYTHING BELOW MAY BE OUTDATED, I STARTED TO WORK ON GENESIS 4 FROM SCRATCH

GENESIS-MOD.WEBS.COM (http://genesis-mod.webs.com)

>> Download ModLoader version 3.29 release 4 << (http://www.mediafire.com/?6wosvum3krwjr3p)


(http://tnypic.net/96131.png)
Older non-modloader versions (for 0.31.25):
Spoiler (click to show/hide)



+ >>>  DWARF THERAPIST FOR GENESIS (http://www.bay12forums.com/smf/index.php?topic=52988.msg2469808#msg2469808)

+ >>>  GENESIS WIKI (http://df-genesis.wikidot.com/) (outdated)
+ >>> Featured: Genesis Adventures (YouTube) (http://www.youtube.com/view_play_list?p=518EB31003A751E6&playnext=1&v=g1KCUua6QiE)

>>> History/World Viewing Tool <<< (http://www.bay12forums.com/smf/index.php?topic=60913.0)


Features:
- Three graphical versions (ASCII, Ironhand, Phoebus):
Spoiler (click to show/hide)
- Adventure mode crafting and spells
- Sorted by category stone menu:
Spoiler (click to show/hide)
- 10 dwarven castes
- 16 races/subraces
- ~100 new unique creatures
- 50+ new items
- Reworked plants and trees, many new plants and trees were added.
- Evil and good biomes have more diverse plantlife/trees.
- Different trees have different value of wood.
- Metalworking is reworked; many new alloys and metal types; magical metals; alchemy.
- Dozens of new workshops.
- Material and tissue overhaul; combat is deadlier and more realistic.
- Many tiers of leather. Small critters provide barely useable suede while megabeasts grant you deephide which is almost as good as metal. The leather tiers are: suede/leather/hide/mythskin/deephide.
- Caverns have visually noticeable difference in plants and critters; no longer caverns 1 will look the same as caverns 2 or cavens 3.
- New custom night creatures and bogeymen for your adventurers.


Alchemy

Spoiler (click to show/hide)


Dwarven Castes

Stone Clan: Stone Clan dwarves are the most frequent caste of the mountain dwellers. They have thick skin and muscles and they almost lack pain receptors in these tissues. Also their bones are hard and heal quickly, so the frequent cave-ins they cause is not a big deal for them.
Jade Clan: Jade Clan dwarves has announced their caste by themselves. They do not possess magical powers or twisted bodies, actually they are common dwarves. But their learning abilities and mental stats make other dwarves' to look like idiots. They carefully pick new members of their caste and share their knowledge and secrets with them. They often take roles of nobles and scholars.
Obsidian Clan: Obsidian Clan dwarves possess a fire spirit of an ancient origin. They are great metalsmiths and furnace operators.
Shroom Clan: It is said that if you eat too many mushrooms and drink too much mushroom wine, your baby will be a Mushroom dwarf. These guys are extremely cheerful, sometimes even maniacal and crazy. They cannot learn as fast as other dwarves, but they can give births to multiple babies and they mature very fast. Their lowered vision doesn't stop them from trying to get anywhere you do not want them, just to see what's up with that place.
Moss Clan: It is said that Moss Clan dwarves can live anywhere. While it's not totally true, they can be good settlers in savage areas. They do not catch diseases as easy as other dwarves and their flesh heals at a lightning speed, making them easier to survive in location with a constant outside threat.
Steel Clan: Steel Clan dwarves are rarely born to a family which was blessed by a god. They take longer to mature, but they always become great heroes and strong leaders. Nobody saw a sick steel dwarf either, it looks like they just ignore any disease they encounter. Their body emanates power, and even deep wounds regenerate magically fast.
Aspid Clan: It's unknown what caused the appearance of Aspid Clan dwarven caste. Some say they were some cultists worshipping a great snake god, some say they were affected by a forgotten beasts' poison. In any case, nowadays it's possible to meet dwarves which bear the mark of the snake.
Deep Clan: It is said that Deep Clan are born to a family which was cursed by a god or an ancestor spirit. These bold beardless dark skinned abominations are paranoid and malevolent. Their body is weaker than of a dwarf, but they cannot conduct a disease. They rarely make friends and are doomed to be outcasts of the dwarven society. However they are usually good wood-, bone- and stonecrafters.
Shield Clan: The combatant mindset of Shield Clan dwarves lets them learn the ins and outs of combat quicker than their fellows. Their legs however can never be as swift as the fastest of other castes.
Domple Clan: Unfortunately, some dwarves will never realize the glory of metalworking or stonecrafting. They are slow of mind, haphazard of beard, and childlike in thought. Their blades will never strike true and even the goats will laugh at them. Learning is not for them, but they don't get distracted from their hauling duty. They are addressed as a "clan" by others with humor.


Other Races

Human races: keepers, nords, dunedwellers. They depict fantasy europeans/scandinavians/egyptians.

Spoiler (click to show/hide)

Orcish races: Orcs, a humanoid race with green skin, strict code of laws and asian names/weaponry.

Spoiler (click to show/hide)

Centaur tribes: Centaurs, half-man/half-horse steppe dwellers.

Spoiler (click to show/hide)

Elven races: dusk elves and sylvan elves

Spoiler (click to show/hide)

Goblinoids
Spoiler (click to show/hide)

Serpentfolk

Spoiler (click to show/hide)

Illithids

Spoiler (click to show/hide)

Beastmen

Spoiler (click to show/hide)

Skulking races

Spoiler (click to show/hide)

Cavern races

Spoiler (click to show/hide)


Materials Revamped

- Tougher beasts: elephants, semimegabeasts and megabeasts possess thicker hides, tougher muscles and heavier bones. Also powerful creatures like dragons, dragon raptors and hydras possess metal-like bones, claws and teeth, so weapons made out of their scales and teeth are very powerful. Adventurers now should hunt for dragon teeth to make deadly spears and arrows.
- Goethite, Apatite: Goethite as a low-iron ore, appears in swampy soil; apatite as a new layer rock, with two new lead ores appearing in it.
- Material overhaul by Arkkhal (http://www.bay12forums.com/smf/index.php?action=profile;u=18720) with tweaks.
- New metals and ores: Cobalt, Goethite (iron ore found in soil), black steel, red steel.
- Coarse iron: The iron you get from the iron ores cannot be used for weapons/armor. You have to harden it in a finishing forge
- Charcoal furnace: An effective way to make coal.
- Blast Furnace: Suited for mass-smelting.
- Ironworks:
Spoiler (click to show/hide)


Adventure mode Spellcraft and Crafting

* Adventurers can gather plants and craft weapons, gear and crafts out of butchered corpses
* Adventurers possess basic magic: coins can be used to summon food, and they can summon fireball arrows and bolts.


Biome-specific grass


Spoiler (click to show/hide)


Soil is Fun


-New types of soil: swamp peat, black bog, raised mire, blanket mire.
-Peat is not longer a soil: it can be found in swampy soil types and burnt into coke.
-Goethite, a new mineral found in soil. It's an ore of iron but gives iron only in 50% of cases.


Expanded bestiary

- New domestic animals: goats, rabbits, boars, ferrets, chickens, turkeys, cave tortoises, bulldogs, spaniels, mastiffs.
- New wild critters: penguin, ent, giant sandworm, eland, seal, kangaroo, dama gazelle, ostrich, parrot, python, boa, asp, rattlesnake, sand cobra, giant otter, forest cat, wild turkey, seagull, albatross, pelican, swan, eagle, dire wolf, silver fox, giant ant, sand antlion, skunk, black crow, hercinia, firebird, leech, minnow, anubite, white lion, mammoth, rock lion, sand lion, jackal, raptor, dragon raptor, bronze statue, rhino, giraffe, eagle, nith, monitor lizard, rabbit, swamp troll, gargoyle, forest spider, blood spider. Spiders are redesigned (8 eyes, caste difference etc.)
- New cavern dwellers: animated armor, cave carp, ghoul, lost adventurer, mummy, beholder, illithid, umber hulk and gelatinous cube; amethyst, ruby, topaz, turquoise, sapphire, diamond, black opal and emerald golems.
- New semimegabeasts: Deep crow, thunderbird.
- New megabeasts: Balor, Frost Wyrm, Wyvern, Red Dragon (simple "dragon" removed")

Many more since I was not bothered tracking them all for some time (over 100 total).


Flavortext Mod


- New engravings
- New threats
- New phrases for speech

Additional features

- New nobles: dungeon keeper (->lord->master) is now assignable as any noble; psychiatrist which works with your sad dwarves so your expedition leader/mayor does not spend his time on this.
- Stylish Races: All races have different hairstyles and way to treat their moustache/beards.
- Sexes expanded: usually men are stronger and women are more agile. Also, gender-related bodyparts...
- New buildings: a lot of production, storage and beautification buildings. For the full list and functions read the included readme.
- Deadly archery: bolts can pierce armor, and Sylvan singing arrows are outright deadly. Now bowmen/crossbowmen have a real chance to fight, and you need a shield to fight them.
- Ironwood: Sylvan elves use an enchanted tree which grows only in good biomes, it allows them to craft good armor and weapons to fight.


Credits

TomiTapio deserves his own personal space in the credits, because he helped me with most of balancing and testing, many creature tweaks, lots of good suggestions. Also many cool creatures come from him: boa, python, bronze statue, pelican, swan, forest cat, bulldog, mastiff, spaniel and giant otter.

Acanthus117: brainstorming and support, cave carps.
Arkenstone: dwarven "heroes" concept which evolved into Dwarven Castes feature.
Arrkhal: total rebalancing of materials.
Asfghn: dragon raptors and raptors!
Caesar: Spider tweaks which made spiders more awesome.
Chariot: Plants and trees mod, which I mercilessly tweaked to make plants to have more understandable names and for overall edibility/price balance.
Coinich: Weight lifting workshop, training formulas.
D_E: awesome Balor and the illithid empire.
DaveT: latin language.
Deej: "Soil is fun" modcomp.
Dragon1423: anubites, which became savage beastmen, far from the original race, yet still deadly.
Dwarfu: bread baking.
Ironhand: Awesome tileset for new directx merge (which I changed a bit).
Kaypy: Display cases.
KillerClowns: races' hair/beard/moustache styles, applied to other entities but dwarves.
Koji: skunks! *sniff* *sniff*
Lazureus: vermin cremating, your best way to get rid of corpse parts and vermin remains; bodypart burning.
Lofn: adventure mode crafting.
Magnut: next_underground creature tiles; the best thing ever!
Max White: constant brainstorming and support and neat Nith critters. Tame one and cook it now!
Mechanixm: more reactions for the furniture workshop.
Mephansteras: The great Ironworks mod.
Naryar: Hell monsters (bebilith, hell hound, nightmare, strige, frost wraith, obsidian colossus, devilkin).
Orcishwarrior: logo for DFFD page, thank you for that man.
PrimusRibbus: swimming pool idea, given to me by Fleeb and remade into a bit different workshop.
Shaostoul: thanks to his awesome guide (http://www.bay12forums.com/smf/index.php?topic=55259.0) many things became easier to mod.
Stolide: leechs and minnows, the tiny critters of your ponds.
tomas1297: balor idea, thanks to Tomas you have to fight this huge firebreating abomination; say thanks that I didn't give him [IMMOLATE].
Vattic: bread baking.
Vorthon: floaters
Zargen: Deep Ones

And of course great thanks to everyone who participates in discussion and gives feedback!

Spoiler: "Old versions" (click to show/hide)

Other versions and Mods based on Genesis

Mechanixm's additions and workshops
http://www.bay12forums.com/smf/index.php?topic=95505.0
(based on old versions)
Title: Re: [0.31.01] Genesis Mod
Post by: Deon on April 05, 2010, 06:11:50 am

WORKSHOPS

Alchemical Workshop:
Spoiler (click to show/hide)

Blast Firnace
Spoiler (click to show/hide)

Charcoal Furnace
Spoiler (click to show/hide)

Crucible
Spoiler (click to show/hide)

Finishing Forge
Spoiler (click to show/hide)

Furniture Workshop
Spoiler (click to show/hide)

Kiln
Spoiler (click to show/hide)

Kitchen
Spoiler (click to show/hide)

Scriptorium
Spoiler (click to show/hide)

Smelter
Spoiler (click to show/hide)

Stonecutter's workshop
Spoiler (click to show/hide)

Tanner's Workshop
Spoiler (click to show/hide)
Title: Re: [0.31.01] Genesis Mod - v.02 is out
Post by: Deon on April 05, 2010, 06:40:30 am
I want forum community to suggest subraces.

03 will have Sylvan and Dusk elves. Sylvan are wild elves as they are in DF, Dusk elves trade with other races and use metals and superior weaponry.

Also there will be Deep Elves which will be a bit abstract while there're no underground cities, so they will be just strong metal-weapon using harrassers; but later they should become a true menace once the underground sites are more developed.


For the 04 I want other species of dwarves and goblins. For goblins it's pretty easy to include a ton of goblinoid variations, but I am a bit unsure about dwarves.

I have in mind: stone dwarves (as they are, in mountains and with all the stuff), chaos dwarves (which are again a bit abstract while there're no underground cities, but they will assault you from the depth even in this version) and gnomes (living in hills, adoring gems, smaller size; think of Snow White's gnomes).

Also I feel like this game needs more enemies :P. Minotaurs, Trolls, Ogres and Vampires as members of one civ with lots of cruel weapons and flavor (called Scourge or anything else) are planned too.

Suggestions are welcome!
Title: Re: [0.31.01] :: Genesis Mod :: - v.02 is out
Post by: tomas1297 on April 05, 2010, 08:46:46 am
Well,I see you like D&D so we can have Shield Dwarves and Duergar(Deep Dwarves).Or we can have Tolkien style dwarves,Northern mythology dwarves and dark dwarves.
Title: Re: [0.31.01] :: Genesis Mod :: - v.02 is out
Post by: Deon on April 05, 2010, 09:03:51 am
Chaos/evil/dark/deep/mad/whatever dwarves are definitely based on duergar. I like DnD but I don't want to copy names directly just because they are in DnD :P.

For example, I see no reason to call mountain dwarves "shield" dwarves. "Stone dwarves", "Rock dwarves" or simple "Dwarves" make more sense for me.

Northern mythology niche is already occupied by normans :). Also right now I playtest sylvan and dusk elves so I will upload .03 shortly.

Thank you for your tips.
Title: Re: [0.31.01] :: Genesis Mod :: - v.02 is out
Post by: Deon on April 05, 2010, 09:10:26 am
OK, it's really crazy. You have to generate large worlds for civilizations to survive. I have a wast forest full of Dusk Elven ruins, with all their cool gear and metals... Because hydras, bronze colossi, minotaurs and ogres killed about 70% of the total elven population. Same happens to every civ.
Title: Re: [0.31.01] :: Genesis Mod :: - v.02 is out
Post by: Zangi on April 05, 2010, 09:41:23 am
You really gotta do a lot of worldgen testing to make sure that at least 1 of each civilization type survives on a consistent basis.
Title: Re: [0.31.01] :: Genesis Mod :: - v.02 is out
Post by: Deon on April 05, 2010, 09:46:06 am
At least one? Most of them survive. But most of the towns are ruins :P. It's a .31.01 "feature".

I mean, come on, how many times have you found a dragon and a bronze collossus near the same cave in 40d?
Title: Re: [0.31.01] :: Genesis Mod :: - v.02 is out
Post by: Tonjevic on April 05, 2010, 09:51:00 am
Sounds really cool, only one concern about the Wesman/Norman/Osman nomenclature. The Normans are already a historical race of people who already have the characteristics of your Wesmans. I'm thinking Norsemen might be an option that doesn't overlap inconsistently with reality.

Otherwise, it appears awesome, and I shall download it immediately! I look forward with anticipation to future versions: I love mods of this type that add more variety.
Title: Re: [0.31.01] :: Genesis Mod :: - v.02 is out
Post by: Deon on April 05, 2010, 10:54:16 am
I see, I can change it later if there're many complaints. It was worse when they were nords/nippon/teuthons :P.

.03 is out, with 2 species of elves. Curently with wooden weapons which cannot pierce clothing Sylvan are a bit... weak, but I think Toady fixes it soon, because elves need weaponry.

Enter Dusk elves and Sylvan elves.
Title: Re: [0.31.01] :: Genesis Mod :: - v.03 is out
Post by: Tonjevic on April 05, 2010, 11:27:26 am
Elveses! A little sad not to see folklore-type elves, though. The kind that live in mushrooms and fix shoes and stuff. It's only fitting if you have gnomes!

EDIT: You could make them vermin and dwarves could eat them. :D
Title: Re: [0.31.01] :: Genesis Mod :: - v.03 is out
Post by: Deon on April 05, 2010, 11:47:03 am
I will have gnomes, so Fairies/Fey race would be cool I think :P.
Title: Re: 웃 ♕ Genesis Mod ♕ 유 [v.03]
Post by: Deon on April 05, 2010, 12:55:19 pm
.04 will be released soon, including dangerous coal mod by Lofn which makes miners who inhale coal dust to have black lung disease. Also it will include various goblins and lots of Chariot mods (which add new plants like potato, onion, garlic etc., lots of fish and other neat things).

I accept suggestions on goblinoids.

Right now I have Goblins, Hobgoblings, Barghests and Orcs.

Also I plan to divide kobolds. Kobolds, skinny evil creatures with sharp teeth, and another breed, close to cutebolds.
I need to find a name for them, so any help is welcome :).
Title: Re: 웃 ♕ Genesis Mod ♕ 유 [v.03]
Post by: Kilowatt on April 05, 2010, 01:00:07 pm
Oh shit, a gelatinous cube.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.03]
Post by: Deon on April 05, 2010, 01:09:19 pm
Yeah, just when you mentioned...

Here's a preview of current works on different ooze castes:

(http://i44.tinypic.com/wm1r44.png)


(http://i41.tinypic.com/2ce6rz8.png)

Final status:
(http://i44.tinypic.com/5yewxi.png)

A terrible death indeed.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.03]
Post by: Deon on April 05, 2010, 02:06:48 pm
I've found the solution to gelatinous cubes' overkill. I gave them a very short perception range so they attack only creatures which are close.

I will sleep for two hours and then you can expect .04 release.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.03]
Post by: Huesoo on April 05, 2010, 02:30:55 pm
Im waiting with bated breath.

Spoiler (click to show/hide)
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.03]
Post by: Deon on April 05, 2010, 06:23:46 pm
.04 is out, yay!

.04 features all Chariot's new plants and trees (150 new plants and 76 new trees total).

Warning: Dangerous mining mod is activated! It uses Lofn's idea of coal dust causing black lung, so now when you dig into bituminous coal/lignite your miner can catch lung diseases, and careful with mining galena: lead poisoning may occur.

Black Lung disease: after some time lungs and heart start to disfunction, a miner feels pain in his muscles and in the long run causes necrosis of the lungs.

Lead poisoning: Impairs liver functions, causes muscle pain and dizziness. In the long run destroys bones.

You may want to use disposable dwarves to mine those deposits or train a miner who has a very high disease resistance.

Of course new weapons and stuff for goblins to use.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.04]
Post by: Deon on April 05, 2010, 06:37:01 pm
If you playtest or play this mod, I would like your name.

Soon I will implement mimics (monstes which appear as treasure chests) which will drop various goodies, and I will pay you my respect for playing my mod by dedicating some items to you.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.04]
Post by: orcishwarrior on April 05, 2010, 07:00:10 pm
i loved your original mod for 40d and i love this one to. awesomeness!! (i love having 2 races of elves so i can burn them all in magma pits yay!)
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.04]
Post by: Cheddarius on April 05, 2010, 07:01:36 pm
The Ark Project is doing something that overlaps yours a little (they're doing animals, you're doing some animals but also civs and such). Perhaps you can split the work between you for the parts that overlap? Or even just borrow some of their animals instead of going through the work to make your own RAWs?
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.04]
Post by: Deon on April 05, 2010, 07:05:27 pm
Hi, Cheddarius. I do not implement new mundane animals. I just like new weird and twisted entities to kill :).

DnD bestiary works quite good, it has a huge variation of various aberrations with interesting effects.

And the main point of the mod is to introduce new races and subraces to play/kill/interact with.


Thus, I do not see a problem with "overlapping". And sure, if you find something in my mod fitting to add to Ark Project, you are free to take it.

Orcishwarrior: Thank you for your good words. I will definitely make an item for you :). Which one do you prefer? I think something along the line of "Orcish Warrior's Ancient Scimitar of Redemption".
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.04]
Post by: Daywalkah on April 05, 2010, 07:08:30 pm
This mod is great, it is also a good start for me updating all of my old mods in my game since these help me figure out the new RAWs. Now I just have to go through the pain in the neck of updating the centaurs...
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.04]
Post by: Cheddarius on April 05, 2010, 07:11:19 pm
Oh, I see.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.04]
Post by: Deon on April 05, 2010, 07:12:23 pm
Dragon1423: Good luck with centaurs! I always wanted to add centaurs to DF Genesis for 40d (and I think I've done it at some later stage) but they seemed too bland for me... Probably I was short on imagination when I've made them.

But right now I am full of inspiration :).
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.04]
Post by: Jack A T on April 05, 2010, 07:24:40 pm
Tried this mod in adventure mode.

Wow, being able to play elves with actual weapons and armor makes this amazing on its own.  New armor, new stuff...wow.

Deadly elves!
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.04]
Post by: Deon on April 05, 2010, 07:26:06 pm
Their arrows are TOO deadly right now, and their metal bows with sharp blades cut enemies to pieces.

Well, once the edge vs penetration bug is be fixed, it will be easy to balance.

P.S. You're on the list of the "mod players", so be ready to have some goodies dedicated to you later.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.04]
Post by: Meanmelter on April 05, 2010, 08:55:15 pm
I have played this mod from the start, why would I stop here? sign me in!
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.04]
Post by: Shaostoul on April 05, 2010, 09:02:41 pm
Just started playing this mod. Extra civs and creatures is wonderful. The added plants is just a bonus.

This is a fabulous mod.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.04]
Post by: Deon on April 05, 2010, 09:19:40 pm
Thank you, guys.

It looks like I will have enough strange names for magical items :P.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.04]
Post by: Meanmelter on April 05, 2010, 09:29:07 pm
Thank you, guys.

It looks like I will have enough strange names for magical items :P.
If there is still room, I could always be a civilization! lol nahh thats waay to much for even me... but if there is room I wouldn't mind an Item after me, or an animal.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.04]
Post by: Shaostoul on April 05, 2010, 09:37:14 pm
If we get to chose, I'd like to be a extremely deadly continuous gas spewing creature! Tamable possibly!
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.04]
Post by: Zantan on April 05, 2010, 09:59:40 pm
Did you set up the deadly mining stuff as contact poisons emitted from lead and coal?  If so, will lead floors/workshops also sicken my dwarves?  If yes to both, can children be made more susceptible to lead poisoning?
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.04]
Post by: Acanthus117 on April 05, 2010, 10:29:43 pm
Gonna try this mod out! put me on ze leest!
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.04]
Post by: Deon on April 06, 2010, 12:23:14 am
Did you set up the deadly mining stuff as contact poisons emitted from lead and coal?  If so, will lead floors/workshops also sicken my dwarves?  If yes to both, can children be made more susceptible to lead poisoning?
I tied it to coal dust and lead dust which appear when the rock is mined. For now I decided that trying to make always-poisoned minerals is too much, although probably it can be done easier than I imagine and it may be ok.

Right now when a miner hits the rock he has a chance to inhale a specific dust and to conduct a disease.

If we get to chose, I'd like to be a extremely deadly continuous gas spewing creature! Tamable possibly!
We'll see, we'll see ;).

Gonna try this mod out! put me on ze leest!
Done :).
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.04]
Post by: Acanthus117 on April 06, 2010, 12:31:27 am
I love playing as a Dusk Elf. They're so badass compared to the wimpy Sylvans.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.04]
Post by: Deon on April 06, 2010, 12:34:12 am
I wish I could add real "enchanted" wooden weapons and arrows to make Sylvan stronger. Right now any awesome stat thing when turned to wood becomes too weak to damage a peasant... So let's think about them as about warring hippies for now.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.04]
Post by: Acanthus117 on April 06, 2010, 12:36:00 am
Why don't you just create a material like Ironwood that's as good as some metal and only give it to the Sylvans? That's what I'm doing for my elf mod.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.04]
Post by: Deon on April 06, 2010, 12:41:03 am
I can make it the only good wood, I don't see how else could it work.
Anyway, I am going to try it now. :)
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.04]
Post by: Acanthus117 on April 06, 2010, 12:42:19 am
Good, Good.

*waits in anticipation*
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.04]
Post by: EuchreJack on April 06, 2010, 12:56:20 am
Add me to the list of people playing!

It'll keep me busy until your next Fallout port. ;)
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.04]
Post by: Deon on April 06, 2010, 01:07:53 am
Sure ;).

Acanthus: it works... Eheh, now Sylvans are terrifying.

Their enchanted arrows pierce bronze armor.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.04]
Post by: Acanthus117 on April 06, 2010, 01:22:51 am
HEHEHEHE!!!

That's awesome!

Is it updated yet?
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.04]
Post by: Deon on April 06, 2010, 01:25:31 am
No, right now I am trying to balance arrows so they could pierce armor but not chop bodyparts off.

It will be broken a bit until Toady fixes the bug with "small surface-small damage". To make arrows stronger you have to increase their hit surface, but if you make it too big, they start to work like throwing axes.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.04]
Post by: Acanthus117 on April 06, 2010, 01:26:25 am
darn.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.04]
Post by: Deon on April 06, 2010, 01:42:28 am
It looks like I've figured out some mediocre values which work. I've "fixed" normal bolts and arrows too, so right now bronze bolts pierce bronze armor while bronze arrows do not.

At least ranged weapons are deadly again, so you will need a shield. Makes sense to me :).

I will add kobolds' subraces and update it to .05 with ranged damage fix.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.04]
Post by: Acanthus117 on April 06, 2010, 01:45:18 am
Hey, are your kobolds like vanilla ones, or are they reptilian?
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.05]
Post by: Deon on April 06, 2010, 01:50:56 am
- 0.5 is out, I've decided that the archery change is good enough for a new release.

- Osmans, dusk elves and sylvan elves use better arrows.
- Bolts have a chance to pierce armor of the same material (usually happens when you hit arms though).
- Sylvan elves use Ironwood which is good for weapons and armor. And their singing arrows are outright deadly if you have no shield. Fear the elves hehe.

Kobolds are vanilla and I will make them into two tribes, evil kobolds with macabre weaponry and "neutral" kobolds (based on cutebolds) with bug-related stuff. Boggarts and Kobolds.

Reptilians will have their own niche.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.05]
Post by: Deon on April 06, 2010, 02:13:47 am
Sorry, a small fix .05b. I tried spears and pikes and they do not work in .05 against armor, so I've made similar fixes I've made for arrows and now you can use the spears and pikes to fight armored enemies. Please redownload ;).
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.05b]
Post by: Polymorph on April 06, 2010, 02:48:15 am
Wow, this is one of the few mods that has actually piqued my interest, considering I usually try to stay as vanilla as possible, with my own little mini-mods.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.05b]
Post by: Deon on April 06, 2010, 02:52:47 am
Thank you. I try not to make it too non-vanilla (well, iron using elves are uncommon but still). Thank you.

Spears and pikes need some more testing. Maybe they are not too effective right now, I mean bronze pike vs bronze armor, but I am afraid to pimp them too much to avoid uberweapons. So some feedback or opinions would be nice.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.05b]
Post by: Polymorph on April 06, 2010, 03:18:57 am
I noticed that gelatinous cubes can actually hold their own against a bronze colossus, eventually making them unable to stand or grasp. Not that I've tested any actual weapons against them, but the only way the bronze colossus could kill it was through slamming it into an obstacle. I will test swords against them some other time, but for now it seems they are way too resilient against blunt attacks in my opinion.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.05b]
Post by: Deon on April 06, 2010, 03:22:24 am
Yeah, there's the problem with being unable to kill non-living things in this version. Too realistic :).

Unless you explode them.

Also severonbreaks and similar damages are broken now. There's a certain state of damage to a bodypart after which it cannot be damaged further NOR CHOPPED OFF. So a fully damaged bronze colossus cannot be killed by chopping. Toady should fix it at some point, right now cubes are just crawling masses of acidic ooze which you shouldn't touch :).
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.05b]
Post by: Deon on April 06, 2010, 03:25:27 am
OK, elves use Ironwood AND other wood types. I should try to limit them to good biomes only to see if it makes them unable to use other types of wood.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.05b]
Post by: Deon on April 06, 2010, 04:05:24 am
005c is out.

Sylvan arrows are able to tear through clothing now. Also they have a pushback effect (they make creatures fly in an opposite direction). Armor still saves.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.05b]
Post by: Acanthus117 on April 06, 2010, 04:07:25 am
How did you do that?!  :o
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.05c]
Post by: Deon on April 06, 2010, 04:08:55 am
A huge velocity makes all the absorbed power to be transferred into momentum. At least it's how it looks like (like you hit them with hammers).
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.05c]
Post by: Acanthus117 on April 06, 2010, 04:22:37 am
Cool! DL'ing now.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.05c]
Post by: Deon on April 06, 2010, 04:32:58 am
They do not work against armor though, so it's going to stay like that until we have a penetration thingie fixed. Still they are able to shoot civillians now, better than nothing (in vanilla :P).
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.05c]
Post by: Acanthus117 on April 06, 2010, 04:34:17 am
Hey, do Sylvans all use Ironwood, or wood? Is there a tag that can change that?
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.05c]
Post by: Deon on April 06, 2010, 04:46:19 am
they use ALL wood, that's the problem.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.05c]
Post by: Acanthus117 on April 06, 2010, 04:49:57 am
Hmmm... why don't you make it a metal and only give them the reaction, as well as giving them [METAL_PREF]?
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.05c]
Post by: Deon on April 06, 2010, 05:17:21 am
I gave them a reaction to turn "ironwood" wood to "enchanted ironwood" metal so yeah. It works now.

I will upload .06 soon.

P.S. .06 is up. Sylvan elves use enchanted ironwood for their weapons and ammo.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.06]
Post by: tomas1297 on April 06, 2010, 08:19:24 am
Don't you think you should take more time and release versions slower?I mean with these speeds we won't really have time to do anything before a next version comes out.

Also due to DnD can we pweaaaaaaaaase have a Balor megabeast?

(http://i20.photobucket.com/albums/b218/EmoChimera/Balor.jpg)
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.06]
Post by: Vertigon on April 06, 2010, 08:59:54 am
I just realized something: Gelatinous cube + [PET_EXOTIC] + [trAINABLE] = Fun.

Attack, my war cubes!

EDIT: Also, do you have treants? 'Cause you need them
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.06]
Post by: Deon on April 06, 2010, 09:05:18 am
Quote
tomas1297
I can release slower, but then you will get the less advanced mod. What's fun in it?

Also, if you want to start a long-term fort, I'd suggest to wait till 0.9x where x is something (this is usually a version I stop at, afraid to move to 1.0 name :P). Right now you can play it in any case (no bugs at all) and I need feedback and opinions.
A few people who tried already pointed out the problem with sylvan weapons before, and Acanthus advised a good solution (with wood->metal reaction for them).

Balors are definitely fun, I will include them :). Nice idea.

Quote
Gelatinous cube + [PET_EXOTIC] + [trAINABLE] = Fun.
Yeah I like beasts to be trainable, dungeon master in my opinion should have some magical skills to be able to bind planar beings and aberrations and control them.

Quote
Fun.
Especially fun when your dwarves start to rot because their "pets" secrete acid all over the place :P.

Quote
EDIT: Also, do you have treants? 'Cause you need them
I think there were treants from the beginning but they were not spawning (they were from old days when druids turned trees into them).

Some tweaking and they should work. Thank you for the suggestion.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.06]
Post by: Doomshifter on April 06, 2010, 09:31:26 am
Deon, you are so awesome. You are like a god of modding. You have my worship.

I'll give this mod a try when I'm finished with my current succession fort. All the more reason to finish~!
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.06]
Post by: tomas1297 on April 06, 2010, 09:41:20 am
Yeah I like beasts to be trainable, dungeon master in my opinion should have some magical skills to be able to bind planar beings and aberrations and control them.
(http://i20.photobucket.com/albums/b218/EmoChimera/Balor.jpg)
Fun-fun?

Also would it be possible to create a civ of undead creatures?You know with the lack of breeding and such would it still function normally?

Edit:You know what?I will download this just to pit a gelatinous cube against a bronze colossus.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.06]
Post by: Deon on April 06, 2010, 09:43:38 am
Eh, I didn't want to add aboveground undead (because it's already pretty crowded, for the sake of gameplay) but I have plans for underground undead creature civilizations with rare weaponry and ancient armor.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.06]
Post by: tomas1297 on April 06, 2010, 09:45:24 am
Eh, I didn't want to add aboveground undead (because it's already pretty crowded, for the sake of gameplay) but I have plans for underground undead creature civilizations with rare weaponry and ancient armor.
Won't they die at worldgen due to lack of reproduction?

Edit:Gelly Cube vs BC happened.The cube got owned.Badly.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.06]
Post by: tomas1297 on April 06, 2010, 10:04:44 am
I've found something interesting.

I was testing the Beholder against weak creatures like slugmen and macaques and the Beholders AI was kinda strange.The slugman charged the beholder,but it just stood around there.When the slugman got in 3 tiles of the Beholder it shot some magic at the slugman and proceeded to beat it into a pulp.It then walked around a bit and stopped.It seems the Beholder has really poor sight,but I'm quite sure it doesn't happen in DnD lore.It had poorer sight than a cube.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.06]
Post by: Carpman on April 06, 2010, 10:55:50 am
I will try this out as soon as it downloads.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.06]
Post by: Shima on April 06, 2010, 11:11:11 am
I'll give it a go.  Seems interesting.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.06]
Post by: Huggz on April 06, 2010, 01:17:02 pm
How do you add poisonous vapours to rock? I was looking into doing this a while ago so that rocks that are poisonous IRL emit poison, and can be used in gas traps and the like.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.06]
Post by: LASD on April 06, 2010, 01:37:21 pm
Oh wow, dusk elves are cool. My bronze recurved bow doubles extremely well as a sword.

One question though: If the the dusk elves are meant to be in peace with animals, how come they still make leather armor out of them?
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.06]
Post by: Lofn on April 06, 2010, 01:49:17 pm
How do you add poisonous vapours to rock? I was looking into doing this a while ago so that rocks that are poisonous IRL emit poison, and can be used in gas traps and the like.

You can't have them emit vapour, but you can give them a syndrome and have them explosively boil.  It's detailed under inorganic syndromes on the Wiki: http://df.magmawiki.com/index.php/DF2010:Syndrome#Inorganic_syndromes_and_you.21
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.06]
Post by: Deon on April 06, 2010, 03:20:42 pm
Quote
I've found something interesting.

I was testing the Beholder against weak creatures like slugmen and macaques and the Beholders AI was kinda strange.The slugman charged the beholder,but it just stood around there.When the slugman got in 3 tiles of the Beholder it shot some magic at the slugman and proceeded to beat it into a pulp.It then walked around a bit and stopped.It seems the Beholder has really poor sight,but I'm quite sure it doesn't happen in DnD lore.It had poorer sight than a cube.

AAGH! [VIEWRANGE:2]. I forgot to add zero (should be 20) :P. It comes from my tests of viewrange, sorry for that. I will fix it in the new release (thank you for pointing that out)! *Runs for the hills*

Quote
One question though: If the the dusk elves are meant to be in peace with animals, how come they still make leather armor out of them?
Dusk elves happily hunt creatures. They respect them so they do not abuse them for crafts and no tokens, but they make leather items out of their hides. Try to shoot a bear, it's hostile. Sylvan elves are the only ones which do not use metals, live in peace with all animals, bla bla bla...
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.06]
Post by: Deon on April 06, 2010, 03:27:50 pm
It looks like DFFD is down so I cannot update it. There's a [ Mirror (http://s000.tinyupload.com/index.php?file_id=88412877135721019788) ] to download the mod in the first post, with the beholder fix included (ver .06b).
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.06]
Post by: Meanmelter on April 06, 2010, 03:40:14 pm
Umm, Deon, Throwing a spear is horrid for some reason, so I made it more 'armor penetrable' all it did was tear a muscle, for me anyway.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.06]
Post by: Deon on April 06, 2010, 03:41:40 pm
Yeah, as I said spears are better than in vanilla but still I feel that they are underpowered.

I assume you hit an armored opponent? Which value of penetration did you use in the end? This is the kind of "balancing" info which can never be wrong/extra.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.06]
Post by: Asatruer on April 06, 2010, 03:52:44 pm
If you are accepting critter suggestions, how about a Gas Spore
Spoiler (click to show/hide)
they are mostly indistinguishable from beholders, but are passive with no magic rays, and explode releasing their poison spores when attacked as their reproductive cycle.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.06]
Post by: Meanmelter on April 06, 2010, 04:00:32 pm
Yeah, as I said spears are better than in vanilla but still I feel that they are underpowered.

I assume you hit an armored opponent? Which value of penetration did you use in the end? This is the kind of "balancing" info which can never be wrong/extra.
1.elven craftsman, all ropereed, threw 4 bronze spears at him and all they did was cut them, no epic ' you throw the *<*bronze spear*>* and hit the elven craftsman in the arm! mangling his arm, and destroying the tendon! It is stuck there!' its all ' You throw the *<* bronze spear *>* and hit the elven craftsman in the arm, cutting it!'

2. I made it have a slight chance of armor peircing, I think.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.06]
Post by: varkarrus on April 06, 2010, 05:11:36 pm
Could you make hamster people? *clasps hands and makes adorable eyes*
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.06]
Post by: Huggz on April 06, 2010, 05:27:26 pm
If you are accepting critter suggestions, how about a Gas Spore
Spoiler (click to show/hide)
they are mostly indistinguishable from beholders, but are passive with no magic rays, and explode releasing their poison spores when attacked as their reproductive cycle.

Good idea. Deon: In case you didnt know, you can make a creature drop a stone on death, and have said stone immediately vaporise into deadly gas by having it's boiling point lower than it's temperature.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.06]
Post by: ProZocK on April 06, 2010, 09:20:06 pm
Just downloaded it. Is it too late to have a magic item with my name on it?
Pretty Please?
withacherryonthetop?
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.06]
Post by: Deon on April 07, 2010, 12:22:47 am
Hi, ProZock. I'd say it's too early :P. I mean, at first I will flesh out main races and then move on to dungeon stuff.

Quote from: Asatruer
Gas Spore
Nice idea for a caste. Beholders already fly around because they have a poisonous gas in their air sack. It's not very "canon", but I've found it to be interesting. Now I can make a caste with rare chance to appear which does not only have gas in it, but also explodes on death.

Also I've just found this (http://) thread so I will release 0.7 shortly, with all the fixes and new kobold tribes. Also probably I will patch up a Balor into a better shape too for this release.

Quote
varkarrus
Hamster people? Living underground and running around in red cloaks (http://www.newgrounds.com/art/view/turkeyonastick/super-hamster-man-thing)? :P Taped-to-a-car-hamster-men. Furrier than a car, faster than a hamster.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.06]
Post by: Lofn on April 07, 2010, 12:25:30 am
Have you considered some out-there elementals or golems?  Lead elementals whose touch is poison, coal elementals who breathe coal dust, rot elementals who are wreathed in miasma and decay organic material, etc etc.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.06]
Post by: Acanthus117 on April 07, 2010, 02:05:28 am
Yeah, those aren't so hard to add in. I guess for water elementals, you can make a custom material called... soulwater or something, if you're even adding them.

Can you put ghouls? weak subterranean humanoids that have a poisonous bite
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.06]
Post by: Deon on April 07, 2010, 02:13:04 am
There's a HUGE problem with "water" elementals. In fact, if you check raws, the gelatinous cubes are NOT made of gelatinous ooze. They are made of "skin". Because if a creature is made of liquid, ANY damage kills it. You can check it in arena by enabling cave blobs which are liquid-in-a-skin. As soon as anything damages the liquid through skin, they are dead.

Quote
Can you put ghouls? weak subterranean humanoids that have a poisonous bite
Ghouls come at the same time as undead.

Right now I redesign all weapon damage vs. penetration/size, also I fix stabbing attacks going less deeper than slashing (Toady's typos).

I mean, I've already fixed it and now I playtest values.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.06]
Post by: Fox the Undead on April 07, 2010, 02:34:27 am
Quote
You can check it in arena by enabling cave blobs which are liquid-in-a-skin. As soon as anything damages the liquid through skin, they are dead.
Btw, what does tag [ARENA_RESTRICTED]? Removes creature from arena spawn list or disables fortress mode spawning?
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.06]
Post by: Acanthus117 on April 07, 2010, 02:43:14 am
Quote
You can check it in arena by enabling cave blobs which are liquid-in-a-skin. As soon as anything damages the liquid through skin, they are dead.
Btw, what does tag [ARENA_RESTRICTED]? Removes creature from arena spawn list or disables fortress mode spawning?
It simply means you can't spawn it in arena mode. prevents !!Spoilers!!
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.06]
Post by: Acanthus117 on April 07, 2010, 02:57:50 am
Hey Deon, why don't you make different castes of dragons, ala DND, like changing vanilla dragons to have red scales and yellow eyes, and making the different colored ones have different breath attacks? If you don't have the time, I would love to help!
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.06]
Post by: Deon on April 07, 2010, 03:22:01 am
Sure, I have somewhat limited time. Today is my day-off but it means that I have time to play with my son, so any help is very welcomed :P.

By the way, I release .07 shortly, and if you can help with dragons, I will immediately include your changes. Also I am adding spider changes based on Caesar's ideas (http://www.bay12games.com/forum/index.php?topic=53234.0).

Also I think it's about time to start a "credits" section in the first post, some people contribute a lot with their ideas (you know who I am talking about) ;).
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.06]
Post by: Acanthus117 on April 07, 2010, 04:19:58 am
Hey Deon, I just need a little bit of help for making breath attacks for the dragons(read: complete nooby tutorial)
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.06]
Post by: Deon on April 07, 2010, 05:42:28 am
Eh, breath attacks are good for poison only. I should experiment myself with them more before writing tutorials :).


Version .07 is up.. It's mostly a "vanilla bug fix" release plus some additions and tweaks,

No major races' changes still because I was playing around with weapons, but surface/attack/penetration should be better balanced now.
Also wesmans' macemen now use "war scepeters" and are called "paladins".

Also there're now mountain and forest spiders (blood spider and forest spider creatures) and all spiders were tweaked using Caeser's ideas (bigger females, smaller and more abundant males). Also spiders have better body (8 eyes, mandibles, attack with mandibles, mandibles cut and not bash) in comparison to vanilla GCS. Mountain spider ("blood spider") does not have web to make it a bit less scary.

I included all changes from this thread (http://www.bay12games.com/forum/index.php?topic=52747.0), so now quarry bush leaves and all meat is edible when cooked, creature child naming bugs are fixed, bodypart relation bugs from vanilla are also fixed, birds have feathers on their wings and horn silver appears properly.

Use [ Mirror ] to download it, DFFD is very slow for some reason today.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.07]
Post by: varkarrus on April 07, 2010, 05:53:39 am
So... No hamster people? *pouts*

Spoiler (click to show/hide)
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.07]
Post by: Deon on April 07, 2010, 06:06:55 am
I don't mind to add more creature variations (molepeople, hamsterpeople, wombat-men (http://en.wikipedia.org/wiki/Digger_%28webcomic%29)).

However I have to work on major parts (like fleshing out current creatures and weapon fixing) now :).
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.07]
Post by: Huggz on April 07, 2010, 06:28:00 am
Is there anything you need help with? Im no expert modder but I have loads of free time so I could give it a go :P
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.07b]
Post by: Deon on April 07, 2010, 06:37:27 am
Sure, any underground beasts or creature variations are welcome!

Also, download .07b please.

I screwed spiders in .07 :P. Sorry. Now they can bite properly.

As a bonus and a small excuse, there's now undead-like creature "lost adventurer" found in caves.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.07b]
Post by: tomas1297 on April 07, 2010, 06:55:50 am
I would very much like to be added into the "people who are playing this" list.

Also can we have DnD revenants?They should work interestingly.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.07b]
Post by: Huesoo on April 07, 2010, 07:11:20 am
I could help, if you remember from the last versions a made some mini mods and one major mod (Dark Tower) But right im still in the  :o stage. I could help though.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.07]
Post by: Caesar on April 07, 2010, 07:49:23 am
Casar's ideas (http://www.bay12games.com/forum/index.php?topic=53234.0).

Spoiler (click to show/hide)

No offence taken, it just irritates me all the way to armok's lil' magma-submerged palace if people type my name wrong.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.07b]
Post by: Deon on April 07, 2010, 08:32:08 am
Annoying, isn't it? :P

Just a typo, sorry man.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.07b]
Post by: Deon on April 07, 2010, 10:25:09 am
Version .08 is released.

New animals: white lion (tundra, glacier), rabbit (temperate, tundra, taiga, glacier), mammoth (tundra, glacier), mountain lion (mountain)
New cavern horrors: mummy
New megabeasts: balor

Glaciers and cold regions should be more interesting now. I will add more generic critters later, but at least now nords normans have something to hunt. Also with mountain lions and blood spiders you do not get "Mountain Goat Monopoly(c)" in mountain regions.

Quote from: Lofn
Have you considered some out-there elementals or golems?  Lead elementals whose touch is poison, coal elementals who breathe coal dust, rot elementals who are wreathed in miasma and decay organic material, etc etc.
Sorry, I somehow missed your post.
Great idea on elementals with different effects... I will definitely look into it in future development and once it's in you'll recieve a credit for that.


P.S. uhuh, I have a great desire to call normans "nords", because this is what they used to be. Do you guys mind if I rename the race? I just love the word "nord" :).

P.P.S. Yay. 125 total downloads from the main DL site. I hope you guys enjoy! ^_^
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.08]
Post by: orcishwarrior on April 07, 2010, 11:03:41 am
Yeah i think you should change "Normans" to nords, but so far I've been playing for a full day straight and i think the mod is awesome!! I've just been playing adventure mod though haven't tried dwarf fort mode though i would assume that it is just as awesome!!!!!!!   
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.08]
Post by: Deon on April 07, 2010, 11:45:02 am
Fort mod needs some love.

I work on some additions to it, and 0.85 will have them.

A teaser:

(http://i39.tinypic.com/34523b8.png)
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.085 ϟ]
Post by: Deon on April 07, 2010, 12:20:04 pm
.085 is out, featuring Dwarven Healthcare mod.

You can download a stand-alone versions of this minimod here:
✖ Dwarven ❤ Healthcare ✖ [ϟ MINIMOD ϟ] (http://www.bay12games.com/forum/index.php?topic=53373.0)
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.085 ϟ]
Post by: Digital Hellhound on April 07, 2010, 12:39:45 pm
I'm now downloading this for the second time. This thing has seriously grown in only two or three days!
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.085 ϟ]
Post by: Deon on April 07, 2010, 12:54:53 pm
You will have to download it third time within 10 min. Because I am releasing a version with added training dummies. :P
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.085 ϟ]
Post by: Deon on April 07, 2010, 01:16:37 pm
v. 086 is released

Now with training dummies. Also dwarves got training hammers and maces.

(http://i43.tinypic.com/11seejb.png)
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
Post by: DennyTom on April 07, 2010, 01:22:11 pm
Hi, is it possible to prevent black lungs and iron poissoning with some protecting gear?
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
Post by: Deon on April 07, 2010, 01:24:30 pm
DF has no oxygen tanks possible yet so dwarves need to breathe from outside, so no protective gear (sadly).

But your best idea would be to draft in mining those dwarves who have very high disease resistance. All these poisoning things can be resisted pretty well.

I find it to be a pretty interesting game mechanic; before I turned anyone I want (or rather randomly) into miners, now if I want them to live I should check their health and resistance first.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
Post by: EuchreJack on April 07, 2010, 01:36:23 pm
Ok, I added Genesis Mod to my profile.  Can I please be credited as playing?

EDIT: Just so I'm not only whining, glad to see health care training was added.  I tend to send out Peasant dwarfs as initial settlers (no skills), so the ability to make someone into a decent doctor without waiting for excessive casualties (which would require said doctor to do other things anyways) is appreciated.  Found Magma on my map, so haven't mined coal yet.  By the way, I noticed 4 titans on a smaller map with 12 civilizations leads to all or almost all of the civilizations destroyed in 200 years.  The exception is my current game, where the megabeast ruling one goblin civilization managed to survive to the present day (1051 AD).  It may just be that four titans is too much in the vanilla game for a smaller map.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
Post by: Deon on April 07, 2010, 01:46:34 pm
Well, I always generate large worlds, otherwise dragons, hydras, colossi, titans (and now balors) put civilizations to ruins.

Thank you for playing :).
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
Post by: orcishwarrior on April 07, 2010, 01:56:23 pm
loving all your new updates, man your releasing one every few hours that's insane!!! i am honored to be on your people who play this mod list  ;D
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
Post by: Grax on April 07, 2010, 02:01:06 pm

[REACTION:IRONWOOD_MAKING]
[NAME:make brass bars (use ore)]
[BUILDING:SMELTER:NONE]
[REAGENT:A:1:WOOD:IRONWOOD]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:IRONWOOD_HARDENED][PRODUCT_DIMENSION:150]
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
Post by: Grax on April 07, 2010, 02:16:37 pm
Also i propose to add another variation into c_variation_default.txt


[CREATURE_VARIATION:PIGMY]
   [CV_REMOVE_TAG:NAME]
   [CV_REMOVE_TAG:GENERAL_CHILD_NAME]
   [CV_REMOVE_TAG:GENERAL_BABY_NAME]
   [CV_REMOVE_TAG:CASTE_NAME]
   [CV_REMOVE_TAG:CHILDNAME]
   [CV_REMOVE_TAG:BABYNAME]
   [CV_REMOVE_TAG:SMALL_REMAINS]
   [CV_REMOVE_TAG:DESCRIPTION]
   [CV_REMOVE_TAG:CREATURE_TILE]
   [CV_REMOVE_TAG:PENETRATEPOWER]
   [CV_REMOVE_TAG:VERMIN_EATER]
   [CV_REMOVE_TAG:VERMIN_HATEABLE]
   [CV_REMOVE_TAG:VERMIN_GROUNDER]
   [CV_REMOVE_TAG:VERMIN_FISH]
   [CV_REMOVE_TAG:VERMIN_SOIL]
   [CV_REMOVE_TAG:VERMIN_SOIL_COLONY]
   [CV_REMOVE_TAG:VERMIN_ROTTER]
   [CV_REMOVE_TAG:VERMIN_NOTRAP]
   [CV_REMOVE_TAG:FISHITEM]
   [CV_REMOVE_TAG:IMMOBILE_LAND]
   [CV_REMOVE_TAG:TRIGGERABLE_GROUP]
   [CV_REMOVE_TAG:NOT_BUTCHERABLE]
   [CV_REMOVE_TAG:PREFSTRING]
   [CV_REMOVE_TAG:MUNDANE]
   [CV_REMOVE_TAG:FLIER]
   [CV_REMOVE_TAG:BUILDINGDESTROYER]
   [CV_NEW_TAG:LARGE_ROAMING]
   [CV_NEW_TAG:SAVAGE]
   [CV_NEW_TAG:SELECT_CASTE:ALL]
      [CV_NEW_TAG:CHANGE_BODY_SIZE_PERC:30]
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
Post by: Meanmelter on April 07, 2010, 02:17:52 pm

[REACTION:IRONWOOD_MAKING]
[NAME:make brass bars (use ore)]
[BUILDING:SMELTER:NONE]
[REAGENT:A:1:WOOD:IRONWOOD]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:IRONWOOD_HARDENED][PRODUCT_DIMENSION:150]

lawlz
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
Post by: Deon on April 07, 2010, 02:38:33 pm
Cool pigmys.

About ironwood: That reaction is a placeholder and is there to make sylvan elves to use hardened ironwood in their weapons. Dwarves do not do it. Still thanks for pointing that out.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
Post by: DennyTom on April 07, 2010, 03:23:16 pm
DF has no oxygen tanks possible yet so dwarves need to breathe from outside, so no protective gear (sadly).

But your best idea would be to draft in mining those dwarves who have very high disease resistance. All these poisoning things can be resisted pretty well.

I find it to be a pretty interesting game mechanic; before I turned anyone I want (or rather randomly) into miners, now if I want them to live I should check their health and resistance first.

I meant something like protective sheet to block dust particles. More like an air filter than much more complicated clean air supply ...

No way to reduce probability of getting the illness through inventory yet? (sry, I am not really sure what is possible to mod in right now)
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
Post by: Deon on April 07, 2010, 03:29:12 pm
I think the inventory INCREASES the probability of disease. Because the more items you have, the more items can be covered with the evil dust :P.

So yeah, no direct way to protect breathing for now. Actually, there's even no way to specify is a dwarf breathing using his nose or his ass right now.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
Post by: NRN_R_Sumo1 on April 07, 2010, 03:50:26 pm

 Actually, there's even no way to specify is a dwarf breathing using his nose or his ass right now.

I think I have the black intestine pa.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
Post by: orcishwarrior on April 07, 2010, 03:52:57 pm
(http://img17.imageshack.us/img17/8202/conceptart.png)
behold a concept image i have created with my superior(inferior) pixel art skills!!
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
Post by: Deon on April 07, 2010, 03:55:50 pm
Cool.

I used it for DFFD mod description:
http://dffd.wimbli.com/category.php?id=12

Thank you.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
Post by: orcishwarrior on April 07, 2010, 04:01:22 pm
Cool.

I used it for DFFD mod description:
http://dffd.wimbli.com/category.php?id=12

Thank you.

no problemo but i could make a waaaaay better one if you want, i made that one for fun in like 10 minutes
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
Post by: Deon on April 07, 2010, 04:12:28 pm
I can make it too. You know, I like to draw :P
Spoiler (click to show/hide)

:P ::) :P
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
Post by: orcishwarrior on April 07, 2010, 04:15:04 pm
Haha a little creepy looking  ;D ;D ;D ;D
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
Post by: Huesoo on April 07, 2010, 04:22:09 pm
You had too take the Sand Woman out didnt you?
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
Post by: Deon on April 07, 2010, 04:26:48 pm
Out of where? :P Once I add breasts I may add variations of their numbers to castes...

Allright, allright, going to bed :P.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
Post by: jayseesee on April 07, 2010, 07:05:08 pm
No sleep, finish the awesome.  Make a warlike underground civ!  Ooh! A civ that sends babysnatchers and thieves, FROM THE DEPTHS!
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
Post by: Acanthus117 on April 08, 2010, 12:47:46 am
Haha, Deon, I got an Idea. I'm thinking to make a kind of shadow-person that drops a special short sword made of shadowsteel or something... Maybe the souls of murderers and assassins that sought to prolong their lives?
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
Post by: Deon on April 08, 2010, 01:16:20 am
Why not, although originally I planned to add all item drops to mimics.

Quote
a kind of shadow-person that drops a special short sword made of shadowsteel or something...
Barrow-wights? :P
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
Post by: Acanthus117 on April 08, 2010, 01:25:45 am
I was thinking of making a bit of backstory with this. The shadowmen (name as of now) were thieves and cutthroats who had their souls bound to steel shortswords after they died, so they could serve liches or something. Sadly, after their masters were killed, the shadowmen were left to wander the lands, and made their way to the underground caverns. The swords that acted as their anchors to the corporeal world were tainted by the evil of their souls, turning them into powerful weapons, if one could slay the creatures.

Also, still testing wyvrens here.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
Post by: Organum on April 08, 2010, 03:50:06 am
I'm downloading this even though the new version is so slow that I won't be using it, just because it looks like it's going to be awesome. Great job, guy. :)

@camel lady image: I laughed.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
Post by: LASD on April 08, 2010, 06:44:51 am
I thought lost adventures were harmless until one breathed on me. Oh the horrors! I was just finishing my trek through the tunnels, but instead I collapsed on the North Bridge with my blood trailing me for dozens of metres.

Also, checking my destination I found a temple with the cavern floors UNDER it engraved.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
Post by: Saeldanya on April 08, 2010, 07:51:23 am
Is there a graphical version of Genesis Mod for DF 2010?
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
Post by: Acanthus117 on April 08, 2010, 07:57:57 am
Sadly, not as yet. But I guess someone could hazard at making tilesets...

((cannot do pixel art to save life))
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
Post by: Deon on April 08, 2010, 08:17:30 am
I have all creature graphic sets, I just need to set up them and didn't make it a priority before I make the main framework of the mod.

Meanwhile, I decided to dump desert humans. I thought that it would be more interesting to make desert... elves instead! :D

With egyptian+arab flavor. Serpent swords, viper arrows, kopeshs, and in full golden ritual armor :).

Then it will be 3 human and 3 elven races. Quite balanced ;).

I thought lost adventurers were harmless until one breathed on me. Oh the horrors! I was just finishing my trek through the tunnels, but instead I collapsed on the North Bridge with my blood trailing me for dozens of metres.

Oh yeah, mummies are evil too. You have to be careful with all those almost-dead-very-cursed-people-breathing-flies-and-rotten-pus :).
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
Post by: bobsnewaddress on April 08, 2010, 08:27:15 am
I'm curious, are they actually breathing Flies as in the Vermin, or just some material you created called Flies? If they were actually breathing the vermin I think that would be hilariously amazing and I would want to see a creature that constantly emits Fluffy Wamblers.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
Post by: Deon on April 08, 2010, 08:31:26 am
Sadly you cannot make a vermin breath attack (yet). It would be awesome if they could though, with real vermin flying around and biting people :).

Right now they are filled with yellow pus and rotten flies material. And they breathe it out.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
Post by: LASD on April 08, 2010, 08:47:26 am
Right now they are filled with yellow pus and rotten flies material. And they breathe it out.
The funny part is, earlier with the same adventurer, I drank some of that pus and was completely fine. It was only the breath that got me good.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
Post by: Deon on April 08, 2010, 08:58:08 am
Pus is ok. Flies give disease.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
Post by: Caesar on April 08, 2010, 09:03:30 am
Right now they are filled with yellow pus and rotten flies material. And they breathe it out.

Bad breath problems taken to a higher level.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
Post by: Deon on April 08, 2010, 10:52:23 am
Now it looks like 0.31.02 is out, but there's nothing really to change.
I mean, all raw errors were already fixed in this mod (except for blind cave bear having eyes, gonna change it for 0.9)/

But graphics do not crash now... Doh. It means that there's a lot of work with tilesets now hehe.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
Post by: link6065 on April 08, 2010, 05:54:45 pm
hey im shane clark (for the author of the mod) and i want to play with this mod.. so please let me know if i installed it right. I put all the text files into objects willist rewriting many of the files present. i have a world generating and cant wait to start playing thanks!
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
Post by: Julius Clonkus on April 08, 2010, 09:22:11 pm
I'm trying to survive this mod. Turns out there's no home civ for me, so there won't be any migrants, the underground sounds dangerous as hell and one of my Miners is suffering from Black Lung.

And daaaamn I don't wanna update the mod because I managed to get 15 dwarves, a nice embark site and didn't die in the first five minutes. Like hell I'm giving up this site.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
Post by: Meanmelter on April 08, 2010, 10:39:32 pm
I'm trying to survive this mod. Turns out there's no home civ for me, so there won't be any migrants, the underground sounds dangerous as hell and one of my Miners is suffering from Black Lung.

And daaaamn I don't wanna update the mod because I managed to get 15 dwarves, a nice embark site and didn't die in the first five minutes. Like hell I'm giving up this site.
Well, your playing Deon's mod, what did you expect? Magical flying ponies to kiss you everytime a rock falls on your shirt?
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
Post by: Acanthus117 on April 09, 2010, 12:34:46 am
Hey, is this compatible with 31.02?
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
Post by: Deon on April 09, 2010, 02:08:44 am
As I said, it is. The only "problem" is that I have to fix blind cave bears and I haven't actually tried to launch it with 0.31.02, however all other Toady One's changes for 0.31.02 regarding raws were already made by me.

Anyway, I will patch up 0.9 today and after that I start doing graphics. So there will be no more save-incompatibility.

Quote
hey im shane clark
Hello Shane Clark. You're right, you have to overwrite all the text files in /raw/objects with the files from the archive you download. You will see the difference when you start a new game because there will be new civilizations instead of "humans" and "elves".
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
Post by: Acanthus117 on April 09, 2010, 02:18:56 am
*smiles in anticipation*
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
Post by: Deon on April 09, 2010, 06:27:02 am
0.9 is almost there. Some playtesting, and I release it.

I've made Ezrakim Elves to use sun gold only, and they ride giant desert scorpions now.
Mind you, this idea came before I watched Clash of Titans where djinns made them into saddle animals :P
Spoiler (click to show/hide)

So far for the next ver.:
0.9 Ezrakim elves race. Critters: sand lion, jackal, monitor lizard, ghoul, swamp troll, gargoyle; underground critters: cave ghoul, vampire, medusa, faceless horror; megabeasts: red dragon, blue dragon, green dragon.

Release plans:

1.0: Graphics for 0.9, save compatible.
1.1-1.2: More sieging races (underground/aboveground), vermin with disease, "milkable" underground bugs, new workshops.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
Post by: Julius Clonkus on April 09, 2010, 07:16:49 am
Well, your playing Deon's mod, what did you expect? Magical flying ponies to kiss you everytime a rock falls on your shirt?
Come on, I downloaded this mod because I wanted to. That alone means I'm screaming "MORE ROCKS!", doesn't it?
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
Post by: Lancensis on April 09, 2010, 11:54:30 am
Oh, I guess it isn't going to kill me to play something with D&D monsters in it. I'll sign up, Deon.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.09 ϟ]
Post by: Deon on April 09, 2010, 02:12:04 pm
0.9 is out.

I've decided to postpone medusas and vampires because I want to make them into separate civs (after 1.0).

So here we get:
Genesis Mod v.0.9
Ezrakim elves race. Critters: sand lion, jackal, monitor lizard, swamp troll, gargoyle; underground critters: ghoul; megabeasts: red dragon, frost wyrm, wyvern (fire/cold/poison dragons).


P.S. I forgot to mention, the mod it updated to 0.32.02 (and includes a fix: Toady One forgot to add EXTRAVISION to blind cave ogres) and also normans are renamed to nords.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.09 ϟ]
Post by: Knight Otu on April 09, 2010, 02:57:29 pm
Huh. So that's how cold breaths work. One might be tempted to call it obvious, if it weren't for the existence of the MAT_FIXED_TEMP tag.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.09 ϟ]
Post by: Deon on April 09, 2010, 03:11:45 pm
Actually the solution is weird. It took me a lot of testing before getting this result. I really tried everything :P.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.09 ϟ]
Post by: Knight Otu on April 09, 2010, 03:15:56 pm
Oh, I agree with that (hence the "might be tempted"). It is weird that apparently, the material is the lowest possible temperature it can be in its current state. Anyway, thanks for finding that out.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.09 ϟ]
Post by: orcishwarrior on April 09, 2010, 04:10:09 pm
(http://img685.imageshack.us/img685/3959/3dgenisismod.png)

behold once more i have made an image in the honor of the mighty genesis mod
this time in 3D!!!!!  :o

(http://img43.imageshack.us/img43/4177/3dgenesissilver.png)

and a less eye hurty version because bright gold is a little well.... bright
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.09 ϟ]
Post by: jayseesee on April 09, 2010, 04:30:45 pm
Is it wrong that when a new release comes out, that I have abandoned several of my more promising forts to change to the new one?  Love playing this mod! :)
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.09 ϟ]
Post by: Meanmelter on April 09, 2010, 04:57:32 pm
I agree Deon, you should release a new version less often, therefor, you add more to every release.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.09 ϟ]
Post by: Lancensis on April 09, 2010, 05:09:25 pm
P.S. I forgot to mention, the mod it updated to 0.32.02 (and includes a fix: Toady One forgot to add EXTRAVISION to blind cave ogres) and also normans are renamed to nords.
And
Spoiler (click to show/hide)
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.09 ϟ]
Post by: Deon on April 09, 2010, 05:20:30 pm
It's OK, I am slowing down. You should expect not-savebreaking 1.0 with graphics only and a few releases with more content later, and that's all for now. I am getting a new job soon :p

Lancensis: thank you. I don't know if it's supposed to be like that (so they do not attack other creatures) but I'll add it to 1.0 (savegame compatible so shush Meanmelter :P).

Quote
orcishwarrior
Cool thanks! I will use the monotone one.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.09 ϟ]
Post by: Deon on April 09, 2010, 05:24:01 pm
P.S. Omfg it's not geneIsis, it's GENESIS :)

Also, can you make one without a background please (transparent BG in PNG)?
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.09 ϟ]
Post by: orcishwarrior on April 09, 2010, 05:32:50 pm
ohh oops my bad that major typo. no problem though i can fix it in a few seconds and i'll get a transparent .png background  ;D my stupidity for the win
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.09 ϟ]
Post by: orcishwarrior on April 09, 2010, 05:45:46 pm

[/quote]
P.S. Omfg it's not geneIsis, it's GENESIS :)

Also, can you make one without a background please (transparent BG in PNG)?

(http://img189.imageshack.us/img189/7957/genesis3dsilver.png)

that better? i rendered it as a .png with an alpha channel so it should be transparent tell me if it works
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.09 ϟ]
Post by: Deon on April 09, 2010, 05:54:52 pm
Just what I asked :P. Thanks. So quick.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.09 ϟ]
Post by: orcishwarrior on April 09, 2010, 06:09:34 pm
Just what I asked :P. Thanks. So quick.

hey no problem, i love 3d modeling and i'll jump at any opportunity so if you want any more 3d models maybe? possible some creature maybe?  :P (yeah i know i have no life shut up)
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.09 ϟ]
Post by: Deon on April 09, 2010, 06:10:51 pm
Wow what. It takes a lot for me to model. I was making models for civilization 4 but I can't make myself to make more than 3 models a week (in the best case) :).

P.S. My very ugly models: omfgwhatIcandobetterbutImlazy (http://forums.civfanatics.com/showthread.php?t=295136)
My weird unit: omfgwhatthehellisthisrat (http://forums.civfanatics.com/showthread.php?t=357541)

Also I have lots of units and buildings I can't make myself to finish:
Spoiler (click to show/hide)
Like that, without UVwrapping and animation.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.09 ϟ]
Post by: orcishwarrior on April 09, 2010, 06:23:11 pm
Wow what. It takes a lot for me to model. I was making models for civilization 4 but I can't make myself to make more than 3 models a week (in the best case) :).

i never take more then a few hours on a model when im making one. i spend quite a bit of time 3d modeling its my i some times sell models on the internet witch makes me AWESOME (no it doesn't) so if you want some concept art 3d models i have no life so i can make them
i specialize in character models, but im not vary good at texturing   :'(   
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.09 ϟ]
Post by: Deon on April 09, 2010, 06:25:28 pm
I would be actually more interested in unit models, not concept art :). Do you know Sayyadinas from Dune universe? A Sayyadina model would be awesome. We have reverend mothers in Dune Wars mod, but no appropriate Sayyadina art :).
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.09 ϟ]
Post by: orcishwarrior on April 09, 2010, 06:39:50 pm
i specialize on wacky looking creatures such as demons and so forth but i might be able to try im not sure
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.09 ϟ]
Post by: darkedone02 on April 09, 2010, 06:40:15 pm
I recommend adding another human race, a race that lives in the desert and more middle-eastern, like nomads, camel riders, skill with the sabre and horseback archery, these people follow the sultan.

Them and the desert elves should have conflicts with each other because of land issues and if you want, add in racial discrimination towards elves and their beliefs.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.09 ϟ]
Post by: Deon on April 09, 2010, 06:44:23 pm
Heh, at first I planned to make desert elves evil and siege you.
But to make another race in the deserts where there're already elves riding camels and giant scorpions... It would require worldgen parameters with much more deserts. Not a bad idea though :P.

Quote
like nomads, camel riders, skill with the sabre and horseback archery, these people follow the sultan.
But two races with the same flavor is not too cool, right? I mean, there's no real way to implement camel riding and horseback archery... As for other things, ezrakim elves have nomadic feel, they breed camels and ride desert scorpions, and they have a sultan :\.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.09 ϟ]
Post by: JagoBallium on April 09, 2010, 09:17:45 pm
So far I've only been able to play around in arena mode with the mod because the game cuts out on me whenever I try to generate a new world.  :-\
Any suggestions that may help me?
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.09 ϟ]
Post by: Deon on April 10, 2010, 03:06:21 am
Cuts out? Like, what's wrong? Does it get stuck? Or crash?

If your processor is not too powerful (on a single core) it may take a while. However my 2 Ghz is able to allow me to generate 1050 year worlds. Also enable log rejection and check the worldgen rejection file in your df folder.

I can send you a save with some world later if nothing helps.


By the way, one guy asked me to post the whole code for the training dummy I use.

Spoiler (click to show/hide)

Good luck.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.09 ϟ]
Post by: Fullmoon on April 10, 2010, 08:03:53 am
Deon, thanks. Few more questions.
a) Why do you need reagent in these reactions?
b) Can I train medic or clerk like that? (Clerk = appraising, record keeping and organizing)
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.09 ϟ]
Post by: Myroc on April 10, 2010, 08:11:35 am
a) Why do you need reagent in these reactions?

It's a tad difficult to train with a sword if you do not have a sword.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.09 ϟ]
Post by: Grax on April 10, 2010, 08:15:18 am
a) Why do you need reagent in these reactions?

It's a tad difficult to train with a sword if you do not have a sword.
That's the way dwarves train philosophy.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.09 ϟ]
Post by: Lancensis on April 10, 2010, 09:14:30 am
a) Why do you need reagent in these reactions?

It's a tad difficult to train with a sword if you do not have a sword.

Yeah, but if you can manage to become great at swordfighting without ever using a sword, think how much better you'll be when you actually do get a sword
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.09 ϟ]
Post by: JagoBallium on April 10, 2010, 10:54:00 am
Well I was just able to create a small region. The problem I had been having was a popup would come up saying something about a runtime error then it would close out DF.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.09 ϟ]
Post by: Meanmelter on April 10, 2010, 12:27:02 pm
Wow, Genesis mod has never been difficult for me EVER! Now I am lucky to get past the second wave migration.

Deon, what horrid fiends are going to be in DFFallout 2010?
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.09 ϟ]
Post by: Asra on April 10, 2010, 02:59:09 pm
So once someone gets those diseases it's pretty much a death sentence for them, right? Can it wash off? The dust, I mean.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.09 ϟ]
Post by: LASD on April 10, 2010, 03:10:02 pm
So once someone gets those diseases it's pretty much a death sentence for them, right? Can it wash off? The dust, I mean.
No washing off from the lungs. I asked Deon earlier on Steam, just means they'll slowly die in a much earlier age than they would've otherwise.


It's a tad difficult to train with a sword if you do not have a sword.
That's the way dwarves train philosophy.
I first thought you meant that dwarves don't have brains. Which was actually true before this version? I already don't remember.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.09 ϟ]
Post by: Asra on April 10, 2010, 03:26:54 pm
Well at least I'll get a few years out of them, at least. Can they be infected without the symptoms immediately apparent? I've been digging through a lot of Galena and have been curious.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.09 ϟ]
Post by: Deon on April 10, 2010, 03:35:22 pm
Hehe, Galena is ok right now. I mean, due to some weirdness with inhaling I have to rework it, I didn't touch it because I was working on critters.

Coal is dangerous though, because I've fixed it in earier releases. Also note that you may be lucky and do not get the tiles which create poisonous gas.

Quote
Well I was just able to create a small region. The problem I had been having was a popup would come up saying something about a runtime error then it would close out DF.
Were you playing with Graphics ON? If so, there were some errors with crashes and runtime errors (and probably not graphics related too) in 0.31.01 which should be fixed in 0.31.02.

Quote
Deon, what horrid fiends are going to be in DFFallout 2010?
Heh, I haven't started it yet so no definite answers. However I will extensively use new castes mechanics to make "mutations".
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.09 ϟ]
Post by: Deon on April 11, 2010, 04:18:46 am
I've added two mods which are compatible with this mod in the original post. If you know other which work together nicely, let me know.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.09 ϟ]
Post by: Acanthus117 on April 11, 2010, 04:21:21 am
Hey Deon, nice work on the mod! I'm still trying to work the bugs out on my shadowmen (read: make them harder to kill) and I'll put em up when I feel that they deserve to be graced by the gaze of your Supreme Moddiness.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.09 ϟ]
Post by: Deon on April 11, 2010, 04:52:03 am
Good. I'm waiting.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.09 ϟ]
Post by: Nabobalis on April 11, 2010, 07:59:39 am
Love what you're doing. I'm enjoying the mod also  :P

I was wondering if there was any more changes/ideas to the Fort part coming?

Btw I can't seem to gen a world with Barghests and I assume that they are hostile?.

Edit I merged the other two compatible mods but in the error log i get "Duplicate Object: creaturebody FACE_TENTACLES"

 
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.09 ϟ]
Post by: Deon on April 11, 2010, 08:17:19 am
It looks like some of them already have a bodypart called FACE_TENTACLES. I will rename it to stop conflicts for the 1.0 (I finish it now, just need to apply graphics to creatures).

Barghests are types of goblins, they are different creatures but live together.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
Post by: Deon on April 11, 2010, 12:15:02 pm
1.0 is released

Ezrakim barracks:
(http://i40.tinypic.com/aerwps.png)

A sultan during his afternoon walk, with guards and friends:
(http://i41.tinypic.com/2w3101e.png)

Two nord warriors rest in their room after a long adventure:
(http://i39.tinypic.com/213j53t.png)
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
Post by: Deon on April 11, 2010, 02:34:34 pm
I forgot to add that some "hidden" creatures (from caverns) do not have graphics yet, I will draw them for the next version.

Also Bronze Colossus now has a Soulgem in his head. If you shatter it, he dies. However you should still pierce his bronze head to get to it, so you'd better have some masterwork/adamantine weaponry :).
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
Post by: Daywalkah on April 11, 2010, 02:40:38 pm
It is very good news that Bronze Colossi can be killed finally. It is disappointing when my first adventurer quest is to kill a Bronze Colossus... Good work on the Genesis Mod Deon! I enjoy this mod very much.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
Post by: Deon on April 11, 2010, 02:41:49 pm
Thank you. Now I wish I knew how to fix "unkillable" critters from hfs which consist of a single unkillable body which is immune to magma and traps >.>
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
Post by: godisdead132 on April 11, 2010, 05:39:38 pm
love the mod been playing it some. just as an idea you should add mercury poisoning to cinnabar (since its mercury sulfide) and radiation poisoning to cobaltite(ore of cobalt) also 3 gouls attacked me and were killed by a cat so un-nerfing needed other than that great work  :)
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
Post by: Deon on April 11, 2010, 06:08:43 pm
Quote
3 ghouls attacked me and were killed by a cat
That's pretty weird... Ghouls have stats of troglodites and I didn't touch cats, so it's like a vanilla cat vs troglodytes with some tweaking... I should try it, maybe the cat was too lucky with biting their throats and dodged their blows... It's really weird. You should make that cat a hero :P.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
Post by: godisdead132 on April 11, 2010, 06:13:56 pm
Quote
It's really weird. You should make that cat a hero
i think you mean gyro
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
Post by: Deon on April 11, 2010, 06:20:03 pm
You're evil. I do not eat cats ;).
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
Post by: Rochndil on April 11, 2010, 06:23:31 pm
Congrats on getting the first major mod out the gate, Deon!

I've played a game using 0.9 through year...3? Everything worked fine, traded with the Dusk Elves and had a Barghest kidnapper (didn't get far enough for an ambush).

I have one request and a personal quibble.

Could you please, at some point in the future, try to restructure the mod (as far as it's feasible) to use unique filenames for added content, and clear commenting in the vanilla files that must be changed. This will make multi-modding with it a LOT easier. Also deleting un-changed RAW files from the distributed archive would help make it more clear what has, and what has NOT, been changed. Thank you.

The reason I quit playing this particular game was having most of my core dwarves afflicted with black lung (incurable). The concept is great, and it's impressive how well it's done, but...I really don't feel, in my case, that it adds any "fun" to my game. They got blood everywhere, and were moving so slowly they could barely manage to clean up after themselves, let alone do any useful work.

So before I run this mod again (just DLed 1.0!) I'll be excising those diseases from the RAWs before genning a new world.

Keep up the great work, and I'll be looking forward to what you come up with next.

Rochndil, who really needs to start throwing together an MMO build...
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
Post by: godisdead132 on April 11, 2010, 06:23:50 pm
lol riiiiiiiiiiiiight but seriously there were pools of pus and severed hands everywhere
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
Post by: Deon on April 11, 2010, 06:28:10 pm
Hello, Rochndil!

If you do not like Black Lung, remove "inorganic_blacklung.txt" before you generate the world.

Thanks for the tips about organization, I am a pretty random person so I often end up with things in weird places. I will make sure to restructure and place comments where appropriate for the next releases.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩
Post by: TomiTapio on April 11, 2010, 06:32:05 pm
I can dig this mod, Deon. Just started Genesis 0.9 today and I am glad to see rabbits and raccoons. I had your 2009-August Genesis/DFComplete earlier.
Some Ghouls and Lost Adventurers gave me trouble underground. Do Lost A's travel in packs? I've got six of them on my refuse pile.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
Post by: Deon on April 11, 2010, 06:35:47 pm
They do, check their descriptions. Also their breath attacks (rotten flies) are very poisonous, but they are not "very undead" yet, so they are more like cursed people. Crossbows work well against them.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
Post by: Cody1750 on April 12, 2010, 12:25:03 am
I am going to get started on playing this right away.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
Post by: Duane on April 12, 2010, 12:46:54 am
Any way to play this with the lung-damage disabled? I don't like my dwarves flaking off when I need them, and they always do. Maybe some way to prevent it, like cloth filters?
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
Post by: Deon on April 12, 2010, 01:14:14 am
If you do not like Black Lung, remove "inorganic_blacklung.txt" before you generate the world.

That's it. I think I will make it optional for the next releases.


Hello everybody! :)
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
Post by: jayseesee on April 12, 2010, 04:50:07 am
Request: Can you, with every version update, list the specific files that have been added and/or changed?  That way we can cherry-pick the updates out of the release.  Nothing huge, though it will help if we have some of our own edits in as well.  ;)
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
Post by: Zargen on April 12, 2010, 06:24:48 am
question and possible suggestion.

Do the goblinoid races ever siege you together? Will you see a pack of weak goblin siegers with a dusting of orc raiders attacking your fort? And what about the "mercenary"ish creatures like trolls that occasionaly show up?

Which brings me to a suggestion: More possible sieging army makeups. Trolls and beakdogs are nice. But what about hordes of wolves,the rare ettins, ogres, x_men(x_being leech/snake/lion/whatever), and all those other nasty critters who might tag along with goblins for the prospect of delicious dwarf meat? If you want to be really evil you can add in the prospect of the odd Giant or Minotaur showing up with them.  :P
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
Post by: Deon on April 12, 2010, 09:14:42 am
Barghests and goblins live together and siege together, and they bring trolls to smash down your doors. This is how it works.

More critters for them to brings sounds interesting... Now to find out what makes trolls to be parts of the sieges :P.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
Post by: umiman on April 12, 2010, 02:51:45 pm
This is really fun to play with the dangerous critters mod. I don't see how it's more difficult though. So many extra weapons, tree types, plants, creatures, civilizations... not to mention the training areas.

I think it's pretty easy actually. That's not a bad thing. The poison coal mines are interesting, but I just switched strategies to use disposable miners instead.

Fun though.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
Post by: Meanmelter on April 12, 2010, 03:07:47 pm
This is really fun to play with the dangerous critters mod. I don't see how it's more difficult though. So many extra weapons, tree types, plants, creatures, civilizations... not to mention the training areas.

I think it's pretty easy actually. That's not a bad thing. The poison coal mines are interesting, but I just switched strategies to use disposable miners instead.

Fun though.
I use miners that are VERY resistant to diseases. wouldnt want to waist all that coal and only get half of it turned into stone!
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
Post by: umiman on April 12, 2010, 03:12:27 pm
I use miners that are VERY resistant to diseases. wouldnt want to waist all that coal and only get half of it turned into stone!
Isn't that what magma is for?

Edit: Was it you who made it so meat stuff can be cooked again, Deon? If so, thanks man!
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
Post by: Deon on April 12, 2010, 04:19:01 pm
Yeah, I think it was fixed in 0.31.02, but I fixed it (and leaves) way before that.

P.S. I didn't aim at a hardcore mod actually, some critters are nasty but overall it's pretty playable and easy to handle (if you know what to do). I was mostly playing around with new modding possibilities and adding new content for more fun, not Fun (although some things like gelatinous cubes and wyvern poisons are really nasty).

Anyway, I will add more sieging races later, now when I have a backbone and main graphics. So I can make some nasty foes if you feel like this, or anyone may do it actually, it's easy to make a single race of OMGWTF, it's harder to come up with some flavorful many things (and lots of copy-paste/replace actions following it hehe).

And I find the dangerous coal to be pretty cool. You can always risk digging it, or pump a magma up, or chop trees, or buy a fuel from traders. The options are there!
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
Post by: Zargen on April 12, 2010, 05:34:33 pm
So I made a quick 200-year map and I noticed within the first 50 that pretty much all goblins and barghest have been killed except for one small goblin kingdom out in the middle of nowhere. Whats the deal with that  :P
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
Post by: Deon on April 12, 2010, 05:38:54 pm
New 0.31 megabeasts which kill whole races now.

You may not notice it if you gen a vanilla world because there're just 4 races, but the more races you have, the more obvious is the "extinction" thing.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
Post by: umiman on April 12, 2010, 07:29:20 pm
Argh! These archers are so damn unfair!!!!! They're plunking through my cheated ultra metal like it's made of tin foil. Not killing anything... but it's enough to repaint living rooms.

At least it gives my surgeons stuff to do...
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
Post by: Acanthus117 on April 12, 2010, 09:09:01 pm
Hey, I think that this is compatible with 31.03, right?
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
Post by: Eric Blank on April 13, 2010, 12:10:14 am
Looks like an awesome mod you have there. I'm definitely gonna download it, but I can't decide if I wanna butcher it or use alone and remove my own worthless attempts at mods.

will these items dropped from these chest creatures have any real unusual properties, and if so, how do you implement said properties?

ooh, I almost forgot, mercury poisoning should affect people who inhale dust from cinnabar mining.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
Post by: Deon on April 13, 2010, 12:36:55 am
I think I will make a whole separate dangerous mining component soon, so those who dislike it could ignore it.

Yay for the new bugfix release! All hail 0.31.03! It looks like there're some minor raw changes, I will look into it now.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
Post by: Deon on April 13, 2010, 12:54:51 am
Yeah I've checked it and the only "major" change is the removal of Minotaur's eye appearance modifiers (close set/deep set). I don't see why Toady made it, I am ok with minotaurs with variable eyes :P.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
Post by: Acanthus117 on April 13, 2010, 12:56:23 am
So it's ok to use this version with Genesis?
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
Post by: Deon on April 13, 2010, 12:58:27 am
Yes.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
Post by: Acanthus117 on April 13, 2010, 02:34:06 am
Yay!  ;D
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
Post by: Deon on April 13, 2010, 03:41:14 am
I will release 1.1 shortly. I forgot to add graphics for rabbits and mammoths.

Also I am drawing new subterranean creatures right now.

Also I renamed "amethyst man" to "amethyst golem", and there're now amethyst, topaz, emerald, sapphire, ruby, diamond, black opal and turquoise golems. Also they now drop statues instead of gems upon death.

P.S. Materials work as intended: diamond golem won:

(http://i44.tinypic.com/2n9hxee.png)

P.P.S. All animals have joints now. And NECK is breakable through wrestling too.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
Post by: EuchreJack on April 13, 2010, 04:11:48 am
Question: How do I activate the graphics set? I generally know how, but this new graphic set is set up differently than I am familar with from the previous version.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
Post by: Deon on April 13, 2010, 04:14:14 am
Go to /data/init/init.txt and change GRAPHICS:NO to GRAPHICS:YES.

Note that I haven't made a character set for this so you can use any, the wiki has a huge list of avaliable character sets.

If you have troubles making it to work, I can upload all necessary files for you to use.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
Post by: EuchreJack on April 13, 2010, 05:16:41 am
Currently dealing with trying to convert your widescreen to my fullscreen.  Seems to corrupt the game whenever I load a fortress.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
Post by: Deon on April 13, 2010, 05:28:43 am
It shouldn't. Make sure your FULLGRID_SIZE is appropriate.

Also here's the WIP on golem tiles:

(http://i41.tinypic.com/2uondqw.png)

Blck opal, amethyst, sapphire
Ruby, emerald, turquoise
Topaz, -, diamond
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
Post by: jayseesee on April 13, 2010, 05:39:11 am
Looks nice!
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
Post by: EuchreJack on April 13, 2010, 05:42:03 am
What is the gridsize of the graphics set?

Any advice on setting FULLGRID_SIZE?

FULLGRID_SIZE has always confused me (and in fact is the main reason my LP of Dwarf Fortress never got off the ground).

EDIT: Ok, further experimentation shows the problem has nothing to do with Genesis mod and everything to do with my computer not wanting to play graphics mode on Full Screen.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
Post by: Deon on April 13, 2010, 05:56:11 am
One tile is 16x16. Divide your X and Y of your resolution by 16 and you get the full grid size for X and Y.
So if you have 1024x768, your fullgrid_size will be 64x48; or if you have 1280x1024, your fullgrid_size will be 80x64.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Deon on April 13, 2010, 06:20:55 am
Version 1.1 is Released

I've decided to upload 1.1 now because I cannot work on it today anymore. It has new golems and 2/3 of new underground critters' graphics. Also it has rabbit and mammoth graphics fixed plus FACE_TENTACLES bodypart is renamed to allow full compatibility with Succubus mod.

Get it, guys! :)

It won't cause any errors if you unpack it in your save folder from 1.0 because it's compatible. You just won't get new golems if you play the 1.0 version save.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Lobos on April 13, 2010, 10:25:24 am
This mod is sweet. I got swarmed by nords because I killed their leader, never has a fight been more difficult to survive.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Deon on April 13, 2010, 10:47:39 am
Poor nords :P. Why did you kill him.

Anyway, I lied that I don't have a time today to develop the mod. Well I am tight on time, but I want to do it :P.

I plan to add more "cosmetical" workshops. Right now I have a gaming board (requires 4 chairs and a new toy "'Human Fortress' tabletob game"), a chess table (requires 2 tables and a new toy "chessboard"), rockball (which actually trains throwing, it depicts a game where a dwarf tries to throw a boulder into an urn), gateball (a huge field, looks like a football field; because we cannot make group reactions which require a few dwarves yet there's no possibility for matches, but maybe someone wants a gaming field in their fortress for cosmetic reasons) and an obstacle course (actually trains dodging).

Gaming table:
(http://i40.tinypic.com/wjhnoh.png)

Chess table:
(http://i44.tinypic.com/fc0lqp.png)

Rockball:
(http://i42.tinypic.com/2uy4q49.png)

Gateball:
(http://i40.tinypic.com/200p5p5.png)

Obstacle course:
(http://i44.tinypic.com/243nq5f.png)

I accept any suggestions on workshops for 1.2. Also I will use Crematorium by Lazureus.
(http://img580.imageshack.us/img580/5148/cremator.png)

Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Grax on April 13, 2010, 10:55:18 am
I accept any suggestions on workshops for 1.2. Also I will use Crematorium by Lazureus.
(http://img580.imageshack.us/img580/5148/cremator.png)

Hehe, add a reaction there that makes "dwarf cinder dust" into the flask. ;-)
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Deon on April 13, 2010, 10:59:19 am
Actually it gives ashes from corpses. Now you can get useful stuff from dead vermin your cats leave all over the place. Just make a dwarf with a custom profession "cremator" and appoint him to the crematorium :).

I am not sure about adding too many "graphical" workshops, but I could make a separate module for those who like it.

I mean workshops which do small things or nothing, like:
Philosopher's garden
(http://i41.tinypic.com/2jbl8o1.png)
Trains Concentration ("Meditate")/ Judge of intent ("Debate with yourself") skills :P.

What do you think?
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Grax on April 13, 2010, 11:06:13 am
Actually it gives ashes from corpses. Now you can get useful stuff from dead vermin your cats leave all over the place. Just make a dwarf with a custom profession "cremator" and appoint him to the crematorium :).
;D

By the way, have you got an info about how the HFS critters/demons are generated - legs/eyes/tags/etc?
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Deon on April 13, 2010, 11:09:36 am
It's hardcoded so I will have to replace "&" to look as some unidentifiable demon :).

Sadly there's no direct way to influence HFS demon types.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: A Dwarven Smokeologist on April 13, 2010, 11:10:33 am
Do it Deon!

I like the idea of custom//graphical workshops that I need to build areas for, ensures my base keeps expanding :P
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Grax on April 13, 2010, 11:11:07 am
It's hardcoded so I will have to replace "&" to look as some unidentifiable demon :).

Sadly there's no direct way to influence HFS demon types.
Fck.  :(
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Deon on April 13, 2010, 11:13:39 am
I really like the philosopher's garden. Making those palms out of DEAD LOGS! This is what I call dorfy :).

Thank you for the encourangement, A Dwarven Smokeologist. By the way, judging by your avatar, are you the PlumpHelmetPunkAwesomeMan on the youtube?


You've encouraged me. Time to make a Theater to train Comedian and other skills :P.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Grax on April 13, 2010, 11:17:34 am
Not fck!

HFS stuff is all in plain text (just as it in raws) in the exe, so it's easy to use and edit.
0069e925h is the creature_tile "&", so i think if you wanna make a hyper-full mod, you'd edit exe.  ;D
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Deon on April 13, 2010, 11:32:59 am
Great! When I get to editing EXE (which I usually do at some point, at least it will be necessary for Fallout mod), I will note it, thanks!

Here's a concept for a theater. I hope it looks like a stage with some furniture on it and stools in front of it.

(http://i42.tinypic.com/27wuntj.png)


And reworked crematorium graphics:
(http://i42.tinypic.com/25eyc9f.png)
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Lancensis on April 13, 2010, 12:56:03 pm
The Urnball workshop should have a 1% chance of spitting out a fabulous prize for the dwarf. Or it could produce tickets that the dwarf can then trade in for a prize...
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Deon on April 13, 2010, 02:18:36 pm
Hehe, fun idea. I should think about it.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Lazureus on April 13, 2010, 02:23:20 pm
Actually it gives ashes from corpses. Now you can get useful stuff from dead vermin your cats leave all over the place. Just make a dwarf with a custom profession "cremator" and appoint him to the crematorium :).

I've done all I could to try to make the Crematorium complete.. but there is so much that Reactions wont let me do.. If I could get it to recognize corpses separate from bones and other body parts, I could get it to work.. as of right now.. it will only burn butcher scraps and vermin remains.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: piecewise on April 13, 2010, 03:30:10 pm
Now, I may be wrong, what with my inexperience in modding and all, But I think you placed the "radioactive poisoning" syndrome on the wrong stone.  As it is it's
Code: [Select]
[INORGANIC:PITCHBLENDE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:pitchblende][DISPLAY_COLOR:5:7:0][TILE:'*']
[ENVIRONMENT_SPEC:GRANITE:CLUSTER_SMALL:100]
[IS_STONE]
[MELTING_POINT:12070]
[BOILING_POINT:12340]

an ore of aluminum, but through a too-advanced process, in-game as the source of the corundum gemstones (ruby and sapphire)
bauxite melts around 2000C, so it's not practical to smelt it for aluminum (magma only goes up to 1300-1400)
[INORGANIC:BAUXITE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:bauxite][DISPLAY_COLOR:4:7:0][TILE:'+']
[ENVIRONMENT:SEDIMENTARY:CLUSTER:100]
[MELTING_POINT:13600]
[BOILING_POINT:15000]
[IS_STONE]
[STATE_COLOR:GAS:GREEN]
[STATE_NAME:GAS:radioactive dust]
[SYNDROME]
[SYN_NAME:radioactive poisoning]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INHALED]
Long-term: destruction of bones, low dizziness, bleeding eyes
[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:BONE:START:1000:PEAK:2000]
[CE_PAIN:SEV:200:PROB:100:MUSCULAR_ONLY:START:1000:PEAK:2000]
[CE_DIZZINESS:SEV:50:PROB:100:START:1000:PEAK:2000]
[CE_BLEEDING:SEV:200:PROB:100:BP:BY_CATEGORY:EYE:ALL:START:1000:PEAK:2000]

Doesn't that mean you attached the Syn to Bauxite rather then Pitchblende?
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Deon on April 13, 2010, 03:37:30 pm
Good call, I was confused by a Toady's comment >.<.

But it doesn't work this way, it was my earlier attempt which produces nothing right now. For now to make radioactive poisoning, you have to make ANOTHER rock which is included in the "so called poisonous" rock and boils when mined, just like in the previous version. The only difference is that right now you can add cool effects to it.

Still thank you for the find, I am going to release it as a separate component for 1.2 so I think that I should clear the old code which is not working. The only working poisoning is the black lung, and it's in the blacklung_inorganic.txt .
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Fleeb on April 13, 2010, 04:05:42 pm
Fantastic. Nothing really constructive to add, but keep up the awesome work Deon!
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: umiman on April 13, 2010, 04:06:42 pm
Awesome work Deon, per usual.

Quick question: If I want to remove the super arrows and change them back to normal, how do I go about doing it?
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Aeltar on April 13, 2010, 05:21:45 pm
Would it be possible to add in bloodcrafting, like Dark (http://www.bay12games.com/forum/index.php?topic=34022.180)/Grimdark (http://www.bay12games.com/forum/index.php?topic=46349.0) Dwarves for 40d?  Maybe the plants as well.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Deon on April 13, 2010, 05:26:22 pm
Hmm, using chunks in workshop? It would make an awesome Armokian temple workshop.
I will find interesting uses for it.

Quote
Quick question: If I want to remove the super arrows and change them back to normal, how do I go about doing it?
Do not replace item_ammo.txt and change all arrows' types in entity_default.txt (search for _ARROWS via Ctrl+F) with common ITEM_AMMO_ARROWS. I don't see why though, dodging and shield blocking already make them very uneffective :).
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: meowmix on April 13, 2010, 05:28:01 pm
Quote
If you wait till 1.1 of Genesis mod, I will add medusas, deep dwarfs and orcs to the current list of sieging races . If someone wants to make a separate mod with orcs only, it's not hard to make.

did the orcs and stuff get added in the new 1.1 version?
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Deon on April 13, 2010, 05:39:21 pm
Not yet :P. I released 1.1 to add more crature graphics and with some new stuff (like gem golems).

As I said, I am a pretty random person and I release stuff earlier than planned. Right now I have a week of tests and an exam and I still mod :P. I know, crazy ::).
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: umiman on April 13, 2010, 05:48:43 pm
Healthcare system is completely borked right now. Arrows don't kill anything, but they injure people a lot. I'd rather my dwarves die than get injured. Yeah, so it's no fault on your part. Just want to deal with less hassle.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: meowmix on April 13, 2010, 06:21:12 pm
do these changes make it to the first post on the front page?  i dont see anything written there about gem golems
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Deon on April 13, 2010, 06:38:14 pm
Look under "expanded bestiary", the "cavern dwellers" section.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Acanthus117 on April 13, 2010, 08:31:38 pm
DAYUM, Deon. You did tons of shit. ;D
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: meowmix on April 13, 2010, 11:03:20 pm
im in the testing area playing with the gelanious cubes. however i dont think they can be killed. i have one fighting a balor fully armed with weapon grandmaster swordsman etc

it just doesnt die. a few cubes even fell into the lava and are just sitting there.

even though they are fully red they simply do not die. i havnt upgraded to 1.1 though
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Spacepup18 on April 13, 2010, 11:28:24 pm
Is this compatable with 31.03 yet?  Been playing it on .02 for a while, definitely enjoying it, but I really want to move to the next version for those delicious pathing fixes.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: meowmix on April 14, 2010, 01:19:57 am
how do i get the graphics pack in the new install to work? im currently using the phoebus graphic pack and what i did was just put everything from the graphics folder in the new 1.1 dl into my graphics folder and did an overwrite on w/e that came up.

Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Deon on April 14, 2010, 02:13:49 am
Meowmix: Maybe I should try to make them more "killable". What I did is lure them in cage traps in the fort mode.

Spacepup18: It's 31.03 compatible, I just forgot to update my signature again. DFFD page says "For DF version:     0.31.03".

Quote
how do i get the graphics pack in the new install to work? im currently using the phoebus graphic pack and what i did was just put everything from the graphics folder in the new 1.1 dl into my graphics folder and did an overwrite on w/e that came up.
That's what you do. Make sure there're no additional files left from Phoebus though. You could just delete the /raw/graphics/ folder and replace it with the one from the archive. If you want the graphics in one of your save, do the same with the /data/save/region**/raw/graphics/ folder (wherer region** is the number of your save region).
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: A Dwarven Smokeologist on April 14, 2010, 02:24:46 am
Great! When I get to editing EXE (which I usually do at some point, at least it will be necessary for Fallout mod), I will note it, thanks!

Here's a concept for a theater. I hope it looks like a stage with some furniture on it and stools in front of it.

(http://i42.tinypic.com/27wuntj.png)

That's awesome, I can imagine dwarfs walking around on it doing their best Shakesbeardian impression for all those who will watch and listen. Would it be possible to have a noble cast show up who would use it, but maybe no one else till then? I'm not sure how these work though so I might always come up with a lot of impossible requests.

Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Deon on April 14, 2010, 02:31:12 am
When you have a manager, you are able to access the workshops Profile, where you can set up who can use it.

After that you can designate a meeting zone close to the theatre (now when zone removal does not crash the game etc.) and idle dwarves will party around the stage :).
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: magikarcher on April 14, 2010, 02:44:31 am
Sorry if this bug was already reported, or if it is unrelated to the Genesis Mod. I just installed DF 0.31.03 and immediately installed Genesis Mod, turned on the FPS counter, and everything works normal, except the FPS counter will not appear.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Deon on April 14, 2010, 04:32:51 am
OK, I am releasing 1.15 today. It won't contain many new features (but new workshops) but it will have full new underground critters' graphics and I've used Phoebus character set as base, so right now I remap all stones to follow them (most stones look like "generic" rock, ore stones have a * and a number of dots which show their value, same with gems.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: EuchreJack on April 14, 2010, 05:52:15 am
How do we build the custom workshops?

EDIT: Nevermind, the problem was that I did not generate a new world.  Something to look forward to once I give up on "Sand Fortress", lol.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Deon on April 14, 2010, 09:00:22 am
WIP on graphics for the next version. It takes a lot of time to remap tiles for all the stones, trees, plants and gems.

Here're the outsides. A rocky/peat wasteland with random trees and bushes and marble boulders:
(http://i40.tinypic.com/ege4uu.png)

Also I walked through all the stones and changed their texture so it's monotone now (and microcline is White/cyan, not Cyan/white, it means that the walls are white and no longer kill eyes).
This is a marble/mica hallway:
(http://i39.tinypic.com/20qjt6f.png)
Note those * with dots. It's malachite, a tier 1 metal. Only metal ores have the symbols now, and the number of dots indicates their value. All other rock types are monotone.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Spacepup18 on April 14, 2010, 09:01:51 am
So how would this work with say, Phoebus's pre-packaged graphics set?  Can I just use that graphics pack, overwrite with your raws, and have it use all the stuff you've added, or do I have to find or extract only the character graphics to vanilla DF + Genesis?
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: HonkyPunch on April 14, 2010, 02:53:21 pm
I'm getting an extremely weird error with this. I copied everything over that was needed for the Osmans to work (pretty sure i got it all) and when I gen a world, it places osman towns, etc, it's all fine. Except that instead of Osmans, there are cave crocodiles, and it crashes my game.
See, I just wanted the Osmans, but....
I think i messed up.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Deon on April 14, 2010, 03:01:10 pm
Check the errorlog.txt. If there're crocodiles, you have duplicate errors.

Spacepup18: There're some "specific" tiles etc. so wait for the 1.15 to be released, I may do it even this night, There everything is fine. Actually everything is already fine, but I need to add tiles to vultures, buzzards and other birds before I upload it.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: HonkyPunch on April 14, 2010, 03:24:39 pm
Well, nothing about crocodiles in the error log but now I know i have to go back to everything i've made and see why i have a wall of text about each of them.
Fun stuff, that.
(I'm still a bit mystified, honestly. They show up in "Play now!" in adventure mode.)
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Deon on April 14, 2010, 03:31:24 pm
If you have ANY duplicate error, it may lead to purring maggot civilizations. This is how DF works.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Lancensis on April 14, 2010, 03:53:12 pm
It's the Curse of Armok, upon those who attempt to emulate His divine plan. Boiling leather will rain from the skies, and the crocodiles and maggots will rise up to destroy those who tamper with sacred things.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: HonkyPunch on April 14, 2010, 04:07:21 pm
Indeed. I'll just have to go back through my raws and mess with things. And add tissue thickness to some creatures (what is this I dont even)
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Morrigi on April 14, 2010, 05:15:54 pm
I'm having issues with the katana. I've attacked several humanoids with it, and stabbing seems to be taking off heads and limbs. Is there an easy way to fix this?
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Deon on April 14, 2010, 05:21:20 pm
It's a side effect of a slash-stabbing attack which some swords have. I may have to rework it because damage is a bit different in 0.31.03 in comparison to 0.31.01, thanks for reminding me about that.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: HonkyPunch on April 14, 2010, 11:52:15 pm
Well, the problem is obviously not this mod. I think i'm going to take a break from DF until 31.04 is out, as my raws are completely screwed up. Heh, i'll have to install your mod from the get go, next time, and get rid of everything except the samurai and nords(and make them into dwarves. SNOW DWARVES :D )
I really need to learn to fix all of the problems with my creatures right away, instead of waiting till my error log is 60+ kb (from one startup)
Sweet mod, though. Love the samurai stuff. The world needs more samurai games..heh
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Deon on April 15, 2010, 12:03:26 am
Thank you :).

I have a test in 3 hours. After that I will relax a bit and finish 1.2 :).
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Zargen on April 15, 2010, 04:04:48 am
Since I play with your mod as the only mod I use, I was wondering if you can help me out real quick. Want to add some animals to be trained for war that I happen to catch. Grizzly Bears, Wolves, Bulls, and Cougars.

What tags do I add to their rars and where? If you dont mind helping out :p
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Deon on April 15, 2010, 06:43:27 am
Check the creature_large_temperate.txt, there're grizzly bears and wolves (and I think cougars).

Bulls are in creature_common_domestic.txt

All you have to do is to add [trAINABLE] to them.


Also sorry for being slow with 1.2. I was working on little something:
(http://i41.tinypic.com/1zzktwo.png)
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Acanthus117 on April 15, 2010, 06:44:28 am
Awesome! What does the lost adventurer look like?
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Deon on April 15, 2010, 07:10:35 am
Nothing from this list :). These are Doom monsters, and I use them as cavern guys for Fallout mod.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Julius Clonkus on April 15, 2010, 12:26:54 pm
Nothing from this list :). These are Doom monsters, and I use them as cavern guys for Fallout mod.
Awesome.
Will you only be using the graphics or are you actually going to make them as accurate as possible to their counterparts in Doom?

If so, hooray, due to the new damage system they won't be pushovers because creatures don't circlestrafe around them at 50 mph and they don't drop at the slightest hint of a projectile hitting them.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Deon on April 15, 2010, 01:35:38 pm
Yeah I will add real doom monsters to the lower levels. There's nothing mentioned about DEEP UNDERGROUND CAVERNS in Fallout :P. Thus, why not to make that place a Doom's hell?

Those who do not like it will be able to play as usual on the surface and in the upper caverns, and those who want some Phobos Base experience can dig deep and send marines to shoot ugly mother******. :P
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Lazureus on April 15, 2010, 02:20:55 pm
I'm having a small problem with this mod.. Apparently my craftdwarves don't think that your crayfish shells are actual shells and refuse to do anything with them.

aw frig, nevermind.. it was from another mod I forgot I installed.. going to try to fix it.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Deon on April 15, 2010, 03:23:01 pm
What is a crayfish? o_O

Meanwhile, I am going to bed, but I want to say that I've just thought how fallout combat armor looks just like doom's marine armor... Well, quite close.

So here're some more sprites :).
(http://i39.tinypic.com/11schhf.png)
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: kilakan on April 15, 2010, 04:28:55 pm
man I play this, it is EPIC!
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Deon on April 15, 2010, 06:15:21 pm
Coming in the next version: dark dwarves:
(http://i43.tinypic.com/2ebhdvd.png)

Recolored and a bit tweaked Sphr's dwarves' tiles.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Morrigi on April 15, 2010, 06:15:32 pm
http://en.wikipedia.org/wiki/Crayfish
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Deon on April 15, 2010, 06:23:58 pm
I know but there're no Crayfish in my mod, that's what I was asking about.
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Lazureus on April 15, 2010, 06:25:55 pm
I know but there're no Crayfish in my mod, that's what I was asking about.

sorry yea.. it was an angler mod I picked up from DFFD.. the shells show up.. but they are unuseable..
Title: Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
Post by: Deon on April 15, 2010, 06:28:05 pm
Which material template do they use? Add [SHELL] to that and they will be usable.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.1 ϟ]
Post by: Deon on April 15, 2010, 07:48:45 pm
I've added a soundtrack composed of different tunes for Ultima games. The link is in the first post under the mod download link.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.1 ϟ]
Post by: Acanthus117 on April 15, 2010, 07:50:19 pm
Ooh. Music.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.1 ϟ]
Post by: Nether on April 16, 2010, 01:57:27 am
Ok, this mod makes me severely doubt whether or not I should wait for a merged, stable release of DF30 XD

By the way, Deon, I can not seem to find the music link (Or is it inside of the mod?)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.1 ϟ]
Post by: Deon on April 16, 2010, 03:22:44 am
Huh? Maybe your browser plays tricks with you?

*Start of the post*
First raw: big picture
Second raw: Download link
Second raw: Soundtrack link
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.1 ϟ]
Post by: Nether on April 16, 2010, 05:32:11 am
Ah, my own fault, I immediately started looking below the big picture and into the text :)
Tnx :)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.1 ϟ]
Post by: Deon on April 16, 2010, 05:41:56 am
Anyway, 1.2 is released within 10 minutes :).

New workshops:
Training crutch: Train crutchwalking (requires crutch)
Anatomical theater: Train surgery (requires large dagger); train suturing (requires thread); train wound dressing (requires cloth); train bone setting (requires crutch)

Training dummy: Train with sword/axe/spear/mace/hammer (requires appropriate training weapon)
Obstacle course: Train dodging

Theatre: Perform drama; perform comedy
Library: Study lore books; study teaching manuals; write chronicles
Philosopher's garden: Debate with yourself; meditate

Gaming table
Chess table
Rockball: Play rockball (requires a boulder, trains throwing)
Gateball

Crematory: Cremate remains (transforms vermin corpses into ashes); cremate bodyparts (burns leftover bodyparts like hair and cartillage into ashes).

Also it adds a subterranean civilization of dark dwarves.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.1 ϟ]
Post by: Acanthus117 on April 16, 2010, 05:43:06 am
OH LAWDY CANT WAIT
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.2 ϟ]
Post by: Deon on April 16, 2010, 05:50:58 am
1.2 is out
- V. 1.2: adds new workshops; graphical fixes (graphics for vultures and buzzards; abberrations' graphics are fixed); dark dwarves as an underground race; also ground/trees/plants/stones/gems tiles are reworked and are accompanied with an appropriate character set for better visual experience.

PLEASE NOTE that there's a soundtrack now; the DL link is in the first post, under the mod DL link

Also hurray. 550+ downloads :P.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.2 ϟ]
Post by: Akjosch on April 16, 2010, 06:31:29 am
Whoa, great!

However, packaging your own data\init\init.txt is not the best idea, I think - at least not under this name. If someone unpacks it directly, he or she will replace all of their settings with whatever you put in there.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.2 ϟ]
Post by: Deon on April 16, 2010, 06:41:26 am
That's supposed to work on the clean install, so I don't see a problem.

Also if a person knows how to work with init.txt, he will be able to fix it with a few changes within a few seconds. If he doesn't know how to work with init.txt, he won't be able to install the character set properly anyway. That's the logic.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.2 ϟ]
Post by: Akjosch on April 16, 2010, 06:52:37 am
It's not like all your changes are related to the character set. Specifically, your init file changes all those lines:

Code: [Select]
[WINDOWEDX:1280]
[WINDOWEDY:800]
[FONT:Phoebus_16x16.bmp]
[FULLFONT:Phoebus_16x16.bmp]
[BLACK_SPACE:YES]
[GRAPHICS:YES]
[GRAPHICS_WINDOWEDY:800]
[GRAPHICS_FONT:Phoebus_16x16.bmp]
[GRAPHICS_FULLSCREENY:1024]
[GRAPHICS_FULLFONT:Phoebus_16x16.bmp]
[GRID:80:50]
[PARTIAL_PRINT:YES:2]
[COMPRESSED_SAVES:NO]
[EMBARK_WARNING_ALWAYS:YES]
[SHOW_EMBARK_TUNNEL:ALWAYS]
[LOG_MAP_REJECTS:YES]
[COFFIN_NO_PETS_DEFAULT:YES]
[ENGRAVINGS_START_OBSCURED:YES]

The ones needed for the graphic set is a lot smaller, however:

Code: [Select]
[GRAPHICS:YES]
[GRAPHICS_FONT:Phoebus_16x16.bmp]
[GRAPHICS_FULLFONT:Phoebus_16x16.bmp]
[PARTIAL_PRINT:YES:2]
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.2 ϟ]
Post by: jayseesee on April 16, 2010, 07:01:30 am
I've noticed that my dwarves like hauling the item that the doctor uses in the anatomical workshop.  Is there any way to fix that so he doesn't, you know, yell that we don't have daggers because someone else is moving it? =P
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.2 ϟ]
Post by: Deon on April 16, 2010, 08:13:55 am
Eh, I didn't think about hauling... Well, you could use burrows to avoid that :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.2 ϟ]
Post by: Gontro on April 16, 2010, 09:09:48 am
Hey Deon, great mod.. been having lots of fun with it :).  I was wondering if it would be possible for you to package a version of your mod with the Gold Plated (http://www.bay12games.com/forum/index.php?topic=49479.0) tileset?  Though I think Phoebus did a great job with his, I prefer the subtlety of DrD_Avel's.  If you have time, it would be greatly appreciated!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.2 ϟ]
Post by: Deon on April 16, 2010, 09:25:00 am
I can do it, but later. You see, I remapped most tiles, so it would take a lot of time to remap stuff again :).

Right now I make a test version of a Wasteland mod, but I can make the Gold Plated version later (probably this weekend).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.2 ϟ]
Post by: jayseesee on April 16, 2010, 11:03:22 am
Eh, I didn't think about hauling... Well, you could use burrows to avoid that :).
Except for that burrow, you would have to have a burrow for everywhere except that room, and everyone would have to be assigned other than the DOctor! :(
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.2 ϟ]
Post by: Lancensis on April 16, 2010, 11:38:12 am
Just put a specialised stockpile next to the workshop, no?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.2 ϟ]
Post by: Deon on April 16, 2010, 12:22:26 pm
That's how I make it in my fort.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.2 ϟ]
Post by: Lazureus on April 16, 2010, 01:14:17 pm
It is nice to see something that I make, that is even remotely useful, make it into an awesome mod.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.2 ϟ]
Post by: Deon on April 16, 2010, 01:39:22 pm
I think I wouldn't come up with a crematory idea but myself, at least for now. You helped a lot :).

Now, I plan to include in in my Fallout mod which I actively develop right now too.
Do you have ideas for other futuristic workshops? If so, I would like to hear them in my Wasteland mod thread please.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.2 ϟ]
Post by: Vattic on April 16, 2010, 01:56:06 pm
There's certainly some cool stuff in this mod. I won't be using it wholesale but I am using some of your custom workshop stuff. Having gone through some of your raws I notice that the additional training weapons have different [SIZE:], [TWO_HANDED:], [MINIMUM_SIZE:], [MATERIAL_SIZE:] and [ATTACK:] tokens from their non training counterparts. I just wondered if this was for any particular reason?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.2 ϟ]
Post by: MUAHAA THE FRENCH on April 16, 2010, 02:34:05 pm
probably asked before but i kind of want to use this with pheobus's graphics pack, how do i merge?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.2 ϟ]
Post by: Deon on April 16, 2010, 02:43:05 pm
It uses Phoebus graphics pack. What else do you want to merge?

Vattic: Probably some tweaks during arena testing, I don't remember right now. They do not hurt each other with them.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.2 ϟ]
Post by: MUAHAA THE FRENCH on April 16, 2010, 02:43:54 pm
it doesn't look like it from the screenshots, but i didn't test, sorry :)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.2 ϟ]
Post by: Deon on April 16, 2010, 02:49:17 pm
There're no screenshots from the latest versions, only some from 0.3 or 0.5.

P.S. Oh wait, there're, 2 pages back:
(http://i39.tinypic.com/20qjt6f.png)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.2 ϟ]
Post by: Meanmelter on April 16, 2010, 04:02:11 pm
I remember that picture, you sued it for some other mod you made back in uhh...2007?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.2 ϟ]
Post by: Deon on April 16, 2010, 04:10:43 pm
What? It uses recent stone modifications and tiles I've included in 1.2...

Or do you mean the pic with an elf and a swordsman? That's from a Twisted lands. There were dark elves wielding metals and other crazy stuff like burning nobles as monsters etc. :)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.2 ϟ]
Post by: PrimusRibbus on April 16, 2010, 05:04:13 pm
Loving the mod so far, especially the training workshops which (for me at least) are damn near a required solution for even hoping to have a functional military in DF2010.

Since you're adding a lot of recreational/training workshops, I thought I'd suggest adding in a Swimming Pool as well. I made one for my (unreleased) mod, and I've found it to be a much better answer to training swimming than the controlled floodgates and drainage system I used in 40d (it also has an astronomically lower fatality rate :P ).

Here's the raws for my Swimming Pool:
Spoiler (click to show/hide)

And the raws for the reaction:
Spoiler (click to show/hide)

Here's what the finished Swimming Pool looks like in-game:
(http://imgur.com/KR8N6.png)

I personally found it to be a rather nice addition to gameplay, so if you're interested in using it at all in a whole or in part, be my guest!

Thanks for the great mod!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.2 ϟ]
Post by: Deon on April 16, 2010, 05:18:52 pm
Awesome idea, training swimming is always cool! Thanks for the idea. I will add it to the future versions.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.2 ϟ]
Post by: EuchreJack on April 16, 2010, 05:35:27 pm
Love the fact that alternate music has been submitted!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.2 ϟ]
Post by: Meanmelter on April 16, 2010, 06:10:00 pm
What? It uses recent stone modifications and tiles I've included in 1.2...

Or do you mean the pic with an elf and a swordsman? That's from a Twisted lands. There were dark elves wielding metals and other crazy stuff like burning nobles as monsters etc. :)
I ment USED it for some other mod. not that one, the one with the crusader and the dark wizard in the lava background.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.2 ϟ]
Post by: Fleeb on April 16, 2010, 06:25:13 pm
Loving the mod so far, especially the training workshops which (for me at least) are damn near a required solution for even hoping to have a functional military in DF2010.

Since you're adding a lot of recreational/training workshops, I thought I'd suggest adding in a Swimming Pool as well. I made one for my (unreleased) mod, and I've found it to be a much better answer to training swimming than the controlled floodgates and drainage system I used in 40d (it also has an astronomically lower fatality rate :P ).

Here's the raws for my Swimming Pool:
Spoiler (click to show/hide)

And the raws for the reaction:
Spoiler (click to show/hide)

Here's what the finished Swimming Pool looks like in-game:
(http://imgur.com/KR8N6.png)

I personally found it to be a rather nice addition to gameplay, so if you're interested in using it at all in a whole or in part, be my guest!

Thanks for the great mod!

That's.... that's absolutely insane.

Also awesome.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.2 ϟ]
Post by: EuchreJack on April 16, 2010, 06:54:47 pm
Having trouble getting the game to run with 800x600 monitor again.  The graphics look all normal on the title screen, then everything goes blurry and unreadable/unviewable soon as I try to engage anything.

I had the game working with Genesis 1.1, but accidentally overrode my "init.txt" file with the one in Genesis 1.2.  But I think I've restored the "init.txt" file to where I need it.

Current dimentions are 50:37

Could be I'm really tired and missing something, but thought I'd ask.

EDIT: Nevermind, the problem was with Dwarf Accelerator.  Still do not know why, but it didn't seem to work for me anyways.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.2 ϟ]
Post by: Acanthus117 on April 16, 2010, 07:08:08 pm
OH LAWDY SWIMMING POOLS

This is awesome. When Adventurers can use workshops, I'm officially making a Genesis Mod Adventurer Training Camp.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.2 ϟ]
Post by: Gontro on April 16, 2010, 09:55:14 pm
I can do it, but later. You see, I remapped most tiles, so it would take a lot of time to remap stuff again :).

Right now I make a test version of a Wasteland mod, but I can make the Gold Plated version later (probably this weekend).

Awesome, cheers mate!  Keep up the great work ;)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Deon on April 17, 2010, 07:55:10 am
1.25 is out

Just a few fixes for the tiles which use the changed character set (like, appropriate tiles for vermin and one plant fix). It doesn't need a world regen, but make sure to update your files in /data/save/region* folder.

All of this is possible because of the awesome utility by Hermano:
http://www.bay12games.com/forum/index.php?topic=54669.0

It means that I can make Gontro's request much faster.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Peasant on April 17, 2010, 08:52:02 am
Playing adventure mode. Met a group of forest spiders, 3 to be exact. They've been webbing me for 5 minutes already, do they ever run out of web? It started during the morning of the day, now it's night.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Peasant on April 17, 2010, 08:52:52 am
Whoops, double post. Oh well, i blame the error tab for popping up. Anyway, i died due to hunger and dehydration. Perhaps they're supposed to web you so much you die due to starvation.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Deon on April 17, 2010, 09:09:42 am
So they couldn't bite through your armor? Fair enough. Still, yeah, webbing spiders are evil... That's why I enter evil forests (quite rare biome, so you should be careful about that, there're other nasties) with armored companions. Also yeah, ranged weapons in your backpack help the situation.

P.S. Good thing they were not ZOMBIE spiders:
Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Huesoo on April 17, 2010, 05:06:50 pm
Oh god zombie spiders.

Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: skaltum on April 18, 2010, 09:04:59 am
awesome mod! to the list please :D

gah wyverns O_O so nasty
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: jayseesee on April 18, 2010, 09:46:26 am
Regarding the spiders, if you have a shield, you will eventually get good enough to block all the shots.  Just go get a drink and come back, then prepare to clear through 875 pages of text.  I had the same thing happen.  I got legendary Fighter, Shield User and Armor User when I came back.  Not sure why it happens, but ah well.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Acanthus117 on April 18, 2010, 10:19:43 am
Hey Deon, I'll give you Cave Carp and Cave Carp Men after I test them/get some sleep. I'm trying to make the Cave Carp as close to their 40d#-ish evil.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Deon on April 18, 2010, 10:29:38 am
Regarding the spiders, if you have a shield, you will eventually get good enough to block all the shots.  Just go get a drink and come back, then prepare to clear through 875 pages of text.  I had the same thing happen.  I got legendary Fighter, Shield User and Armor User when I came back.  Not sure why it happens, but ah well.
Why? Because you are stuck and turns fly by :). It was the same in 40d but you couldn't train vs. spiders because the armor was not working there.

Quote
Hey Deon, I'll give you Cave Carp and Cave Carp Men after I test them/get some sleep. I'm trying to make the Cave Carp as close to their 40d#-ish evil.
Good to know! I will have to release 1.3 sometime soon because I tweaked sand/stone graphics and some other minor things which do not break save games.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Acanthus117 on April 18, 2010, 10:32:22 am
Also, your avatar is cool and distracting. ;D
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Deon on April 18, 2010, 10:34:26 am
Thanks. I became really bored during one of the last nights, and I went on a little avatar-search-frenzy to find something unique... Well, a Picard ball driven by a kitten which tries to kill Indiana Jones is unique enough for me :P.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Acanthus117 on April 18, 2010, 10:39:20 am
Hey, would you like Cave Wolves? They'd be annoying as fuck, but great training...
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Lancensis on April 18, 2010, 03:33:36 pm
Thanks. I became really bored during one of the last nights, and I went on a little avatar-search-frenzy to find something unique... Well, a Picard ball driven by a kitten which tries to kill Indiana Jones is unique enough for me :P.

Looks like Cyriak's work?

EDIT: Damn it Deon! You and Lofn owe me a miner! >:|
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Deon on April 18, 2010, 03:40:51 pm
Quote
EDIT: Damn it Deon! You and Lofn owe me a miner! >:|
Why?

Also, sorry for being late with 1.3, it will wait for a bit.

Right now I am drawing new tilesets for wasteland guys from scratch, including all professions. It's crazy :P.

I'm half done!

P.S. Oh let me guess, "a small coal mod" which I included? :P Haha, that will teach you to be careful with the coal. And seriously, I rarely mine it, usually when I have unneeded immigrants. It's dangerous to set up coal mines.

P.P.S. Also I plan to make an alchemist workshop which transforms gems into shells. It looks like it's not profitable (and it's not, I don't want to make "cheating" reactions) but it can save a mood (because you can always get some gem).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: nekoexmachina on April 18, 2010, 05:04:14 pm
Thanks - this mod rocks :D
But there is way too much new crops ;(
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: ISGC on April 18, 2010, 05:18:41 pm
I've started playing this mod and it's great
broke into a cavern and have been sending my army down there for training (hard core)!  so far I have 3 axe lords who slaughter ghouls by the dozen and I have caught roughly 80 creatures, planning a death trap, but I'm hesitant to do that because my fps will drop horribly.  also, miners are dropping like flies :(, blood everywhere, and my "kill the world" volcano switch has been accidentally pulled twice (third time's the charm).  After I lost half my army to a jabberer (who never died, caught in a cage trap) I walled off the cavern entrance and decided to wait for a goblin siege.  The first ambush arrived moments ago and my trained army ended up late to the party as a donkey had slain 3 goblins and the rest were caught in cage traps.  I wish there was a legitimate Colosseum to pit creature and prisoner. Anyway, thanks for this.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Lancensis on April 18, 2010, 06:01:58 pm
P.S. Oh let me guess, "a small coal mod" which I included? :P Haha, that will teach you to be careful with the coal. And seriously, I rarely mine it, usually when I have unneeded immigrants. It's dangerous to set up coal mines.
I think I dug out maybe two or three squares (hell, it was for a passageway anyway). I was playing without graphics, so all the walls looked like cave lobster and I didn't realise there was a wall full of black death in the way. On the plus side, he's got a steel sarcophagus now, so he's probably better off than any of the survivors. I'm still going to tone down Black Lung's deadliness when I'm "done" with this fort, though.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Deon on April 18, 2010, 06:13:03 pm
I may look into its deadliness too. It may be too severe...

Also about cave lobsters... Eh. I've spent a night tuning those tiles to fit the tileset I use, so it's sad that you cannot enjoy it :(.

P.S. Can you send me the tileset you use? I can adjust things to fit it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Cheddarius on April 18, 2010, 06:17:09 pm
Wait, you made bolts more deadly?
What?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: GaxkangtheUnbound on April 18, 2010, 06:24:32 pm
If possible, will you use the cocoa tree I plan to use, if you haven't got a cocoa tree?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Deon on April 18, 2010, 06:40:33 pm
Wait, you made bolts more deadly?
What?
Why do you ask? In vanilla bolts cannot pierce armor of the same material at all. Combine it with a shield skills (a shield which can be made out of anything, even WOOD!), and you get totally invincible melee vs. crossbowmen.

While in reality a crossbow bolt was able to pierce a knight's armor.

So just train them in parrying more. My wrestler bat out bolts out of the air with BARE HANDS!

P.S. Here's a proof that it's still not hardcore enough.

This is a screenshot from my dev. of Wasteland mod, and bullets have 1000x shooting power in comparison to vanilla bolts.
You can guess it by the damage done by a common shot.

(http://i43.tinypic.com/2hnt9qw.png)

STILL I JUMP AWAY FROM THEM, easily. Matrix style. And I am just a "talented" dodger.

Quote
If possible, will you use the cocoa tree I plan to use, if you haven't got a cocoa tree?
Sure, the coca bush I've made is cool. I thought about it by myself.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Cheddarius on April 18, 2010, 06:48:16 pm
I thought marksdwarves could destroy basically anything that came at them, though. Three legendary marksdwarves gunning down vast battalions of goblins, piercing their lungs, hearts, and pancreases with one bolt...
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Cody1750 on April 18, 2010, 08:14:07 pm
Just played it and found the variety of enemies makes the fighting more interesting and the mod is better than before.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Deon on April 18, 2010, 08:18:25 pm
I thought marksdwarves could destroy basically anything that came at them, though. Three legendary marksdwarves gunning down vast battalions of goblins, piercing their lungs, hearts, and pancreases with one bolt...
Cheddarius, tell me honestly. Did you even try to play the current version? Bolts cannot pierce more than one organ now, and even a completely destroyed heart is not a problem for a tough dwarf. Also if you wear ANY armor, bolts of the same materaial bounce off. So only steel bolts can bruise skin of a dwarf in a bronze armor. Other will bounce off. And because nobody uses steel now, you can safely walk around in an iron armor.
My mod changes it.

Cody1750: Thank you.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Cheddarius on April 18, 2010, 08:46:10 pm
I'm not allowed to play the current version; I'm in Cavebrands, and we're not supposed to play the current version before our turn, in order to be confused and have a chaotic game.
In any case, I assumed that the current version had basically the same bolts - but apparently not. Thanks for the clarification.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Deon on April 18, 2010, 09:10:02 pm
Yeah, in current version only Axes work as weapons :P.

Hey, good luck with the game when it's your turn. Oh man, how can you wait I don't even know. You're the man :P.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Cheddarius on April 18, 2010, 09:15:48 pm
Thanks, looking forward to trying this mod when I'm done with my turn!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Deon on April 18, 2010, 09:16:43 pm
From another point of view, you missed most gamebreaking bugs and you'll get developed mods when you're able to play :P.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Cheddarius on April 18, 2010, 09:23:07 pm
Yeah, true.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Shima on April 19, 2010, 12:24:33 am
Gotta say Deon, I enjoy your work.  The only thing that irks me is how the included graphics are more or less required.  I dunno, I've just come to prefer a more traditionalized tileset.  SO, in the interests of allowing anyone who, like me, enjoys the mod but not how it looks, I've taken some time (About 10-15 minutes) to fix up the mod so that it can run with a less changed tileset.  Unfortunately, it's dependent on the tileset that I personally use, but who knows, some folks might like it.

Info on it: It's based on a Mayday, with extensive modifications that I've done over the past year.  One of the notable things, is that I've replaced some of the unused tiles for flavor such as more trees, vermin, fruit, etc.

The file includes the a modified copy of Genesis 1.25, along with the art file.

http://dffd.wimbli.com/file.php?id=2155 (http://dffd.wimbli.com/file.php?id=2155)



Spoiler for some pictures.

Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Deon on April 19, 2010, 02:30:48 am
Yeah I plan to release a plain ASCII version, and a version with different graphics.

Thank you for your struggles to help me with it :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Acanthus117 on April 19, 2010, 02:35:00 am
Here ya go.
Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Deon on April 19, 2010, 02:55:10 am
Also Shima, you may want to note that your mod contains throbbing dicks and other NFSW stuff >.<.


Wait a bit, I will make a separate DL without it :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Deon on April 19, 2010, 03:14:38 am
I've added both versions to the first post. Could you remove your "succubed" file from the DFFD (which by the way has some errors) to avoid confusion? Thanks :).

Here ya go.
Spoiler (click to show/hide)
Great, thank you!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Shima on April 19, 2010, 03:18:43 am
Oh damn, that's right, I did forget to remove the Incubus/Succubus and Dangerous Creatures mods.  Silly me, I'll go do that.  I've also fixed the idols, I realized I'd replaced the wrong accented A.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Deon on April 19, 2010, 03:19:43 am
In any case, thank you for the inspiration. If not you, I wouldn't do it today :).

Also you did the most work. There were some tiles misplaced and I've changed some stone tiles (I really do not want some stone to look like "#", for example gypsum, while it does nothing) and some plants/vermin which were misplaced with the new file, but otherwise it was pretty easy to fix thanks to you.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Acanthus117 on April 19, 2010, 03:20:36 am
I'll be working on Cave Wolves.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Shima on April 19, 2010, 03:23:51 am
Alright, updated.  http://dffd.wimbli.com/file.php?id=2155
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Deon on April 19, 2010, 03:26:26 am
As I said, mind if you do not have a separate download? I want to be able to update it whenever I change versions, and you know that I do it often :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Shima on April 19, 2010, 03:33:04 am
Yeah, no problem, was just making sure you could get it first.  I'm gonna take a look at the tiles you changed and fix the backgrounds on them up for consistency, post that, then make another alternative that has the same kinda backgrounding that I've got on the ,.`' tiles on all other ones (Or at least the ones that matter).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Deon on April 19, 2010, 03:37:20 am
Ah, you mean the bush and the boulder? Yeah I copypasted them, other tiles are the same. I just felt that '8' boulders and '"' shrubs do not feel with the rest (and they are not used anywhere else too).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Acanthus117 on April 19, 2010, 03:54:03 am
Hey, Deon, if you're gonna include Gnolls, why don't you give them a reaction for a material that's bone-like but still as good as bronze? I would like to have gnolls beating up elves with bone clubs or something.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Shima on April 19, 2010, 03:58:27 am
Alright, here we are.  They're uploaded as .png, so be sure to change them to .bmp while downloading.

Normalized boulder and bush
Spoiler (click to show/hide)

Background for some more objects
Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Shima on April 19, 2010, 04:01:04 am
Hey, Deon, if you're gonna include Gnolls, why don't you give them a reaction for a material that's bone-like but still as good as bronze? I would like to have gnolls beating up elves with bone clubs or something.

Actually, couldn't this be mimicked by giving Gnolls access to something like this?  Or is my mind messing about with remembering how the material_placeholder tag works incorrectly?

[ITEM_WEAPON:ITEM_WEAPON_BONECLUB]
[NAME:club:clubs]
[MATERIAL_PLACEHOLDER:bone]
[SIZE:400]
[SKILL:MACE]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:30000:8000:bash:bashes:NO_SUB:2000]
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Acanthus117 on April 19, 2010, 04:01:59 am
I was thinking of a material called some variant of bone but it's white, bronze-like and is made from a custom reaction, but yeah.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Shima on April 19, 2010, 04:03:46 am
Do entities use custom reactions on their own?  That's my main concern with it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Acanthus117 on April 19, 2010, 04:05:14 am
As long as you give them it, they'll use it. Look at the ironwood Sylvans use. It's metal disguised as wood.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Shima on April 19, 2010, 04:07:20 am
Well then it certainly could work.  Probably better, since a bronze club hidden as a bone one could still be melted down.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Acanthus117 on April 19, 2010, 04:09:26 am
And then, all we needed to do is not let dwarves have that reaction, so they couldn't melt it down.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Deon on April 19, 2010, 04:27:47 am
Eh, I am pretty sure that you can melt any weapon, so right now you can get "enchanted ironwood bars". I am not too horrified with it though, I pretend that elves twist their wood into ACTUAL metal structure using their evil forest magic :P.

Also thanks for the update for the tiles!

I will update the version now.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Acanthus117 on April 19, 2010, 04:30:14 am
Eh, I am pretty sure that you can melt any weapon, so right now you can get "enchanted ironwood bars". I am not too horrified with it though, I pretend that elves twist their wood into ACTUAL metal structure using their evil forest magic :P.

Also thanks for the update for the tiles!

I will update the version now.
Heck, the name keeps making me think that it's NATURS BEST METUL
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Deon on April 19, 2010, 04:32:05 am
Alternative version has been updated. Also I've put you in the credits list, Shima. Sorry that I forgot to do it immediately.

I will release Wasteland 0.2 soon and then I will patch up Genesis 1.3.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Acanthus117 on April 19, 2010, 04:51:56 am
CANT WAIT YO

Also, should the Balors drop an exploding stone on death to simulate the whole explosion thing in Dnd?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Max White on April 19, 2010, 05:03:26 am
Hiya!
I'm a big fan of your work and amateur modder myself! Must have put in a lot of work to get this far (Although not without help it seems). Nice work on an awesome mod!

So...Cats. Yea, we all hate them deep down, but only due to there rapid reproduction. But you know what I say, ask not what your mod can do for you, but what you can do for your mod.

Spoiler (click to show/hide)

Take it, leave it, your choice!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Deon on April 19, 2010, 05:10:46 am
Oh god, I am already terrified by a thought of "nith roasts"... Neat creature, I like it, I think I'll use it, thanks :).

You have a small typo: relAtive.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Acanthus117 on April 19, 2010, 05:12:32 am
also, friendly.

DEON! I HAS ANOTHER IDEA!

What if I make a devil-like humanoid (red skin, horns, fangs, etc.) and an entity that makes them look like hordes of rampaging demons on the lower levels of hell?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Max White on April 19, 2010, 05:15:44 am
Ah, sorry, but anyway!
I'm currently working on a mod for making a LOT of animal men races (So far 20 planned), there all going to be miner cave dwelling, but as genesis isn't strong on subraces, you can take claim if you want.

That's if I ever get it done, jackal men aren't friendly to dwarfs or modders!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Acanthus117 on April 19, 2010, 05:16:56 am
Ooh. Jackals.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Max White on April 19, 2010, 05:19:19 am
You should see the tiger men, based on your avatar I would guess you would like them.

I'm more prone to bee men...
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Acanthus117 on April 19, 2010, 05:23:21 am
No, I'm not a furry. My avatar is from an awesome webcomic.

I feel insulted.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Max White on April 19, 2010, 05:25:27 am
No, I'm not a furry. My avatar is from an awesome webcomic.

I feel insulted.

Implying that people see themselves as there avatar...

Wow, I wish I'm sure glad I wasn't Indianan Jones when THAT happened
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Deon on April 19, 2010, 05:41:39 am
Quote
but as genesis isn't strong on subraces
Heh, that sounds funny, especially considering the fact that Genesis is centered around very distinct subraces  (3 men, 3 elves, 3 humans etc.) and I am not speaking about castes which would use the same items and definitions and regions :).

Quote
that makes them look like hordes of rampaging demons on the lower levels of hell?
AFAIK [LAYER_LINKED] makes races in the cavern system, and I think there's no way to place them on the HFS level. Also with a few new additions, I think caverns are deadly as they are, but new races would be still cool. Just don't make them foocobi please :P.

Quote
I feel insulted.
Man, take it easy.

Quote
Wow, I wish I'm sure glad I wasn't Indianan Jones when THAT happened
Laughing :P.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Acanthus117 on April 19, 2010, 05:43:15 am
Darn. Sarcasm is rather hard to convey on teh intarwebz.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Max White on April 19, 2010, 05:46:29 am
I didn't mean sub races as in human is a race, and then a civilization is a subrace, by sub race I meant minor race that is more annoying then the major ones that are for trade of killing you, such as kobalds.

So, for example, when you embark you could be in range of any number of sub races, or few at all (Due to there lower survival rate at world gen) and not know what to expect.

It adds an awesome element to the game when you have no idea when a pack of wolfmen might come from the mountains to attack, or vulturemen may swoop down to grab a tasty child snack.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: jayseesee on April 19, 2010, 05:51:19 am
I tend to agree here.  Sure there's plenty of races to trade with (read: steal their crap at Depot).  But where's the sense of viciousness we come to know in love?  That was partly why I loved Dig Deeper so damn much, from Summer-1, you were battling off actual SIEGES.  Ahh, I miss that.

Is there a way to make a few different bellicose races that sometimes survive worldgen, sometimes don't, that would siege you more often than the current 80 Population tag?  I currently have titans set to 20 pop 50k exported to make stuff a bit more FUN for myself, and would love to see some civs actively want to destroy me.  (Makes me feel special! :))
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: nekoexmachina on April 19, 2010, 05:52:12 am
I've got a strange bug here: in some worlds i can not build training dummy or other new stuff, e.g. there is no such option in workspaces menu.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Max White on April 19, 2010, 05:55:34 am
I tend to agree here.  Sure there's plenty of races to trade with (read: steal their crap at Depot).  But where's the sense of viciousness we come to know in love?  That was partly why I loved Dig Deeper so damn much, from Summer-1, you were battling off actual SIEGES.  Ahh, I miss that.

Is there a way to make a few different bellicose races that sometimes survive worldgen, sometimes don't, that would siege you more often than the current 80 Population tag?  I currently have titans set to 20 pop 50k exported to make stuff a bit more FUN for myself, and would love to see some civs actively want to destroy me.  (Makes me feel special! :))

Well weaker races sometime survive worldgen, but then they ARE weaker, so you might not want that. I find giving them boarder line good/bad  ethical behavior will sometimes cause your civilization to start a war with them, and other times not, so you don't know if they will attack you or not.

As for more attacks, give them more active seasons!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Acanthus117 on April 19, 2010, 05:56:16 am
Hey, for the animalmen, you can just copy and modify the one used for underground civs.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Max White on April 19, 2010, 05:59:37 am
Hey, for the animalmen, you can just copy and modify the one used for underground civs.

I would like to give them all a unique taste, so that you can't just make a general defense against them. Not to mention that some of them are going to be friendly! This means that while wolfmen are always your enemy, and cougarmen are always friendly, tiger men will swap between the two, and I find that a lot more interesting.
People in adventure mode will probably agree with me.

Anyway, I plan on making an overhaul of the underground civilizations once I'm done with the above ground.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Acanthus117 on April 19, 2010, 06:02:08 am
Hey, for the animalmen, you can just copy and modify the one used for underground civs.

I would like to give them all a unique taste, so that you can't just make a general defense against them. Not to mention that some of them are going to be friendly! This means that while wolfmen are always your enemy, and cougarmen are always friendly, tiger men will swap between the two, and I find that a lot more interesting.
People in adventure mode will probably agree with me.

Anyway, I plan on making an overhaul of the underground civilizations once I'm done with the above ground.
Sounds good.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Deon on April 19, 2010, 06:19:36 am
I've got a strange bug here: in some worlds i can not build training dummy or other new stuff, e.g. there is no such option in workspaces menu.
Can you give me any save like that please? It would be good to find out why is this happening.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: nekoexmachina on April 19, 2010, 06:38:04 am
Quote
Can you give me any save like that please? It would be good to find out why is this happening.
Here i got library, crutch training, etc, but no training dummy:
http://rghost.net/1417146
Also, i'm playing under wine, but that should not cause this problem. Also, i play without graphics.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Deon on April 19, 2010, 06:44:41 am
Oh, then you may want to get an ascii version. Which character set do you use (link pls :))?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Max White on April 19, 2010, 06:51:50 am
So what do you guys think of the possibility of a plunger? That being a leaver that deconstructs itself after one use. I don't know if it can be done, but you guys would know better then me.

Why you ask? Having these leavers linked to things that deconstruct themselves is just annoying because you need to keep track of them.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: nekoexmachina on April 19, 2010, 07:08:34 am
Quote
Oh, then you may want to get an ascii version. Which character set do you use (link pls
Default one, still i have not yet seen any black squares instead of items.
Just checked with graphics version - no change with dummy.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Deon on April 19, 2010, 07:14:19 am
Yeah by some things look weird.

Also do you really use curses_640x300.bmp? That's the default one. I find 16x16 to be better, and there's a lot of ASCII awesome sets. Why don't you use them?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: nekoexmachina on April 19, 2010, 07:21:26 am
Well, i use default 800x600 curses.bmp, not 640x300
also, it's just a thing of a habit - i simply do not see df with any other ascii tiles. But i'll give a try if i found pretty ones.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Max White on April 19, 2010, 07:58:31 am
So I figure, if your willing to go through hell, AND THEN SOME, it might as well be notably valuable.

Spoiler (click to show/hide)

Oh, and, ah, blood for the blood god and what not.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Peasant on April 19, 2010, 08:46:55 am
I've got my first successful fortress going on. It's a goblin fortress too. Barghests make for some excellent wrestlers since they like to bite.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Deon on April 19, 2010, 08:49:35 am
Did you mod the goblins to be a playable race?

They lack all the new reactions and buildings though. Just replace the whole PERMITTED_JOB:, PERMITTED_REACTION: and PERMITTED_BUILDING block from goblins with dwarves'. You may want to add some nobles (if you like nobles :P).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Peasant on April 19, 2010, 08:54:32 am
Yeah, i added all the nobles and pretty much everything the dwarves could do. We have a beautiful gobliness queen, and a barghest outpost liaison.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Deon on April 19, 2010, 08:58:19 am
That's cool.

Speaking about tilesets, don't you think that this:
Spoiler (click to show/hide)
Spoiler (click to show/hide)

is not better for DF font? I am just trying to understand you ;). I have no problems with playing with ASCII (and sometimes I prefer it to graphics) but I like smoother fonts than the "blocky" original.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Peasant on April 19, 2010, 09:07:26 am
The game is supposed to be a roguelike game, meaning that there's ascii graphics. Some people might prefer the ascii version of a graphics tileset one.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Deon on April 19, 2010, 09:10:03 am
But that character set I showed you in a previous version is an ASCII tileset too. Do you mean you are too used to original feel to enjoy it? :)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: nekoexmachina on April 19, 2010, 09:17:00 am
Quote
Speaking about tilesets, don't you think that this:
What's the name of this awesomness?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Deon on April 19, 2010, 09:31:22 am
It's Bisasam's antialised tileset. I really like it :).

It has 24x24 and 16x16 versions (well 24x24 will be useful when the merge with Baughn's version happens so we could zoom):
http://www.bay12games.com/forum/index.php?topic=47236.0
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Max White on April 19, 2010, 09:33:20 am
I play with ascii, but that's because:
1) I'm freakishly impulsive and will mod in things at a moments notice, but I'm no good with graphics, so I often can't use them.
2) I was raised on infocom games.


Max White cancels post: Taken by mood!
Max White has claimed a computer!

MUST MOD IN 69,105 CHRISTMAS TREE MONSTERS!!!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Deon on April 19, 2010, 09:37:53 am
I see no problems with drawing new sprites, it takes a few seconds and do not distract from the game. But I like to play in ASCII from time to time.

Another reason why I play with graphics beside the fact that I like it, is that I often like to give my fortress to my brother to play around with it and then to fix the mess he's created. You see, he's a newbie at Dwarf Fortress. It's good because it gives me challenges after he plays, but also it's bad because he cannot perceive ASCII version to a point of immersion. Two factors combined, I haven't played ASCII for a long time :P. The first thing I did when 0.31.01 came out was a making of a quick Sphr's/Herrbdog's graphical combo for us (me and brother) to play.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Max White on April 19, 2010, 09:42:52 am
Ok, so I'll pass on the Christmas tree monsters, but on a more serious note, I think it would be fitting to add grues to the field of play.

If you want them I can give you some source when I'm done, but there mine either way!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Deon on April 19, 2010, 09:48:13 am
What? Do you mean THIS?!
(http://technabob.com/blog/wp-content/uploads/2007/09/domo_kun.jpg)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Max White on April 19, 2010, 09:52:47 am
Well I'm temped to say yes, however.
1) Nobody has ever seen a grue and lived.
2) They burst into flames when they come into contact with the sun.
3) Wishbringer gave the impression they were more like birds.


Na, thats just Domo. HELLO DOMO!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Deon on April 19, 2010, 10:06:40 am
Hey, I totally forgot about that.

Grab this: http://dffd.wimbli.com/file.php?id=2158 to get rid of levers and other pictures in your dwarves' names.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Deon on April 19, 2010, 11:51:30 am
Anyway 1.3 was really needed.

It adds a swimming pool, Acanthus177's cave carp and Max's cute vermin hunter.
Also it fixes accented characters.
Also it fixes some Nord entity positions and what's more important now they have furniture even on glacier.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.25 ϟ]
Post by: Lancensis on April 19, 2010, 12:07:05 pm
I may look into its deadliness too. It may be too severe...

Also about cave lobsters... Eh. I've spent a night tuning those tiles to fit the tileset I use, so it's sad that you cannot enjoy it :(.

P.S. Can you send me the tileset you use? I can adjust things to fit it.

Ah, you worry too much Deon. I rather like embarking on lobster mountain.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: Deon on April 19, 2010, 12:09:22 pm
Ahem. I forgot about hammerpicks and to look into the deadliness of black lung... Damn, I am too busy with university work and it distracts me too much.

Do not worry, in the next release when I will nerf black lung, I will add water leeches which will paralyze/poison with their bites. Yay fisherdwarves, you die now >:). I just feel like the water became too easy right now.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: SquidgyB on April 19, 2010, 12:47:22 pm
A quick idea popped into my head when you mentioned leeches;

Malaria carrying mosquitoes?

I don't know if vermin can be associated with pools of stagnant water, but still be above ground...
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: Lancensis on April 19, 2010, 01:05:58 pm
Ooh, yeah. Most parasites can be fudged in, can't they? You might even be able to have creatures like fleas release a cloud of poison that infected creatures with "flea infestation"

Can't mosquitos just be given a swamp biome? Tropical swamps for malarial mosquitos, I guess.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: stolide on April 19, 2010, 02:03:36 pm
Since you and have similar interests, feel free to use what I am making/modify what I am making to what you want. I haven't tested anything yet, but I do have leeches (I read that you wanted to have them just after I posted mine) and now cholera.

(http://www.bay12games.com/forum/index.php?topic=54891.15)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: Deon on April 19, 2010, 02:18:04 pm
Quote
Can't mosquitos just be given a swamp biome? Tropical swamps for malarial mosquitos, I guess.
There were mosquitos with stunning poison (like cave spiders) in DF Gensis for 40d. Now it's time to resurrect them :P
New poison effects would make it really great.

Stolide
Oh wow, you've already patched it up, great job! Thank you.

Why is the minnow called "harmless"?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: stolide on April 19, 2010, 02:23:07 pm
Stolide
Oh wow, you've already patched it up, great job! Thank you.

Why is the minnow called "harmless"?

Because this is dwarf fortress. :P
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: Wheatloaf on April 19, 2010, 03:37:50 pm
First off I gotta say great job Deon. I was planning on holding off on this version till all the bugs got sorted out but I made the mistake of taking a quick look at the modding forum and read the thread. Now I'm playing it, and it's pretty awesome. I especially like all the custom workshops, mostly the less useful flavor ones. I've got a couple questions though.

1. The Crematorium: Awesome for flavor and a fix for what I understand was/is a bug with corpses not going away. I put mine into use for the first time when a large rat ran into a stockpile and started guzzling booze. After some dwarves wrassled it to death I burned its corpse along with some vermin a cat killed. No worries worked fine. I set it to repeat burn all corpses and forgot about it. Now some ghouls came along and after they got wrassled to death (finally got weapons made so no more wrassling from now on) I found I couldn't burn them in the crematorium. When I go to add a task there's just nothing there. It's blank. No possible tasks at the crematorium. I deconstructed it and built a new one in the same spot but the same issue persists. Nothing I can do at the crematorium. Any idea what's going on here?

2. About the custom workshops. Some of them are more obvious how to use like the awesome anatomical theatre (no more skill decay, sweet) but I'm not sure how to use some of the others. Like the Rockball court. I add a play rockball task but nobody seems to want to get in on the rockball action. What labor do I need to enable for them to use it? I'm not sure what labor one would turn on to use the training dummies, library, obstacle course, swimming pool or regular theatre either.

3. Just started a fort late night yesterday and you've already got a new version up! Would this one require a new world or would I just need to overwrite the files in my current installation?

Thanks in advance and again, great work! I just gotta state the custom workshops are awesome. I mean a swimming pool now? It makes so much sense yet I never would have thought of it. No more stationing military guys in locked water traps and filling them to the right water level then waiting for them to get hungry/thirsty/sleepy then draining the chamber then letting them out then doing it all over again.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: Shima on April 19, 2010, 03:38:56 pm
The alternative graphics set can still support accented characters, don't forget.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: Deon on April 19, 2010, 04:27:39 pm
Yeah, but it's easy to take it back.

Wheatloaf
1) Crematorium: it currently burns only vermin parts and leftover chunks from butchery. No corpse burning. I may have to look how to make it, maybe it's just CORPSE reagent.

2) Heh, then it's not working. It should train throwing, but because this skill is not used anywhere but tantruming, it looks like noone wants it :(.

3) You can install new ver. (just back up the save for safety), it should fix some tiles, but nothing serious. It's moslty for nords' worldgen and adv. mode, although you miss swimming poo which was added recently.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: Lancensis on April 19, 2010, 04:48:28 pm
swimming poo

Yikes, and I thought Carp were unpleasant.

Oh, and SquidgyB, turns out there's a [BIOME:ANY_POOL] tag, which might be more what you were looking for for mosquitoes. It might be currently broken though, since I know there's a bug about fish not showing up.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: Wheatloaf on April 19, 2010, 04:53:44 pm
Ah that's a bummer about the crematorium. Guess I'll have to expand my dead-again-ghoul-pile a bit. Also a bummer that I'll miss the swimming pool. Oh well, next fort I guess! Anyway strangely enough not like 3 minutes ago one of my new immigrants, a gem setter went and hit up the rockball court and threw that rockball that had been sitting in the task menu since basically the start of the fort. Gonna mess around with his active labors and see if maybe one of them was the cause. Thanks for the quick response.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: Deon on April 19, 2010, 05:05:08 pm
May it be that you have no idlers to make this task?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: Acanthus117 on April 19, 2010, 08:41:05 pm
Yay! New version!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: Cheddarius on April 19, 2010, 08:42:35 pm
swimming poo
Yikes, and I thought Carp were unpleasant.
Oh man, this is gold.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: Morrigi on April 19, 2010, 09:47:10 pm
Is combat stabbing weirdness fixed yet?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: Meanmelter on April 20, 2010, 05:26:54 pm
aren't Dark Dwarfs supposed to be hostile? Or are they friendly to there more, Top-side selfs?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: RexMundi on April 20, 2010, 06:04:09 pm
So playing this!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: Lazureus on April 20, 2010, 06:50:02 pm
1. The Crematorium: Awesome for flavor and a fix for what I understand was/is a bug with corpses not going away. I put mine into use for the first time when a large rat ran into a stockpile and started guzzling booze. After some dwarves wrassled it to death I burned its corpse along with some vermin a cat killed. No worries worked fine. I set it to repeat burn all corpses and forgot about it. Now some ghouls came along and after they got wrassled to death (finally got weapons made so no more wrassling from now on) I found I couldn't burn them in the crematorium. When I go to add a task there's just nothing there. It's blank. No possible tasks at the crematorium. I deconstructed it and built a new one in the same spot but the same issue persists. Nothing I can do at the crematorium. Any idea what's going on here?

As far as I could find, all corpseparts act as one entity. The furthest I got to getting bodies to burn, they also grabbed bones and shells...
Odd that it still burned the giant rat..

I'm sure Deon could figure it our as I'm still new to this.

Also, Deon... Great work, I don't know how the hell you manage all this with your schooling and everything.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: Jon-Ace on April 20, 2010, 07:39:29 pm
How's the military in this mod?

Is it plagued by the current military bugs in vanilla DF?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: jayseesee on April 20, 2010, 09:17:03 pm
Yes it is.  Mods don't change the way the game behaves, just the content.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: Deon on April 20, 2010, 11:59:18 pm
Quote
aren't Dark Dwarfs supposed to be hostile? Or are they friendly to there more, Top-side selfs?
They have the same entity style as antmen, frogmen, bat men etc. Did you encounter them with your adventurer? Adventurers are friendly to subterranean races and goblin towers.

Quote
Is combat stabbing weirdness fixed yet?
Do you mean stabbing with swords which cut things? I think it's partially fixed, because I removed stabbing attacks from two-handed swords and bigger axes. It's qutie sad though, because I would like to be able to stab someone with my claymore :P. But it's better to leave the things as in vanilla for now...

You see, the problem is that in vanilla, stabbing attacks has lesser penetration than slashing, so when you slash with your swords its goes deeper than if you stab. It's obviously an error, but if you "fix" it by making the stabbing to go deeper, the stabbing becomes more often than slashing. That's how Toady's code works. So the "fix" brought another weirdness :).

Quote
How's the military in this mod?
The same as in vanilla. I mean, there's nothing we can do about it yet.

Quote
Great work, I don't know how the hell you manage all this with your schooling and everything.
Thank you. Probably I have a bit broken priorities in my life so I consider myself to owe my time to the community like ours sometimes more than to my family/work because I am having a great fun here :P.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: Max White on April 21, 2010, 12:02:39 am
Hey Deon, whats the latest news?
The forums are slow and I need something to do while I test out some new civilizations. Its already Autumn and my dwarfs have done nothing but eat, drink and wait for waspmen to come and kill them all, starting to think I did it wrong and there not going to come, but enough about my troubles...

Any planned developments?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: Meanmelter on April 21, 2010, 07:12:04 am
In Fortress mode, after the discovery, three trolls found me and made there way into my airlock and got inside (somhow)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: Acanthus117 on April 22, 2010, 03:53:38 am
Hey Deon, what do you think of making a sort of stationary animal, maybe like a mushroom thing that spews clouds of spores if you come too close? I don't think that'll be too hard, and it could be very weak so that the real trouble is killing it without getting too close (throwing a rock/shooting an arrow/etc.)?

Doomspore Mushrooms. That sounds cool.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: Max White on April 22, 2010, 04:26:06 am
Hey Deon, what do you think of making a sort of stationary animal, maybe like a mushroom thing that spews clouds of spores if you come too close? I don't think that'll be too hard, and it could be very weak so that the real trouble is killing it without getting too close (throwing a rock/shooting an arrow/etc.)?

Doomspore Mushrooms. That sounds cool.

Oh god, NO NOT ATTACK THE SLEEP SPROUT! Sorry, bad memorys...Never mind.
If it didn't move, then when it spawned on the edge of the map it would just sit there, and then your stuck with deadly mushrooms then never move out of the way for other creatures.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: Acanthus117 on April 22, 2010, 04:27:29 am
Darn. I would like to have mushrooms that spout evil clouds of spores to kill people.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: Lancensis on April 22, 2010, 10:14:26 am
Immobile animals still move - they're just incredibly slow. I don't see why the mushroom wouldn't work.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: Acanthus117 on April 22, 2010, 06:44:48 pm
Hey, if they move, that's even better! Mebbe they can be mushroom-animals that move only when threatened/hungry, like a sea anemone. :D
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: KillerClowns on April 22, 2010, 07:21:28 pm
You haven't toyed with the tissue stylings?  I managed to figure them out working on a project of my own, and I'm gonna offer up some suggestions for the human civs.  Make them more distinctive, rather than the "let your hair grow wild, shave everything else" thing that humans have by default.  Stick them at the end of the civ's entity definition and watch them work.  Purely aesthetic, but its the little things that count.
By default, humans keep their facial hair shaved, and allow their hair to grow indefinitely.
Spoiler: Wesman (click to show/hide)

Spoiler: Norman (click to show/hide)

Spoiler: Osman (click to show/hide)
It's really rather simple, although I've not experimented much.  [TISSUE_STYLE:(body part)] determines what is being modified,       [TS_PREFERRED_SHAPING:(shaping types)] sets possible shapings (read: styles), and [TS_MAINTAIN_LENGTH:x:y] requires that entity members
keep the defined part's length between X and Y, as per individual preference.

You can do the same for other entities, although I should point out that elves and goblins are physically incapable of styling their hair without some raw editting:
Spoiler: To allow hair styles (click to show/hide)

Anyways, now that I'm done showing off the shiny things I've figured out, I'd just like to say, keep up the good work! 
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: Acanthus117 on April 22, 2010, 07:23:38 pm
Hey, is there a string dump of the styles?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: KillerClowns on April 22, 2010, 07:30:02 pm
Hey, is there a string dump of the styles?
Extracted and interpreted from the wiki's string dump (http://df.magmawiki.com/index.php/String_dump):

Length:
very long
medium-length
clean-shaven
stubble

Style:
neatly combed
braided
arranged in double braids
tied in a pony tail

Note that short hair/beards/et cetera will always be "neatly combed."
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: Acanthus117 on April 22, 2010, 07:32:05 pm
Thanks!

Hey, how do you make certain styles gender-specific?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: KillerClowns on April 22, 2010, 11:56:37 pm
Thanks!

Hey, how do you make certain styles gender-specific?

AFAIK, you can't, except for the fact that women don't grow facial hair.  Maybe with some cunning work with the raws, you could make men and women have different IDs for their hair, and then have the entities treat female hair and male hair differently.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: EuchreJack on April 23, 2010, 12:17:19 am
I believe you make certain styles gender-specific by creating a female and male caste, and adding the hair styles to the caste part of the creature entry instead of the main part.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: Acanthus117 on April 23, 2010, 12:49:50 am
:D

Thanks!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: Deon on April 23, 2010, 02:10:59 am
You haven't toyed with the tissue stylings?  I managed to figure them out working on a project of my own, and I'm gonna offer up some suggestions for the human civs.  Make them more distinctive, rather than the "let your hair grow wild, shave everything else" thing that humans have by default.  Stick them at the end of the civ's entity definition and watch them work.  Purely aesthetic, but its the little things that count.
By default, humans keep their facial hair shaved, and allow their hair to grow indefinitely.
Spoiler: Wesman (click to show/hide)

Spoiler: Norman (click to show/hide)

Spoiler: Osman (click to show/hide)
It's really rather simple, although I've not experimented much.  [TISSUE_STYLE:(body part)] determines what is being modified,       [TS_PREFERRED_SHAPING:(shaping types)] sets possible shapings (read: styles), and [TS_MAINTAIN_LENGTH:x:y] requires that entity members
keep the defined part's length between X and Y, as per individual preference.

You can do the same for other entities, although I should point out that elves and goblins are physically incapable of styling their hair without some raw editting:
Spoiler: To allow hair styles (click to show/hide)

Anyways, now that I'm done showing off the shiny things I've figured out, I'd just like to say, keep up the good work! 
Hey, thank you for this! I was going to toy around with the hairstyles but haven't made myself to do it yet :). The idea is really nice.

Quote
Hey, how do you make certain styles gender-specific?
You can only make gender-specific bodies and adjustments to stats. I've used it in Wasteland mod and it works nicely. I think I will do the same here too. I want to make men stronger and women more agile.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: asfghn on April 23, 2010, 03:20:42 am
Hey Deon, awesome mod! I might have registered at the Bay12 forums just to tell you this, and a few other things to follow. 8)

First off, if you're still taking down weird names for magical items (as I was reading in the first, what, five pages of the thread? Haven't had time to read the rest :c), I nominate my name for something strange / odd / game-breaking. c;

Secondly, not sure if this has been mentioned yet or not or if you're aware of it -- since, as I said, I haven't read through the whole thread yet -- but it looks like animals can contract your diseases, too! The female half of my breeding cat pair that I brought along 'pon embarking contracted black lung (I believe) shortly after I arrived -- she's been stumbling around bleeding all over everything for about a year now, and her lungs and heart just turned yellow. As an animal lover, I'm not sure whether to feel devastated about this, or just revel in its SHEER AWESOME that MAN AWESOME DISEASES MAN MAN MAN LOVE.

If it's at all possible, there ought to be some sort of hospital mod for critters. 3: My heart goes out to my poor dizzy kitty (when I'm not, you know, pumping my fist in the air over how AWESOME IT IS THAT MY CAT CONTRACTED BLACK LUNG THIS IS THE BEST MOD EVER YEAAAHHHH)

Seriously though, this is the greatest work of modding I've seen from the comm so far! 8D It's really perked up DF for me and put life back into it again. Thank yooouuuu for that :P though my social life is suffering again.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: Deon on April 23, 2010, 04:03:44 am
Wow, that's quite a praise (and maybe too much, but I am still happy to read it :) ).

I think I've got enough features to release 1.4 soon.
I will add hair style tweaks (thank you KillerClowns), slow-moving fungi-like critters which spread sleeping gas around them, man/woman distinct bodies and stats; leechs, cholerae and minnows by Stolide; some additional items for the ratmen civ (just because  I like them :P).

Also I liked the idea of probability of "hero" dwarves being born, in the same way as I use mutations in the future of Wasteland mod (although the Hero idea came first to Arkenstone), so you will have a very low chance to get Uberdwarves born.

Also I thought that while pets are not that important, some more would be cool. So I will add boars, turkeys, chickens and ferrets (vermin hunter too).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: Acanthus117 on April 23, 2010, 04:18:20 am
Yay! FUNGUS CREATURES FTW
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: Deon on April 23, 2010, 04:22:49 am
Yeah, I liked the idea, thank you Acanthus.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: Acanthus117 on April 23, 2010, 04:25:11 am
ANYTIME BRO DEON MAN

:D

hey, will you also modify the hairstyles of Elves?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: Deon on April 23, 2010, 04:29:40 am
Sure, I will mod all races to follow the style/body tweaks.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: Acanthus117 on April 23, 2010, 05:50:53 am
Hey, can you have multiple styles per entry, like PONY_TAIL and BRAID in one entry?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: Antilope on April 23, 2010, 07:19:55 am
great mod, but a readme on what those new buildings and smaller changes do would be appreciated.

i know some of the mods are here on the forums and it's easy to look into reaction_training.txt but it'll still save time and hassle.

(and it would be more noob-friendly which maybe is a strange thing to say in connection to DF)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: Deon on April 23, 2010, 10:40:59 am
The first post tells all the buildings' functions :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: kilakan on April 23, 2010, 11:46:28 am
Deon, could you maybe make a version of the game that doesn't use graphics, cause the swords/blocks in the names bugs me, plus I like ASCII graphics, but if I turn graphics off then walls turn into cave lobsters, trees turn into barrells.... it's all very annoying, or maybe tell me how to change it back to normal tokens?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: Deon on April 23, 2010, 12:00:31 pm
It would be a lot of work to remap things, this app would help you:
http://www.bay12forums.com/smf/index.php?topic=54669.0
If you don't like the "swords in names", use the latest version. There all names are fine.

I will make ASCII version but not soon, because it will take a lot of time, probably more than it took to make it "graphical" :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: kilakan on April 23, 2010, 12:29:54 pm
ok thanks.  Though the current version does still have a few letters screwed up it's much better!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.4 ϟ]
Post by: Deon on April 23, 2010, 01:02:27 pm
1.4 is out.

- V. 1.4: added ferrets, boars, turkeys, leechs, minnows; plump helmet men breathe paralyzing spores; all races have different hairstyles; graphics' problems fixed; "hero" dwarves may be born

Also why did nobody tell me that dog/cow/other domestic graphics are broken? I just forgot to upload one more file which defines them so I couldn't see this problem at my end >:E.

Anyway it's fixed. All people whos work/ideas were used are credited in the first post.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.4 ϟ]
Post by: kilakan on April 23, 2010, 01:45:27 pm
(http://i42.tinypic.com/13zz5ax.jpg)
all but 5 letters fixed, don't know if you care, but I thought it might be classified as minor graphics bugs.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.4 ϟ]
Post by: Deon on April 23, 2010, 01:52:10 pm
Thank you, it looks like I missed some words, I will definitely look into it :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.4 ϟ]
Post by: Deon on April 23, 2010, 01:58:17 pm
1.41 has all names fixed. Only forgotten beasts with randomly generated names should have this issue now.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.3 ϟ]
Post by: asfghn on April 23, 2010, 03:38:03 pm
HOORAY, NEW VERSION. This has made my morning :D

Wow, that's quite a praise (and maybe too much, but I am still happy to read it :) ).

PSH, NEVER TOO MUCH PRAISE FOR YOU. The soundtrack is awesome too, I just realized I didn't say anything about it in my first post~

Still holding out for some kind of vet, maybe butchery-related. :P A regular ol' dwarven James Herriot, where if the critter isn't saveable it gets eaten!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.41 ϟ]
Post by: Acanthus117 on April 23, 2010, 08:56:00 pm
yay new version!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.41 ϟ]
Post by: Emperor Iones on April 24, 2010, 01:22:21 am
I seem to get horrible graphical glitches on both graphic sets. It's unplayable now.
I don't know why.
There's tons of random flickering whenever I bring up menus or on the title screen, making it guesswork to try to do anything.
Which is a shame, because it's a pretty cool mod.
Help?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.41 ϟ]
Post by: Deon on April 24, 2010, 02:37:00 am
Ah, that's a PARTIAL_PRINT setting which should lower the lag. Tweak it or turn it off, it's in the init.txt file.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.41 ϟ]
Post by: Peasant on April 24, 2010, 04:09:04 am
Heroic dwarves seems pretty neat to me. I'll have to start using the little buggers again.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.41 ϟ]
Post by: Zargen on April 24, 2010, 07:17:51 am
Boars huh...Can I make them into WAR BOARS?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.41 ϟ]
Post by: Max White on April 24, 2010, 07:48:42 am
We want MORE WAR BOARS!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.41 ϟ]
Post by: Acanthus117 on April 24, 2010, 08:01:41 am
Too bad we can't use mounts...
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.41 ϟ]
Post by: Deon on April 24, 2010, 10:05:53 am
Boars huh...Can I make them into WAR BOARS?
I didn't think about it... Well, why not. They can be good pincussions for goblin/elven arrows :). I will add it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.41 ϟ]
Post by: kilakan on April 24, 2010, 12:33:29 pm
blood shows up as black space on the first graphics set.  Also black lung causes dwarves to continually cough up splatters of blood which is awesome, but REALLY messy.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.41 ϟ]
Post by: Deon on April 24, 2010, 12:47:41 pm
Black space? Which creature is it? I should check it. Dwarves bleed red for me:
http://www.4freeimagehost.com/show.php?i=0aa15dd6010f.png
(http://www.4freeimagehost.com/uploads/0aa15dd6010f.png)

Also yeah, black lung is still kinda messy, so I do not mine coal with common dwarves and my "coal miners" live in special "quarantined" area.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.41 ϟ]
Post by: kilakan on April 24, 2010, 01:03:27 pm
well on the sand I was mining it kept coming up black... nvm my monitor is screwed up from partial print, i got it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.41 ϟ]
Post by: Deon on April 24, 2010, 01:08:45 pm
Oh thanks god, I was afraid it was another instance of "unknown creature blood" bug which I had earlier but was able to fix.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.41 ϟ]
Post by: Meanmelter on April 24, 2010, 01:28:07 pm
Coal seems LARGLY abundant, I cant embark anywhere without magically Coal appearing there
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.41 ϟ]
Post by: kilakan on April 24, 2010, 02:59:32 pm
huh I tried to change the frequency of lignite for that exact reason and the next time I embarked the mountain blew up.... guess I must had changed something different XD
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.41 ϟ]
Post by: Huesoo on April 24, 2010, 04:32:32 pm
huh I tried to change the frequency of lignite for that exact reason and the next time I embarked the mountain blew up.... guess I must had changed something different XD

Pics, I dont see that happening.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.41 ϟ]
Post by: Treason on April 24, 2010, 05:12:20 pm
Downloaded and love the mod!

Just one thing..Ever since I downloaded and started playing it, my broker skills are now broken.  No one, and I mean, NO ONE, can get above dabbling level in any of the social skills unless they started with a higher level.  Really does a number on my brokers when they try to get a good deal from those hippies.

Edit: Something else I discovered..rabbits are not butcherable?  Nor draltha's, anymore?  Currently testing to see what has happened!

Edit Edit: Cloth, leather, cloth, leather..That's all I've been brought since the first caravan of Elkwhatever elves (who actually brought useful stuff).  Even my own home civilization isn't bringing in jake (though since the liaison decided to commit suicide by running right into a pair of ogres, I can only blame him for that).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.41 ϟ]
Post by: kilakan on April 24, 2010, 08:17:07 pm
I'll try next time, but apon embark I got 20+ messages of cave-ins, and multiple dead underground creatures
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.41 ϟ]
Post by: Lazureus on April 24, 2010, 09:03:05 pm
I'll try next time, but apon embark I got 20+ messages of cave-ins, and multiple dead underground creatures

I've had one or two underground cave-ins on embark.. but never 20...
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.41 ϟ]
Post by: Treason on April 24, 2010, 10:24:57 pm
I'll try next time, but apon embark I got 20+ messages of cave-ins, and multiple dead underground creatures

I've had one or two underground cave-ins on embark.. but never 20...

I've had that happen about four times.  I figure it's when water manages to hit an underground magma pool and starts putting an obsidian cap over it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.41 ϟ]
Post by: Zargen on April 25, 2010, 12:17:34 am
How do you get the soccer field thing to work  ???
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.41 ϟ]
Post by: Deon on April 25, 2010, 04:50:12 am
Downloaded and love the mod!

Just one thing..Ever since I downloaded and started playing it, my broker skills are now broken.  No one, and I mean, NO ONE, can get above dabbling level in any of the social skills unless they started with a higher level.  Really does a number on my brokers when they try to get a good deal from those hippies.

Edit: Something else I discovered..rabbits are not butcherable?  Nor draltha's, anymore?  Currently testing to see what has happened!

Edit Edit: Cloth, leather, cloth, leather..That's all I've been brought since the first caravan of Elkwhatever elves (who actually brought useful stuff).  Even my own home civilization isn't bringing in jake (though since the liaison decided to commit suicide by running right into a pair of ogres, I can only blame him for that).
Broker etc. skills shouldn't be affected, I mean I haven't modded their rates, that's strange. Can someone else confirm this? This may be another 0.31.03 bug.

I don't see why rabbits are not butcherable, they are a bit smaller groundhogs. And I definitely didn't touch Dralthas. I will check it.

Quote
How do you get the soccer field thing to work
Some buildings like this are "cosmetic", sadly you cannot make "requires 10 dwarves to play" reactions yet :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.41 ϟ]
Post by: Deon on April 25, 2010, 06:27:01 am
I don't know what was wrong with rabbits, honestly (except for the fact that they were too small).
I've remade them from scratch and now they give all the stuff when butchered.

I guess they gave only skull before, right? What's up with Dralthas? Do they give no meat too? I will check them later, can you tell me your problem?

Anyway, 1.45 is out.
It's save-compatible. Copy /raw/objects to your /save/region**/raw/objects/ to apply the changes to your existing save.

- Rabbits give meat, bones etc. when butchered.
- Rabbits now are common domestic critters.
- Boars can be trained.
- Black lung is much less deadly.
- Some quadruped critters (cat, dog) didn't have joints assigned. I've fixed it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.45 ϟ] - fix (save compatible)
Post by: ISGC on April 25, 2010, 07:56:41 am
hey, so, one problem
I have a population of 58, but my noble's screen is some how screwed up.  after a few dwarves died because of a skeletal sand lion (I think my broker was among them) the noble's screen reset to the starting one, except I cannot even replace the current ones.  In fact, one of them is dead.  Now my dwarves are getting "couldn't find someone in charge to cry on" messages , not to mention that I need all those nobles that were cut out.  I'm hesitant to call this a bug, but if you know anything about it, please tell me!
I really like this fort and would like to not have to abandon.
Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.45 ϟ] - fix (save compatible)
Post by: Peasant on April 25, 2010, 08:16:44 am
Boars! BADASS!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.45 ϟ] - fix (save compatible)
Post by: Deon on April 25, 2010, 09:15:24 am
hey, so, one problem
I have a population of 58, but my noble's screen is some how screwed up.  after a few dwarves died because of a skeletal sand lion (I think my broker was among them) the noble's screen reset to the starting one, except I cannot even replace the current ones.  In fact, one of them is dead.  Now my dwarves are getting "couldn't find someone in charge to cry on" messages , not to mention that I need all those nobles that were cut out.  I'm hesitant to call this a bug, but if you know anything about it, please tell me!
I really like this fort and would like to not have to abandon.
Spoiler (click to show/hide)
It's the current versions' bug with disappearing nobles and inability to replace dead ones. Try to go into entity_default.txt in your save folder and increase the avaliable number of each noble which is bugged/disappeared there. I am not sure if it works though.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.45 ϟ] - fix (save compatible)
Post by: Treason on April 25, 2010, 11:28:22 am
I updated!

Now my game crashes constantly :(
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.45 ϟ] - fix (save compatible)
Post by: Deon on April 25, 2010, 11:32:25 am
That's really weird. Do you play the old save, or the new game? There may be something about game being unstable with updating saves, I had no problems with it D:.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.45 ϟ] - fix (save compatible)
Post by: Treason on April 25, 2010, 12:19:30 pm
That's really weird. Do you play the old save, or the new game? There may be something about game being unstable with updating saves, I had no problems with it D:.

I was playing the old game, and it worked just fine until the season turned, whereupon it crashed.

I then eliminated that save, and moved onto playing a new fortress site on the same map, where upon any attempt to embark causes a crash.

It's very likely there was some sort of screw up during the update of my old game.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.45 ϟ] - fix (save compatible)
Post by: Deon on April 25, 2010, 12:20:56 pm
I haven't changed any biome-related things so it's weird that you get crashes during embark.

Just to make sure, are you ok with a new world? There may be some error on your end in the raws.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.45 ϟ] - fix (save compatible)
Post by: Treason on April 25, 2010, 12:56:44 pm
Oddly enough, I can't seem to gen a new world with custom settings under the latest version, it will just hang and refuse to respond.  Generating one through the standard Toady settings from the main menu works, but once again while attempting to embark the game crashes.

This is after a complete deletion of the game and re-installation of the standard game and transferring the modification into it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.45 ϟ] - fix (save compatible)
Post by: Treason on April 25, 2010, 01:25:39 pm
Looking over the error log, there seems to be an issue with what was done to the raw/objects/creatures_domestic.text

Specifically, the whole thing reads as a problem with dogs.

Here's the log:
Code: [Select]
*** Error(s) found in the file "raw/objects/creature_domestic.txt"
DOG:Body Token Recognized But Could Not Connect: QUADRUPED_JOINTS
DOG:Body Token Recognized But Could Not Connect: TAIL
DOG:Body Token Recognized But Could Not Connect: 2EYES
DOG:Body Token Recognized But Could Not Connect: 2EARS
DOG:Body Token Recognized But Could Not Connect: NOSE
DOG:Body Token Recognized But Could Not Connect: 2LUNGS
DOG:Body Token Recognized But Could Not Connect: HEART
DOG:Body Token Recognized But Could Not Connect: GUTS
DOG:Body Token Recognized But Could Not Connect: ORGANS
DOG:Body Token Recognized But Could Not Connect: THROAT
DOG:Body Token Recognized But Could Not Connect: NECK
DOG:Body Token Recognized But Could Not Connect: SPINE
DOG:Body Token Recognized But Could Not Connect: BRAIN
DOG:Body Token Recognized But Could Not Connect: SKULL
DOG:Body Token Recognized But Could Not Connect: 4TOES_FQ
DOG:Body Token Recognized But Could Not Connect: 4TOES_RQ
DOG:Body Token Recognized But Could Not Connect: MOUTH
DOG:Body Token Recognized But Could Not Connect: GENERIC_TEETH_WITH_LARGE_EYE_TEETH
DOG:Body Token Recognized But Could Not Connect: RIBCAGE
DOG:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
DOG:Attack BITE seems to have correct format but could not find proper BPs in any caste, so not added
DOG:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
DOG Color Mod Ending With (ECRU,1) Was Not Used
DOG Color Mod Ending With (ECRU,1) Was Not Used
DOG Color Mod Ending With (ECRU,1) Was Not Used
DOG Color Mod Ending With (ECRU,1) Was Not Used
DOG Color Mod Ending With (ECRU,1) Was Not Used
DOG Color Mod Ending With (ECRU,1) Was Not Used
DOG Color Mod Ending With (TAUPE_SANDY,1) Was Not Used
DOG Color Mod Ending With (IRIS_EYE_TURQUOISE,1) Was Not Used

Subsequently removing dogs from my starting profile allows me to embark, but as soon as one shows up from immigrants or caravans, it crashes again.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.45 ϟ] - fix (save compatible)
Post by: Deon on April 25, 2010, 01:31:07 pm
IT IS MY FAULT! Sorry. You will be ok with the save you tried to update and other things as long as you add a body to dogs. I really forgot to add body to those, probably because I was hurrying. I will upload 1.46 in a moment.

If you want to do it by yourself, open creature_domestic, find [BODY:QUADRUPED_JOINTS:***] and replace it with [BODY:QUADRUPED:QUADRUPED_JOINTS:***].

That's the silly error I've got for modding without sleep :(. Sorry.

P.S. The fix is uploaded. You will need only creature_domestic.txt though to make your problems to go away. And you can continue with that save you were playing on 1.41.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - sorry for the 1.45 dog bug, now it's cool
Post by: Meanmelter on April 25, 2010, 03:11:02 pm
Does this have Accelerator running with it? Because my screen is flashing like mad and I cant do anything In the military screen.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - sorry for the 1.45 dog bug, now it's cool
Post by: Deon on April 25, 2010, 03:45:46 pm
No, if it flashes then your PARTIAL_PRINT settings are wrong, go there and set them as you wish.

Also LOOK!

(http://j.imagehost.org/0450/ss1.png)

(http://j.imagehost.org/0354/ss2.png)

Grab it here:
http://dffd.wimbli.com/file.php?id=2229

Now I have to update it for Genesis mod races too.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - now with stonesense
Post by: Shadowkire on April 25, 2010, 04:26:47 pm
I did the fix for the dog but the game still crashes on embark and error log says it is because of the dog

[edit]
I downloaded the latest version of genesis just in case my being an idiot was the issue and it still crashes on embark because of the dog
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - now with stonesense
Post by: Deon on April 25, 2010, 04:53:54 pm
Are you sure you've modded the /data/save/region***/raw/objects/ folder too and not only /raw/objects/ folder?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - now with stonesense
Post by: Treason on April 25, 2010, 05:41:03 pm
Did the work around fix (including the data/save/raw/objects) and it now runs smoothly.

Great work, Deon!  Time to enjoy this for the next two days before I report into Basic Training.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - now with stonesense
Post by: Deon on April 25, 2010, 11:40:23 pm
Good news guys, I am working on making all Genesis mod's creature graphics for Stonesense (because there's a version now which works with it).

Here're wesmans:
Spoiler (click to show/hide)

I will work on nords now.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - now with stonesense
Post by: Deon on April 26, 2010, 12:44:04 am
Nords:
Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - now with stonesense
Post by: Acanthus117 on April 26, 2010, 12:48:34 am
;D

Hey, Deon, would Thallids be cool? I'm thinking of them being a primitive civ of mushroom men that lives in the forests, use spears and are sorta like Elves, although more hardcore.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - now with stonesense
Post by: Deon on April 26, 2010, 01:11:00 am
Hmm, mushrooms besieging dwarves for eating fungi... Might be fun :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - now with stonesense
Post by: prinnyzombie on April 26, 2010, 01:40:04 am
hey deon - just wanted to say thank you for the mod.  Really like the soundtrack.  thanks for all the effort - when i mod my game i just do it for myself but youre more awesome than me in that regard :P
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - now with stonesense
Post by: Zargen on April 26, 2010, 04:14:07 am
If you make a thallid civ I'd -love- to offer advise. Like Acanthus is i'm sure I'm a buff on magic the gathering :P. My thallid deck was my -favorite- deck.

Spike Thallids that shoot thorns, Thallid Hulks that are giant brutes, normal thallids which have a monsterously high reproduction rate. good stuff!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - now with stonesense
Post by: Acanthus117 on April 26, 2010, 04:15:09 am
Doomspore shrooms would be good too.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - now with stonesense
Post by: Max White on April 26, 2010, 04:17:06 am
I was never big on card games.
I'll take a character sheet and pencil any day.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - now with stonesense
Post by: Acanthus117 on April 26, 2010, 04:48:18 am
I'm a fan of both, really. I liked the MtG cards more for the cool illustrations, tho.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - now with stonesense
Post by: Treason on April 26, 2010, 02:07:50 pm
Love many of the changes, but for whatever reason, this modification has destroyed all trade.

It's like getting an endless supply of what the elves from the first version would bring, useless crap.  Even the dwarven caravan doesn't bring anything but cloth, some food and the occasional log (singular log) if I happened to have requested it.  That's it.  No anvils, no animals, no weaponry, crafts.  Nada.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - now with stonesense
Post by: Deon on April 26, 2010, 02:16:05 pm
That's absolutely weird. Maybe your random number generator hates you... I mean, the trading values are vanilla, and all trade triggers are too.

You may want to try a clean install in case you've got some weird bug... Also, what is the level of your broker and your exported/imported wealth?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - now with stonesense
Post by: Treason on April 26, 2010, 02:48:06 pm
That's absolutely weird. Maybe your random number generator hates you... I mean, the trading values are vanilla, and all trade triggers are too.

You may want to try a clean install in case you've got some weird bug... Also, what is the level of your broker and your exported/imported wealth?

Broker level is abysmal (all novice level) since for whatever reason since installing the mod, they can't level up their skills through using the trade options (appraisal goes up a level maybe once a year, everything remains locked at novice).

Exported wealth on this current fortress is 4700 something.  The requests I make of my liaison don't go through..something's boinked the whole situation.  And this was the same before and after the clean install I did just yesterday.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - now with stonesense
Post by: Deon on April 26, 2010, 03:06:48 pm
Oh wait I think I know what you mean. You see, animals now have more realistic trade capacity thus one donkey cannot bring 4 donkeys on it, you need wagons to get real stuff, and it means that you have to trade much more to start getting big caravans. I've found it to be a nice trade-off to disallow early buy-all--you-need-caravan-with-crafts, however I didn't think that this would stop elves from bringing animals because they do not have wagons.

To fix this in your current save, change TRADE_CAPACITY on animals to a bigger value. I think I will revert it in the next patch, because while it's more realistic, it's less fun. Still it's strange to get a donkey which brings an elephant, but I guess it's ok if it's the only way :).

Quote
Exported wealth on this current fortress is 4700 something.
That's probably it. My current exported wealth is 200+ thousands and they bring big caravans.

Quote
Broker level is abysmal (all novice level) since for whatever reason since installing the mod, they can't level up their skills through using the trade options (appraisal goes up a level maybe once a year, everything remains locked at novice).
This may be your broker's personality. What is his analytical ability and other mental stuff? My broker levels just fine. But just in case like yours, I am adding a "read trade manuals" job to the library to increase Appraisal for the next version.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - now with stonesense
Post by: JavelinD on April 26, 2010, 03:09:45 pm
love the work on Genesis! ^_^ but i don't really know about other people but i find black lung to be a little game breaking
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - now with stonesense
Post by: Deon on April 26, 2010, 03:19:14 pm
Have you updated? Right now it only causes pain, blood coughing and dizziness, nothing rots.

Also as I said, you can remove inorganic_blacklung.txt if you hate it too much.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - now with stonesense
Post by: Treason on April 26, 2010, 03:19:30 pm
Oh wait I think I know what you mean. You see, animals now have more realistic trade capacity thus one donkey cannot bring 4 donkeys on it, you need wagons to get real stuff, and it means that you have to trade much more to start getting big caravans. I've found it to be a nice trade-off to disallow early buy-all--you-need-caravan-with-crafts, however I didn't think that this would stop elves from bringing animals because they do not have wagons.

To fix this in your current save, change TRADE_CAPACITY on animals to a bigger value. I think I will revert it in the next patch, because while it's more realistic, it's less fun. Still it's strange to get a donkey which brings an elephant, but I guess it's ok if it's the only way :).

Quote
Exported wealth on this current fortress is 4700 something.
That's probably it. My current exported wealth is 200+ thousands and they bring big caravans.

Quote
Broker level is abysmal (all novice level) since for whatever reason since installing the mod, they can't level up their skills through using the trade options (appraisal goes up a level maybe once a year, everything remains locked at novice).
This may be your broker's personality. What is his analytical ability and other mental stuff? My broker levels just fine. But just in case like yours, I am adding a "read trade manuals" job to the library to increase Appraisal for the next version.

Ahhh, I was actually thinking in the back of my head "you know, I bet he changed the beast's carrying capacities" and turns out I was right.
I'll check up on my broker (again).  I thought I'd found one that's relatively gregarious, but apparently not.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - now with stonesense
Post by: Lancensis on April 26, 2010, 04:58:10 pm
Hey Deon, why don't you make a Forest Behemoth type creature with a huge carrying capacity, that only entities with [USE_ANY_PET_RACE] like the elves can use? You could leave off the mount tags, so they don't come lumbering in on 50 tonne monsters if you piss them off (or, more amusingly, leave them on).

I mean it makes sense for the elves not to bring caravans, but there's no reason for them to be useless wastes of time in trading.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - now with stonesense
Post by: Daywalkah on April 26, 2010, 05:07:39 pm
Deon, I found a very minor problem in the Desert Elves entity file:

        [PANTS:ITEM_PANTS_LEGGINGS_ELVEN:COMMON]
   [PANTS:ITEM_PANTS_LOINCLOTH:COMMON]
   [PANTS:ITEM_PANTS_THONG:UNCOMMON]
   [PANTS:ITEM_PANTS_SKIRT_SHORT:COMMON
   [PANTS:ITEM_PANTS_BRAIES:UNCOMMON]
   [SHIELD:ITEM_SHIELD_SHIELD]
   [SHIELD:ITEM_SHIELD_BUCKLER]

Also, I enjoy playing your mod, even though a gelatinous cube has destroyed my fortress. It's not overpowered, I just didn't have a military since I am one who has the unfortunate military screen crash bug.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - now with stonesense
Post by: Deon on April 26, 2010, 05:09:09 pm
Thank you. No skirts for elves, heh.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - now with stonesense
Post by: BigD145 on April 26, 2010, 05:51:46 pm
Thank you. No skirts for elves, heh.

They aren't pantywaists?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - now with stonesense
Post by: EuchreJack on April 26, 2010, 06:49:43 pm
Actually, I would think some of these elves would have wagons.  But it's cool that the mod is more realistic in trading, please only change the elves and nobody else.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - now with stonesense
Post by: Deon on April 26, 2010, 06:51:08 pm
Dusk Elves have wagons. Ezrakim Elves probably too, I haven't got big caravans from them yet.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - now with stonesense
Post by: Deon on April 27, 2010, 08:25:32 am
1.5 is almost out.

It adds Anubites (by dragon1423) as savage desert animalmen and Furniture Workshop.

Furniture workshop
Dismantle Wooden Bed - returns log of the same material
Dismantle Wooden Cabinet - returns log of the same material
Dismantle Wooden Coffer - returns log of the same material
Dismantle Stone Bed - returns boulder of the same material
Dismantle Stone Cabinet - returns boulder of the same material
Dismantle Stone Coffer - returns boulder of the same material
Craft Stone Bed (boulder + cloth) - makes a bed of the boulder's material

Also Library now allows to "read trade manuals" which increases Appraisal skill (if you want to train a good broker without caravans).


I post it without the release because I want to know if you immediately want something else. I can include your wish.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - now with stonesense
Post by: Chromasphere on April 27, 2010, 08:28:46 am
love the work on Genesis! ^_^ but i don't really know about other people but i find black lung to be a little game breaking

If you leave everything as is in the blacklung disease, but just lower the chance percentage of contracting it, as well as the severity, you will find that it is an excellent detail to the game.  As an example (I haven't looked at Deon's changes) I changed my coal dust to:

Code: [Select]
[CE_IMPAIR_FUNCTION:SEV:10:PROB:20:VASCULAR_ONLY:BP:BY_CATEGORY:LUNG:ALL:START:5:PEAK:900:END:1000]
[CE_COUGH_BLOOD:SEV:100:PROB:30:RESISTABLE:VASCULAR_ONLY:START:5:PEAK:900:END:1000]
Second stage: lung dysfunction, arthritis, heart damage, dizziness
[CE_NECROSIS:SEV:20:PROB:10:BP:BY_CATEGORY:LUNG:ALL:START:1000:PEAK:2000]
[CE_DIZZINESS:SEV:50:PROB:30:RESISTABLE:START:1000:PEAK:2000]
[CE_PAIN:SEV:75:PROB:50:BP:BY_TOKEN:LIMB:ALL:START:1000:PEAK:2000]
[CE_COUGH_BLOOD:SEV:100:PROB:20:RESISTABLE:VASCULAR_ONLY:START:1000:PEAK:2000]
[CE_IMPAIR_FUNCTION:SEV:20:PROB:30:BP:BY_CATEGORY:HEART:ALL:START:1000:PEAK:2000]
[CE_IMPAIR_FUNCTION:SEV:20:PROB:30:RESISTABLE:VASCULAR_ONLY:BP:BY_CATEGORY:LUNG:ALL:START:1000:PEAK:2000]

With it like this, one of my miners developed a problem with her heart (yellow), so now she is weak and caughs up blood, but wont die.  Others may develope worse symptoms.... makes it interesting when mining the coal.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - now with stonesense
Post by: Chromasphere on April 27, 2010, 08:36:09 am


I post it without the release because I want to know if you immediately want something else. I can include your wish.

Anything to help with curing these wonderful new diseases that are being made?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - suggest the features you want
Post by: Deon on April 27, 2010, 08:36:28 am
Actually you suggest to make it worse :P.

Current blacklung is:
Code: [Select]
First stage: shortness of breath, chronic cough
[CE_COUGH_BLOOD:SEV:20:PROB:100:RESISTABLE:VASCULAR_ONLY:START:5:PEAK:900:END:1000]
Second stage: lung dysfunction, arthritis, heart damage, dizziness
[CE_DIZZINESS:SEV:50:PROB:100:RESISTABLE:START:1000:PEAK:2000]
[CE_PAIN:SEV:30:PROB:100:BP:BY_TOKEN:LIMB:ALL:START:1000:PEAK:20000]
[CE_COUGH_BLOOD:SEV:100:PROB:100:RESISTABLE:VASCULAR_ONLY:START:1000:PEAK:2000]

Quote
Anything to help with curing
Right now "magma"... I mean, Toady hasn't coded any antidotes yet.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - suggest the features you want
Post by: Max White on April 27, 2010, 08:58:27 am
Hey Deon, stay tuned, I might have something fun by the end of the night.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - suggest the features you want
Post by: Chromasphere on April 27, 2010, 09:06:23 am
Actually you suggest to make it worse :P.

Current blacklung is:
Code: [Select]
First stage: shortness of breath, chronic cough
[CE_COUGH_BLOOD:SEV:20:PROB:100:RESISTABLE:VASCULAR_ONLY:START:5:PEAK:900:END:1000]
Second stage: lung dysfunction, arthritis, heart damage, dizziness
[CE_DIZZINESS:SEV:50:PROB:100:RESISTABLE:START:1000:PEAK:2000]
[CE_PAIN:SEV:30:PROB:100:BP:BY_TOKEN:LIMB:ALL:START:1000:PEAK:20000]
[CE_COUGH_BLOOD:SEV:100:PROB:100:RESISTABLE:VASCULAR_ONLY:START:1000:PEAK:2000]



My changes were based on the original blacklung file.  I hadn't looked at your recent tweaks.  I also didn't want to nurf it completely and liked the idea that it could be fatal, though only with a small chance.  hehe fun with disease!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - suggest the features you want
Post by: Deon on April 27, 2010, 10:01:15 am
Another idea I have: make "hero" dwarves immune to most common diseases. This way they won't die from forgotten beast poisoning and will be immune to infamous black lung.

Also I plan to expand hero castes into "dwarven subrace" feature (stone dwarves, iron dwarves, earth dwarves, moss dwarves etc.).
For example, stone and earth dwarves will be immunte to diseases, iron dwarves will have tougher muscles and moss dwarves will have increased recuperation, etc.

Quote
Hey Deon, stay tuned, I might have something fun by the end of the night.
I'm waiting! :)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - suggest the features you want
Post by: Max White on April 27, 2010, 10:18:23 am
Give ne a second, they seems to like to die a lot during world gen. I have beefed them up a little more, but still not strong survivers...

EDIT: Should be a new thread called RISE of the infected, take what you want, burn what you don't.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - suggest the features you want
Post by: Grax on April 27, 2010, 10:27:36 am
Another idea I have: make "hero" dwarves immune to most common diseases.
This way they won't die from forgotten beast poisoning and will be immune to infamous black lung.

Just add this to the end of [CREATURE:DWARF] part in creature_standard.txt:

[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[SELECT_TISSUE_LAYER:ALL][TL_HEALING_RATE:1]
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - suggest the features you want
Post by: Deon on April 27, 2010, 10:34:22 am
Haha, I am not into cheating :P.

Also I've decided to go through the plants and edit their names a bit (adding "grain", "grass" etc. so now you have "chaguar grass" instead of "chaguar"), it should help to understand WHAT you grow :).

Also I've changed some location-specific names to a similar generic names of plants, and replaced Kenaf with Hemp. You can mill it into Cannabis Flour (om nom now, how about some cookies with cannabis), extract Hemp Oil and brew Ganja Beer with it :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - suggest the features you want
Post by: Julius Clonkus on April 27, 2010, 11:06:51 am
Also I've changed some location-specific names to a similar generic names of plants, and replaced Kenaf with Hemp. You can mill it into Cannabis Flour (om nom now, how about some cookies with cannabis), extract Hemp Oil and brew Ganja Beer with it :).
Cannabis? If possible give it a syndrome which causes vomiting and dizzyness after a short time. Make the sylvan elves immune to it.

This way it's not even unethical (As if a DF player cared about that ;)) because most of us dislike those hippies anyway. Well, unless someone starts feeding his dwarves with cannabis cookies to have a green tint to his fortress.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - suggest the features you want
Post by: Grax on April 27, 2010, 11:11:37 am
Haha, I am not into cheating :P.
We're not cheating, we're modding.  ;D
Title: Re: ??? ? Genesis Mod ? ??? [? 1.46 ?] - suggest the features you want
Post by: Stik on April 27, 2010, 03:49:34 pm
Hero dwarf with regenerating limbs =D
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - suggest the features you want
Post by: kilakan on April 27, 2010, 04:01:07 pm
is there any way to add rarity to castes, cause a really rare acid-spiiting/ fire-ball throwing dwarven caste called elemental-born, could be very interesting. 
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - suggest the features you want
Post by: Daywalkah on April 27, 2010, 04:03:19 pm
is there any way to add rarity to castes, cause a really rare acid-spiiting/ fire-ball throwing dwarven caste called elemental-born, could be very interesting. 

Yes there is. The [POP_RATIO:___] tag would be what your looking for.

Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - suggest the features you want
Post by: Deon on April 27, 2010, 05:12:07 pm
is there any way to add rarity to castes, cause a really rare acid-spiiting/ fire-ball throwing dwarven caste called elemental-born, could be very interesting. 
For 1.5 there are:
Stone dwarves: tougher skin, more muscles, fast bone regeneration
Moss dwarves: females have beards, do not get disease from rot, fast skin/fat/muscle regeneration
Jade dwarves: immune to all diseases, very high social/intellectual/analytical stats
Obsidian dwarves: a bit tougher skins and bones, ability to call flames (fireballs)
Shroom dwarves: low patience/willpower, high creativity/empathy; women get multiple litter (can give birth to multiple dwarves)

And finally, former "heroes", steel dwarves, with uber physical stats.


P.S. Suggest more if you want :).
Steel dwarves and obsidian dwarves are extremely rare.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - suggest the features you want
Post by: Akjosch on April 27, 2010, 05:23:38 pm
My changes were based on the original blacklung file.  I hadn't looked at your recent tweaks.  I also didn't want to nurf it completely and liked the idea that it could be fatal, though only with a small chance.  hehe fun with disease!

Out of interest: Does changing the values mid-game work (in particular on the already ill Dwarves), or do I have to abandon and reclaim/start a new fort, or even create a new world, for it to work?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - suggest the features you want
Post by: Deon on April 27, 2010, 05:30:57 pm
You can change syndrome effects on the fly, but I do not know does it change the existing diseases (or maybe resets them).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - suggest the features you want
Post by: Deon on April 27, 2010, 05:55:22 pm
I've added aspid dwarves (lisps, paralyzing breath, paralyze immune), ice dwarves (no fevers, very low colddamn point) and gloomers (VERY rare mutants: no beards, black skin, paranoid and angry; and ability to spit web).

Also I've changed the times it takes them to mature. I.e. common (stone, jade etc.) dwarves mature in 12 years, obsidian and steel dwarves mature in 14-15 years and shroom dwarves mature in 5 years (well they actually do not... Lol).

Also obsidian dwarves have a tiny fire floating around them (they are LIGHT_GEN).

Give me your ideas!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - suggest the features you want
Post by: Lancensis on April 27, 2010, 06:11:51 pm
Mercurial dwarves - fast, creative, irritable, and can swim from birth.

Nuclear/Pitchblende dwarves - Incredibly strong (with breath attack?) but make nearby dwarves sick, so they have to be kept in separate burrows.

I'll edit if I think of anything else. Oh! There's no way to make a dwarf produce fuel, is there?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - suggest the features you want
Post by: Deon on April 27, 2010, 06:15:24 pm
Lol. You mean to make them to shit coal? :)

Nuclear sounds too advanced, pitchblende is OK... But I guess it would mean a death sentence for them, it's easier than to somehow "keep them separate".

Also the name does not mean that the dwarf is made of something, so the only specific names (jade and obsidian) are there just for flavor. Pitchblende is nothing in DF world, so I don't see it as being too useful.

Also I would like to avoid dwarves poisoning dwarves. Most people are unhappy with a simple black lung, so the NEW LEVEL of disease without a way to cure it would ne unfun :).

P.S. Aspid dwarves seem to be awesome in military. Their paralyzing breath does not stop most beasts totally, but it considerably slows them down and your dwarves beat the crap out of them. My current militia leader is an aspid dwarf :P.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - suggest the features you want
Post by: Lancensis on April 27, 2010, 06:35:30 pm
Not like it's that hard to keep them separate, with burrows and the like. I imagined it as a tragic monster that the rest of the fortress shunned, except in their most dire of straits. Or sent down into the underworld, to fight for their respect. Anyway, your call.

Flying dwarves don't work too well, do they?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - suggest the features you want
Post by: Deon on April 27, 2010, 08:04:05 pm
Quote
Flying dwarves don't work too well, do they?
Yeah, I think they still have bugged pathfinding, but I should check.

Quote
I imagined it as a tragic monster that the rest of the fortress shunned
Gloomers play such role now :).

My current fort population:

(http://i40.tinypic.com/13ykx94.png)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - suggest the features you want
Post by: Meanmelter on April 27, 2010, 08:25:10 pm
I call Shroom Dwarf! Can VERY quickly raise an army of noble births!
Title: Re: ??? ? Genesis Mod ? ??? [? 1.46 ?] - suggest the features you want
Post by: Stik on April 27, 2010, 08:29:28 pm
I think that hero dwarfs should have ups and downs... as their rare, people will like some more then others. an example of these ups and downs are like the shroom dwarf is very fragile,(I could only think of that O.o) Bauxite dwarfs that could survive in lava, coal dwarfs that ignite in hot temperatures. I do not think that many of these ideas will be implemented but hey, never hurts to throw out ideas. By the way, GREAT modd =D THE ONLY THINGS THAT I THINK ARE MISSING ARE CREATURE PICTURES (the only one i noticed inparticular was the elephant, only got to quickly play at school.) shoot, just noticed i hit cap lock a sentence back
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - suggest the features you want
Post by: Deon on April 27, 2010, 08:31:03 pm
The good thing with shroom dwarves that they have lower vision and thus you have to set Kill order or move them quite close to their target for them to engage. That's actually great, because they do not run off one by one if they see a single enemy unless you order to do so (or they are too close).

They are bad bowmen though for the same reason :P.

Quote
the only one i noticed inparticular was the elephant
Are you sure that was elephant? Elephants have pictures. Maybe you've used some old version where I occasionally forgot to define them?

Quote
an example of these ups and downs are like the shroom dwarf is very fragile
Why is it fragile? "Shroom", "obsidian" etc. are names of the castes, dwarves are mainly the same, they just have different "special abilities".
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - suggest the features you want
Post by: Meanmelter on April 27, 2010, 08:36:54 pm
The good thing with shroom dwarves that they have lower vision and thus you have to set Kill order or move them quite close to their target for them to engage. That's actually great, because they do not run off one by one if they see a single enemy unless you order to do so (or they are too close).

They are bad bowmen though for the same reason :P.

Quote
the only one i noticed inparticular was the elephant
Are you sure that was elephant? Elephants have pictures. Maybe you've used some old version where I occasionally forgot to define them?

Quote
an example of these ups and downs are like the shroom dwarf is very fragile
Why is it fragile? "Shroom", "obsidian" etc. are names of the castes, dwarves are mainly the same, they just have different "special abilities".
Stop making fun of the Shroomies! they get 80% gain in skills! Your just hating that we can be master smiths quicker than joo ever could!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - suggest the features you want
Post by: Deon on April 27, 2010, 08:41:33 pm
Making fun? I adore them. They are awesome melee fighters, always going where you say :P.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - suggest the features you want
Post by: Meanmelter on April 27, 2010, 08:48:33 pm
Making fun? I adore them. They are awesome melee fighters, always going where you say :P.
Plus, we could say 'screw immigrants.' seal our doors like a true dwarf and flood the earth, then create a large army of axedwarves to attempt and kill an ant colony!(because Ant Colony's are hard to kill man!)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - suggest the features you want
Post by: Deon on April 27, 2010, 08:51:06 pm
Huh. My single gloomer trained to legendary status on some weird megabeast which didn't hurt him but didn't want to die either, and an hour ago he ALONE killed an ant colony. His webs help though ;). He lives like a hermit in a small house underground in the 2nd caverns layer while the fortress is aboveground. I wait for other gloomers to be born to send them down too :P.

It begins to look like Herbert Wells' morlocks.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - suggest the features you want
Post by: Max White on April 27, 2010, 08:52:26 pm
Shot gun ice dwarfs.
Arctic embark? I think so!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - suggest the features you want
Post by: Acanthus117 on April 27, 2010, 09:23:46 pm
STONE DORFF
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - suggest the features you want
Post by: Meanmelter on April 27, 2010, 10:08:41 pm
when it mean 80% learning speed, does it mean they learn 80% faster?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - suggest the features you want
Post by: Max White on April 27, 2010, 11:04:51 pm
Anybody else think that the shrooms look like gnomes?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - suggest the features you want
Post by: Zargen on April 28, 2010, 01:43:52 am
Hey Dion I had a thought. Normal Dorfs get their own little subclasses. What about removing your generic "dark dorfs" and add them with evil sub-races of dwarves?

Magma Dwarves! Higher strength, fire immunity, likes to fight. Live in generally inhospitable areas.

And they can have the magma crabs I've been working on as pets!  :P
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - suggest the features you want
Post by: Max White on April 28, 2010, 01:47:51 am
Interesting thought there, adding an 'evil' counterpart to every good hero. Like an intelligent topaz dwarf, a chilly snow dwarf, and a quick reproducing fungi dwarf.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - suggest the features you want
Post by: Zargen on April 28, 2010, 02:19:59 am
I noticed the dark dwarves aren't a civilization? They should be! A hostile one as a good counterpart to goblins. Getting your good dwarves raided by evil dwarves. They should have counterparts but they shouldn't just be carbon copies of their opposites.



Magma Dwarves counterpart to Obsidian Dwarves. Some kind of breath attack that shoots embers and smoke? Very strong, fire immune. Sets things on fire that aren't metal.

Glacier Dwarves counterpart to Ice Dwarves. Radiates cold, leaves trails of ice on the ground. Low defense but can have a "poison" that slows your dwarves. In reality it's because they're so cold that they slow down anyone with numbing cold. Only can be used in the game as a poison I figure.

Fungal Dwarves counterpart to Shroom Dwarves. Multiple Litters, Poisonous and cause rot. Hate light. Regenerate wounds.

Onyx Dwarves counterpart to Jade Dwarves. Highly intelligent, sadistic, often crazy.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - suggest the features you want
Post by: Max White on April 28, 2010, 02:22:24 am
Well if were going to completely hijack the mod.  :P
Wood dwarfs, as a counterpart to stone dwarfs.
And, as a counter part to steel dwarfs, the one, the only, the baddest of the badass, SLADE DWARFS!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - suggest the features you want
Post by: Zargen on April 28, 2010, 02:23:07 am
They should be demonic!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - suggest the features you want
Post by: Max White on April 28, 2010, 02:24:14 am
For some reason I can't see steel dwarfs any other way but with a pair of shades on.  8)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - suggest the features you want
Post by: Deon on April 28, 2010, 03:34:11 am
when it mean 80% learning speed, does it mean they learn 80% faster?
No, that's 80% of the normal speed, and their skills rust faster. They are lazy dwarves which love life and breeding :).
They are sometimes too friendly for a dwarf though.

Quote
Hey Dion I had a thought. Normal Dorfs get their own little subclasses. What about removing your generic "dark dorfs" and add them with evil sub-races of dwarves?
Ahem, Deon :). Yeah, nice idea. I personally thought about "slade" dwarves before, like heroic dwarves for dark dwarves, a bit thoughter than steel dwarves. Also your ideas about evil counterparts is awesome. I will incorporate it.

Quote
I noticed the dark dwarves aren't a civilization?
What do you mean? They are an underground civilization, so they have camps in the caverns like antmen and ratmen do.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - suggest the features you want
Post by: Max White on April 28, 2010, 03:39:26 am
Hey Deon, I hate to self advertise on your own thread, but I figure by page 39 I'm not likely to divert traffic.

http://www.bay12forums.com/smf/index.php?topic=55778.0 (http://www.bay12forums.com/smf/index.php?topic=55778.0)

I think this is something you would like in on.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - suggest the features you want
Post by: Zargen on April 28, 2010, 04:31:01 am
Ahaha, let me reiterate deon! I ment civilization as the type that shows up on your doorstep ready to slaughter everything and everyone. Like goblins, except a lot worse.  :P Not the kind that shows up when you hit the caverns ready to slaughter everything and everyone.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - suggest the features you want
Post by: Deon on April 28, 2010, 04:51:50 am
I see, but the dark dwarves are meant to live underground, not willing to come up to a sunlight.

You will have more enemies in the next releases :).

Meanwhile, I moved my lazy ass and set up all skin/hair/eye color ranges for different castes right now (so they have different appearance) so I will release the 1.5 in 20-30 min.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.5 ϟ] - caste madness!
Post by: Deon on April 28, 2010, 05:52:16 am
1.5 is released
- V. 1.5: dwarves have different castes now, all with unique stats; anubites in deserts (animal people); furniture workshop (dismantles wood/rock furniture, makes rock beds); more library options; most new plants have more "easy" names, with "grain"/"grass"/"flower" added for people to easier understand what do they grow; stone/gem graphics changed to less "iconic" style; new vermin/plant tiles (for standard tileset).

P.S. I would like a native english-speaker to spellcheck new castes' descriptions.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.5 ϟ] - caste madness!
Post by: Acanthus117 on April 28, 2010, 05:57:04 am
Yay! New version!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.5 ϟ] - caste madness!
Post by: Deon on April 28, 2010, 06:01:15 am
Exactly.

The big brother watches you.
(http://img8.uploadhouse.com/fileuploads/5371/53711483f6919b0882d7011faa7a41a4de5de06.png)

P.S.
Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.5 ϟ] - caste madness!
Post by: Max White on April 28, 2010, 06:32:11 am
Did I pick it or what!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.5 ϟ] - caste madness!
Post by: Deon on April 28, 2010, 06:43:32 am
For some reason I can't see steel dwarfs any other way but with a pair of shades on.  8)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.51 ϟ] - caste madness!
Post by: Deon on April 28, 2010, 08:11:50 am
1.51 fix, sorry :)

Tiles which cause blacklung now look like common bitum.coal/lignite. Does not break saves.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - suggest the features you want
Post by: Chromasphere on April 28, 2010, 10:29:22 am
I see, but the dark dwarves are meant to live underground, not willing to come up to a sunlight.


Hmmm, light defence!  Set passage open to sky and watch them puke themselves to death.  Hmmm, we need someone to mod diamond reflectors to channel light into the depths...
Can underground races (or any race for that matter) be set to have fully developed cave adaptation from the start... so upon meeting them they already can't stand the light?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.52 ϟ] - caste madness!
Post by: Deon on April 28, 2010, 11:05:00 am
None that I know of...

I've lost another fort because my nobles disappeared and they didn't want to elect another mayor.
So the release is here and I felt it's urgent.

Now all nobles allow all nobles. So if you have at least ONE alive, you will be able to appoint other. Sadly it requires you to regenerate a world for it to work.

Also there're my personal graphical changes to the main release. The bridge's edges do not look like trees and there're RantingRodent's walls and floors:

(http://www.imagechicken.com/uploads/1272474540005234800.png)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.52 ϟ] - caste madness!
Post by: CutieBard on April 28, 2010, 11:11:35 am
Hello there. Love the mod from what I've read of it.

I have one little problem though, I want to play it, but I can't figure out how to install it.

I downloaded it and opened it up to see the files but I can't figure out how to put it into my DF folder to make it work.

Thank you in advance.
Looking forward to playing this.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.52 ϟ] - caste madness!
Post by: Deon on April 28, 2010, 11:20:04 am
(http://www.imagechicken.com/uploads/1272475346065634500.png)

Basically you open your DF folder, open the archive, drag and drop two folders from the archive IN your DF folder, and when it prompts you to overwrite files you answer "yes"/"yes to all".
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - suggest the features you want
Post by: Lancensis on April 28, 2010, 01:24:09 pm
I see, but the dark dwarves are meant to live underground, not willing to come up to a sunlight.


Hmmm, light defence!  Set passage open to sky and watch them puke themselves to death.  Hmmm, we need someone to mod diamond reflectors to channel light into the depths...
Can underground races (or any race for that matter) be set to have fully developed cave adaptation from the start... so upon meeting them they already can't stand the light?

Such a shame that vomit can't be modded. I had a great time imagining Cave Adapted vampires that would barf [IGNITE_POINT:10000] vomit all over themselves and burst into flames, untill I realised this.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.52 ϟ] - caste madness!
Post by: Meanmelter on April 28, 2010, 02:02:24 pm
So, either Dark Dwarf's should vomit like mad, or refuse to go in the sunlight Deon.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.52 ϟ] - caste madness!
Post by: Deon on April 28, 2010, 02:10:46 pm
How do you want me to accomplish it? :)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.5 ϟ] - caste madness!
Post by: Daywalkah on April 28, 2010, 02:22:44 pm
P.S. I would like a native english-speaker to spellcheck new castes' descriptions.

Here are a few corrections (some may be fine, I forgot which ones had errors in them).

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)




Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.52 ϟ] - caste madness!
Post by: Deon on April 28, 2010, 03:24:13 pm
There're some errors still (like "a thick skin") but thank you, it's better now :). I will incorporate it.

P.S. Now when I read it in your spoilers, I see more errors, so it was helpful :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.5 ϟ] - caste madness!
Post by: Lancensis on April 28, 2010, 03:25:53 pm
Coff. I...uh...corrected the corrections. :p

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.52 ϟ] - caste madness!
Post by: Deon on April 28, 2010, 03:28:39 pm
Great. My poor english needs real men like you :P.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.52 ϟ] - caste madness!
Post by: Daywalkah on April 28, 2010, 03:29:38 pm
*Facepalm* I blame it on me having an ELA state test the past two days, and being sick of writing (and yet I still post in the forums...).

On topic: This update is great. The Stone Dwarves are very helpful.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.52 ϟ] - caste madness!
Post by: Deon on April 28, 2010, 03:33:01 pm
Very helpful in which situations? I would like some feedback, I really urge to play around with my new dwarves but I have an exam tomorrow so I can't :(.

Also I've just got an excellent idea from another thread: I will make precious metals into wafers! So the strand extractor profession will be much more important, and you will weave clothes from gold and silver! A real clothing for noble dwarves and fine warriors. Also, quite hard to pierce too :P.

A steel dwarf is cool. A steel dwarf in a bronze armor and golden shirt and trousers is TWICE cooler.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.52 ϟ] - caste madness!
Post by: Daywalkah on April 28, 2010, 03:39:37 pm
Very helpful in which situations? I would like some feedback, I really urge to play around with my new dwarves but I have an exam tomorrow so I can't :(.

They don't often die when a cave in occurs. Also, my Mithril Colossus slaughters most dwarves in the underground, where the miners encounter them first. The Stone Dwarves survive more often and can run away until I tame one of my Sun Dragons to keep it occupied (neither are strong enough to even injure each other, so they fight forever).


Also I've just got an excellent idea from another thread: I will make precious metals into wafers! So the strand extractor profession will be much more important, and you will weave clothes from gold and silver! A real clothing for noble dwarves and fine warriors. Also, quite hard to pierce too :P.

A steel dwarf is cool. A steel dwarf in a bronze armor and golden shirt and trousers is TWICE cooler.

That idea sounds cool! I read part of the thread, and it is a great idea. Steel and the like can be way too easy to acquire.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.52 ϟ] - caste madness!
Post by: Lancensis on April 28, 2010, 04:19:58 pm
Very helpful in which situations? I would like some feedback, I really urge to play around with my new dwarves but I have an exam tomorrow so I can't :(.

Also I've just got an excellent idea from another thread: I will make precious metals into wafers! So the strand extractor profession will be much more important, and you will weave clothes from gold and silver! A real clothing for noble dwarves and fine warriors. Also, quite hard to pierce too :P.

A steel dwarf is cool. A steel dwarf in a bronze armor and golden shirt and trousers is TWICE cooler.

Huh. I'm all for making stuff harder to acquire, but you know it's going to be about nine times more efficient to make stuff out of native gold now (not even taking into account fuel), right?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.52 ϟ] - caste madness!
Post by: EuchreJack on April 28, 2010, 06:07:02 pm
One side effect of having a dwarf produce web is the renewability of silk thread, greatly enhancing the clothing industry.  The silk thread is not constantly produced, but quick enough that you can probably have someone alternate between cloth making and thread weaving continuously.  So those abombinations are really helpful!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.52 ϟ] - caste madness!
Post by: kilakan on April 28, 2010, 06:17:07 pm
is there anyway to change the size of a creature within the caste, if so Giant-dwarves, big, slow, strong, living war machines anyone?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.52 ϟ] - caste madness!
Post by: KillerClowns on April 28, 2010, 06:21:56 pm
is there anyway to change the size of a creature within the caste, if so Giant-dwarves, big, slow, strong, living war machines anyone?
Yep.  Compare an Antman queen to a worker.  Big difference.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.52 ϟ] - caste madness!
Post by: Lancensis on April 28, 2010, 06:35:07 pm
Hey Deon, I don't seem to be able to assign any nobles, nor have any of my dwarves been selected as expedition leader. As such, I can't start a military. Any idea what's up with that?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.52 ϟ] - caste madness!
Post by: Meanmelter on April 28, 2010, 06:57:08 pm
these updates happen quite fast, I am still on a good fort from like, a couple versions back.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.52 ϟ] - caste madness!
Post by: Deon on April 28, 2010, 07:19:31 pm
Hey Deon, I don't seem to be able to assign any nobles, nor have any of my dwarves been selected as expedition leader. As such, I can't start a military. Any idea what's up with that?
Uh oh!

Sorry folks, I've outsmarted myself. The attempt to make nobles to select each other caused disappearance of nobles... And now I know why.

Anyway, 1.53 emergency fix is out, it makes things as they were before. This will teach me to test after I release something and go to bed.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.52 ϟ] - caste madness!
Post by: Max White on April 28, 2010, 07:21:59 pm
is there anyway to change the size of a creature within the caste, if so Giant-dwarves, big, slow, strong, living war machines anyone?

Giant...Dwarf.
Isn't that already a thing? They call it a human.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.52 ϟ] - caste madness!
Post by: Daywalkah on April 28, 2010, 07:25:48 pm
is there anyway to change the size of a creature within the caste, if so Giant-dwarves, big, slow, strong, living war machines anyone?

Giant...Dwarf.
Isn't that already a thing? They call it a human.

Humans live above ground and don't deal with magma. On a scale, they're in between elf and dwarf.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Deon on April 28, 2010, 07:32:28 pm
I avoided different sized creatures to avoid the problems with clothing/armor. That's the only reason.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.52 ϟ] - caste madness!
Post by: Max White on April 28, 2010, 07:36:37 pm
And a giant human is just a giant...
So whats a dwarf a giant of?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Zargen on April 28, 2010, 07:37:33 pm
a giant dwarf...you mean human?  :P
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Daywalkah on April 28, 2010, 07:39:22 pm
I'll just repost this... :P

is there anyway to change the size of a creature within the caste, if so Giant-dwarves, big, slow, strong, living war machines anyone?

Giant...Dwarf.
Isn't that already a thing? They call it a human.

Humans live above ground and don't deal with magma. On a scale, they're in between elf and dwarf.

And a giant human is just a giant...
So whats a dwarf a giant of?

Cacame?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Max White on April 28, 2010, 07:42:36 pm
Cacame?

Ne, he was BIGGER then the average dwarf. Therefor a giant Cacame would be Asax.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Daywalkah on April 28, 2010, 07:51:20 pm
Oh lol I read you post too fast. I thought you were asking what a giant dwarf would be called. CURSE YOU ELA STATE TEST!!!

Hhhmmmmm.....
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.52 ϟ] - caste madness!
Post by: Lancensis on April 28, 2010, 07:54:50 pm
Hey Deon, I don't seem to be able to assign any nobles, nor have any of my dwarves been selected as expedition leader. As such, I can't start a military. Any idea what's up with that?
Uh oh!

Sorry folks, I've outsmarted myself. The attempt to make nobles to select each other caused disappearance of nobles... And now I know why.

Anyway, 1.53 emergency fix is out, it makes things as they were before. This will teach me to test after I release something and go to bed.

Don't suppose this is save-compatible?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Meanmelter on April 28, 2010, 09:13:02 pm
Wonder if you can get an entire embark of Gloomers, and since you can keep a Gloomer(Dwarf) in a specific spot using burrow, I would make them all hermits living next to each other. any Immigrants that are not Gloomers are sadly feed to the anything trying to kill them.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Fleeb on April 28, 2010, 09:17:13 pm
Hey! In the credits you have the swimming pool attributed to me. It was actually created by PrimusRibbus.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Zifnab on April 28, 2010, 10:57:58 pm
Steel Dwarf adventurer strategy

Step 1 Find forest spiders
Step 2 Let Spiders attack you
Step 3 Wait for spiders to pass out from exhaustion
Step 4 Kill spiders
Step 5 Repeat

I went from nothing to legendary in both armor user and observer after one fight.  Only injury was a yellow left elbow.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: asfghn on April 29, 2010, 01:04:07 am
Hey, Deon, and fans of Deon!

Loving the new update, but I'm kind of a noob when it comes to DF mods -- how do I get the new subspecies of dwarves to show up in my fort? I'm assuming it's possible, since Deon was referring to gloomies being in his fort, and I admittedly haven't tried yet to make a new fort so I don't know if it's a preset thing, so basically I'm flying off half-cocked in asking...

...but... :P

Thanks, anyone who can answer! c:
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Intelligent Shade of Blue on April 29, 2010, 01:17:12 am
Hi, Deon. Been trying out the new version of your mod (only adventure mode so far), and I noticed something odd with the dwarf castes. Specifically, moss dwarves (and maybe another caste too, but definitely the moss ones) seem to lack hair/skin colors... When I examinine them, all that's described is hairstyle & facial features. Looking at the raws, it appears that their colors aren't given anywhere, so that's the probable cause.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Max White on April 29, 2010, 01:19:45 am
They have a rare medical condition caused my lazy modder syndrome. As I recall deon said he would add colours later.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Zargen on April 29, 2010, 01:41:53 am
My steel dwarf rotted to death because of a lost adventurer. mutter  :-\ I thought they where immune to disease?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Shima on April 29, 2010, 03:59:46 am
I'm not sure if necrosis counts as "disease" per see (And if it does, whether it counts as one in DF).  It seems more like it's a contact poison kind of deal, or an infection.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Deon on April 29, 2010, 04:25:02 am
My steel dwarf rotted to death because of a lost adventurer. mutter  :-\ I thought they where immune to disease?
That's totally weird. I just removed the poison-related stuff, but it looks like there's something else :). I will investigate the case, thank you. Well, at least spider poison doesn't work.

Quote
Specifically, moss dwarves (and maybe another caste too, but definitely the moss ones) seem to lack hair/skin colors...
Oh man, I forgot to add moss dwarves' hair/eye/skin definitions when I've made the templates for others :P. It's easy to fix, thank you for pointing it out.
Other are defined like:
Spoiler (click to show/hide)

Quote
They have a rare medical condition caused my lazy modder syndrome. As I recall deon said he would add colours later.
No, I just missed one caste. I try to finish things before releasing them.

Quote
Loving the new update, but I'm kind of a noob when it comes to DF mods -- how do I get the new subspecies of dwarves to show up in my fort?
Every dwarf belongs to some caste. It's harder to notice their caste in the fort mode, but if you go to their description (which shows their thoughts, likes, appearance etc.) the bottommost paragraph describes their caste.

Quote
Hey! In the credits you have the swimming pool attributed to me. It was actually created by PrimusRibbus.
Oops, you gave it to me so I supposed it's your work. Thank you.

Quote
Wonder if you can get an entire embark of Gloomers, and since you can keep a Gloomer(Dwarf) in a specific spot using burrow, I would make them all hermits living next to each other. any Immigrants that are not Gloomers are sadly feed to the anything trying to kill them.
Well, they are quite rare, and you cannot ESC-quit embark screen, so good luck with it :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Zargen on April 29, 2010, 05:03:03 am
Hm...it seems ever since you made the new castes of dwarves, my noble screen has become completely empty - nothing there at all.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Deon on April 29, 2010, 05:27:20 am
Did you get 1.53? It was 1.52 error.
Title: Re: ??? ? Genesis Mod ? ??? [? 1.53 ?] - caste madness!
Post by: Stik on April 29, 2010, 07:38:54 am
I am sorry for saying elephants have no skin, it was really my war elephant that  had no skin
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Deon on April 29, 2010, 07:56:54 am
By "skin" do you mean the graphic tile?
And if so, was the war elephant the same as common elephant, or by "no skin" you mean it had "E" instead of picture?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Intelligent Shade of Blue on April 29, 2010, 10:36:18 am
Oh man, I forgot to add moss dwarves' hair/eye/skin definitions when I've made the templates for others :P. It's easy to fix, thank you for pointing it out.

It's a pretty minor thing, for sure. I'm having fun with the mod in any case.

Currently my adventurer is a gloomer axedwarf named Deler Cavescorch, the Thirst of Confederacy :)
Title: Re: ??? ? Genesis Mod ? ??? [? 1.53 ?] - caste madness!
Post by: Stik on April 29, 2010, 02:17:29 pm
Played for breif moments during school, not sure if actual elephants had a graphic tile but the war elephant did not. my mod is updated up to a few days ago, looks great though cant wait to play
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Cheshire Cat on April 29, 2010, 03:54:38 pm
.....

this mod looks really really good. once ive done exploring the new version more, i may actually swich over to playing this for a bit. the only other mods i ever seriously tried was the orcs and ender goblins ones, the other complete world mods just didnt offer enough differences in play style, but with this new version i see the possibilities are amazing. the crazy set of dwarven casts sounds like a whole incredible new mechanic to mess around with, and the training dummies circumvent some of the current military problems.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Fleeb on April 29, 2010, 05:29:06 pm
Hey Deon, here's something I'd like to suggest. First of all is an Orc civ. I took Madjoes Orcs and modified them a bit:

Creature file:
Spoiler (click to show/hide)

Entity file:
Spoiler (click to show/hide)

Another suggestion is different languages for different races. For my own use I've renamed the language files from Civ Forge (I think, I've had them so long I can't really remember where they came from). So the Wesmans use Latin, among others. I can send you the files if you'd like.

Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Zargen on April 29, 2010, 09:24:31 pm
One problem that annoys me a little is how you can't designate specific dwarves to particular training areas. I wanted to train my sword dwarf at the training dummy, but every other idiot who didn't have a job would always end up getting to  it first  >:(
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Cheshire Cat on April 29, 2010, 10:56:03 pm
surely you can do workshop profiles once you have a manager? capital P at a workshop to assign it to a particular dwarf, or to allow only dwarves of a particular skill level.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Zargen on April 30, 2010, 12:08:32 am
So -thats- what he does  :P I usually just ignore my nobles. Whiny little boobs
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Cheshire Cat on April 30, 2010, 01:52:57 am
the manager noble is actually very useful. you appoint him yourself and give him an office, then you can press j to look at the jobs list, and with a few more key presses designate things like 15 wood beds to be made, or 30 units of galena to be smelted. its currently the only way to make soap, as the soap workshop does not let you create things from it even if you have all the requisite materials.

bear in mind the jobs you designate through this menu wont start getting done till the manager goes to his office and spends a few seconds doing some paperwork, so your manager needs some free time for his duties.

dwarf therapist may make this use of the manager redundant, i dont know as i have not used it. also, the manager never mandates anything.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Max White on April 30, 2010, 01:57:50 am
Basically all you need is a spare office and that's about it.
I always have a manager/broker/book keeper and I don't even need the spare office.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: creidieki on April 30, 2010, 06:10:12 am
I just started looking at this mod, and I like the training buildings.  Could I recommend requiring a stone table to build the anatomical theater?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: The butcher on April 30, 2010, 06:58:46 am
B"This mod sucks" A"No this mod is AWESOMMMMME!" *Kicks B down a well*
Oh great the warlord just died from old age on my first turn time to Give him a good burialLoot his corpse
anyway this mod rules!
Also on adventure mode there is only 1 type of human why
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Deon on April 30, 2010, 07:27:44 am
There're all types of humans for adventure mode. Probably you've generated a medium/small world and not all of the races survived. That's why I usually play on Large.

And yes, all training workshops best maintained through "Shift+p" menu to allow specific dwarves to use them.

Fleeb
Thank you but I want goblins, barghests and orcs to be a part of a single civ. Also there will be two types of orcs: grunts and shamans.

I don't want to make them into a separate civ because I plan other sieging races, for example Lizardmen+Frogmen+Insectoid for swamp, Frozen for glaciers and Anubites+Snakemen+Sand Ghouls for deserts.
I will make them as castes (so orcs go into goblinoid caste) because otherwise if I make them all into separate civs you will end with too low variety because many civs die during worldgen.

Quote
Could I recommend requiring a stone table to build the anatomical theater?
Yes you could. Also I can even make it ;). It's not a big issue but I think it would fit the situation.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Acanthus117 on April 30, 2010, 07:29:55 am
Hey, Deon, amazing work! :D
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: The butcher on April 30, 2010, 07:32:54 am
On adventure mode is it possible to play as a steel dwarf? because i have generated a large region and when i go to play it just says play as dwarf of [insert place here] and it is the same with humans.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Acanthus117 on April 30, 2010, 07:35:41 am
When you choose your character's name and gender, you can select which caste of dorf you'll use.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: The butcher on April 30, 2010, 07:43:33 am
It dosen't have any dwarf select only name and gender for some reason.... :(
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Acanthus117 on April 30, 2010, 07:45:04 am
gender is the one you want. It will let you choose one of any caste.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: The butcher on April 30, 2010, 07:48:06 am
I press g for the gender thing but it dosen't work,all it does is switches gender  :(  :(
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Deon on April 30, 2010, 07:52:28 am
Are you sure you play my mod? It says "stone dwarf male", "stone dwarf female", "shroom dwarf male" etc. until it cycles.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: The butcher on April 30, 2010, 07:55:28 am
Yes i am sure but is this compatible with d.f 31.03 because that is what i am using to run it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: The butcher on April 30, 2010, 08:13:46 am
has anybody got a download link of dwarf fortress with the mod allready in it?because im not too sure that im putting the mod into dwarf fortress right.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Deon on April 30, 2010, 09:18:13 am
It was 2 pages ago:

(http://www.imagechicken.com/uploads/1272475346065634500.png)

Basically you open your DF folder, open the archive, drag and drop two folders from the archive IN your DF folder, and when it prompts you to overwrite files you answer "yes"/"yes to all".

Note that you should generate a new world after you've done it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Max White on April 30, 2010, 09:22:45 am
Just out of interest, what language is that Deon?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: DracoGriffin on April 30, 2010, 09:26:40 am
Ugh, I really wish I knew what all the values/benefits of each plant/tree were without having to dive into all the modded files. :(

That's my biggest issue with new plants/ores/etc... none of it is on the wiki! :P
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: The butcher on April 30, 2010, 09:28:59 am
YES IT WORKS!!!!! Deon you have NO idea how happy i am if i wasn't a guy i might  :-* you.
But the graphics are very errory[is that a word?]But i am sure i will get used to it.I might use the alt graphics mod
*the butcher salutes Deon*
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Deon on April 30, 2010, 09:33:09 am
Ugh, I really wish I knew what all the values/benefits of each plant/tree were without having to dive into all the modded files. :(

That's my biggest issue with new plants/ores/etc... none of it is on the wiki! :P
I've got your message. I will compile a list of Tips with tables of new animals/plants. Give me some time.

Just out of interest, what language is that Deon?
You can guess it by checking my "location" in my profile :). It's russian.

Quote
But the graphics are very errory[is that a word?]
What do you mean by "errory"? Can you show me a screenshot and tell me what's wrong?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Demonic Spoon on April 30, 2010, 09:35:42 am
Just out of curiosity, where did you place the pitchblende sickness thingie? I've found the black lung entry but nothing on pitchblende, thanks, I want to tinker with it, for lols.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: The butcher on April 30, 2010, 09:42:07 am
What i mean by "errory"Is some details from the last will be there so lets say if i just created a world on the title screen of df it will have some things that are meant to be on the create world screen.it would have a "picture" of the world you just created on the title screen It flashes in and out of view so it will show you the title screen then the create world screen.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Deon on April 30, 2010, 09:54:59 am
If it flashes it means that your graphics card fails with the current partial print settings.

Open your /DATA/INIT/init.txt and set [PARTIAL_PRINT:NO:0], or you could leave it as "yes" and try various numbers instead of 2 to check if it's faster and works.

It's not graphics, it's DF's partial print feature which works not for everyone.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: The butcher on April 30, 2010, 10:54:15 am
Hey i think it worked if i wasn't a g-Ahh what the hell :-*
Thanks for the help i feel sort of embarresed for wasting your time :-[
I wonder how deadly archery is now?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Deon on April 30, 2010, 11:49:55 am
Quote
Just out of curiosity, where did you place the pitchblende sickness thingie? I've found the black lung entry but nothing on pitchblende, thanks, I want to tinker with it, for lols.
Sorry, I missed your question. I think I removed pitchblende poisoning at some point, but thanks for reminding it, I will put it back in.

Quote
I wonder how deadly archery is now?
Well, at first, elven arrows don't bounce of cloth and dwarven bolts do not bounce off goblin armor :). I've just tweaked materials so a sharp projectile can pierce armor now, and if you are naked and catch a bolt, you can get a pierced bone or something like that instead of a common "scratched fat".

Try to play adv. mode as archer. In vanilla peasants pwn archers, here you can kill them :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Deon on April 30, 2010, 01:20:14 pm
I am sorry for saying elephants have no skin, it was really my war elephant that  had no skin
I've checked it and they have pictures. Are you sure they were not in a cage? DF doesn't display graphics for creatures in a built cage.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: The butcher on April 30, 2010, 01:25:52 pm
How do i use the fireball attack for obsidien dwarves?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Deon on April 30, 2010, 01:56:15 pm
You can't use any abilities of creatures when you control them. It's DF limitation. They use them on their own without problems though.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Demonic Spoon on April 30, 2010, 01:58:48 pm
Oh yeah, I remembering finding that out to my great dissapointment after modding in a entire civ for the dragons just so I could play one as a adventurer. I found out quickly that the npc dragons can use it though when I attacked one of them. >.> <.<
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Deon on April 30, 2010, 02:04:09 pm
I wish Toady released an ability to use your abilities (and now breath attacks(!), it look like he teases us) in adventure mode. It would make the life so much funnier :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Demonic Spoon on April 30, 2010, 02:14:14 pm
And burnified and full of burning and flames and ashes and dead people. Also webs.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.5 ϟ] - caste madness!
Post by: Arkenstone on April 30, 2010, 04:47:06 pm
Wow-  I really like what you did with my "heroes" idea, although I'd be a bit more subtle with it (e.g., no fireballs/webs/poisons).

I was aiming more for this,
(http://1.bp.blogspot.com/_tsgqVUiYhus/Rupt4kF2RAI/AAAAAAAAATI/IGYEV_2BClQ/s400/the-white-dwarf.jpg)

But this works just fine. :)
(http://img8.uploadhouse.com/fileuploads/5371/53711483f6919b0882d7011faa7a41a4de5de06.png)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Meanmelter on April 30, 2010, 05:30:46 pm
I wish Toady released an ability to use your abilities (and now breath attacks(!), it look like he teases us) in adventure mode. It would make the life so much funnier :).
OBSIDIAN DWARFS MAKE GREAT FUCKING WRESTLERS! THEY RUN, AND HE INFLAMES THEM!

Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Zargen on April 30, 2010, 06:29:13 pm
So I made a steel dwarf in the arena with legendary axe vs a bronze colossus. Lets just say a legendary steel dwarf with an adamantium greataxe makes quick work of the colossus.  :P
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Nathiuz on April 30, 2010, 06:49:08 pm
Dunno how much my input means, but I'm loving the mod Deon. The castes are a fantastic idea, I can't wait to start playing it!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: crazz2323 on April 30, 2010, 07:34:57 pm
Can you use Mike Mayday's Tileset with this mod?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Arkenstone on April 30, 2010, 08:01:18 pm
So I made a steel dwarf in the arena with legendary axe vs a bronze colossus. Lets just say a legendary steel dwarf with an adamantium greataxe makes quick work of the colossus.  :P
What?  Did he decapitate him?!?  8)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Zargen on April 30, 2010, 08:30:20 pm
Well first he cut off his right arm, and then his left leg, and THEN he shattered his soulstone
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Max White on April 30, 2010, 08:39:40 pm
Well first he cut off his right arm, and then his left leg, and THEN he shattered his soulstone

He then continued to shred a rift on an electric guitar and brake a girls heart.

Que the iron man song!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Arkenstone on April 30, 2010, 10:05:52 pm
Soulstone??  Ohhh- I forgot for a sec this wasn't vanilla DF.  :-\
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Zargen on April 30, 2010, 10:11:23 pm
Tony Stark built the steel dwarves in a cave...WITH SCRAPS!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Max White on April 30, 2010, 10:12:44 pm
Tony Stark built the steel dwarves in a cave...WITH SCRAPS!

That was just the first steel dwarf, later on he refined them to make them even more awesome.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Arkenstone on April 30, 2010, 10:39:42 pm
I assume you mean 'Tony Stark,' my fort's Legendary Armorer?  And yes, he did use scraps (as the dwarves in this mod are still using my code); but they were scraps of AWESOME, and when he tried to refine it he got a half-carp, half-elephant, half-giant eagle, half-dragon, half-Cacame, half-half monstrosity that tunneled SWAM through the semi-molten rock to go do Armok-knows-what *Down Below*.  Right now, my FPS is at 1, slowly rising.  ;D
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Zargen on May 01, 2010, 03:06:16 am
How do I make it so my walls DONT look like lobsters?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Deon on May 01, 2010, 03:15:22 am
Use the graphic set provided with the mod.

This is how the walls look:
(http://www.imagechicken.com/uploads/1272474540005234800.png)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Zargen on May 01, 2010, 03:17:05 am
Iunwanna!  :'( To be honest I actually prefer the ascii graphics  :P
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Deon on May 01, 2010, 03:23:33 am
Wow-  I really like what you did with my "heroes" idea, although I'd be a bit more subtle with it (e.g., no fireballs/webs/poisons).

I was aiming more for this,
(http://1.bp.blogspot.com/_tsgqVUiYhus/Rupt4kF2RAI/AAAAAAAAATI/IGYEV_2BClQ/s400/the-white-dwarf.jpg)

But this works just fine. :)
(http://img8.uploadhouse.com/fileuploads/5371/53711483f6919b0882d7011faa7a41a4de5de06.png)
Well, as you see, I use a bit cartoonish style here. So your picture works too if you get it a bit more seriously :).

And yeah, your "heroes" idea was really cool. I used this caste thing in the Wasteland mod but I didn't have an intention to make different dwarves until I saw your mod.

Quote from: crazz2323
Can you use Mike Mayday's Tileset with this mod?
You can use his dorfs but I remapped tiles so the walls would look funky. You can use his graphics with current character set without problems though. I may make a Mike Mayday-like version though.

Quote from: Nathiuz
Dunno how much my input means, but I'm loving the mod Deon. The castes are a fantastic idea, I can't wait to start playing it!
Your input means a lot ;). I am a person who likes modding for others more than playing, and any sign of appreciation warms my heart hehe.

Quote from: Arkenstone
Soulstone??  Ohhh- I forgot for a sec this wasn't vanilla DF.  :-\
Yeah, sorry Arkenstone, it's not Vanilla. Bronze colossi are not that terrifying, they have a soulgem in their head which when shattered destroys them.

Quote from: Zargen
Iunwanna!  :'( To be honest I actually prefer the ascii graphics  :P
Which character set do you use? I think it's about time to release an ASCII version...
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Zargen on May 01, 2010, 03:27:13 am
Hm, init.txt says [FONT:curses_640x300.bmp] Thats yours right? Think if I change it back to default lobsterwalls will go away?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Deon on May 01, 2010, 03:56:16 am
My init says phoebus16x16.bmp.

Are you sure you took both DATA and OBJECTS from the archive and overwrote the files?

curses_640x300.bmp is default for DF.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Zargen on May 01, 2010, 04:43:02 am
Nah I usually dont take the data changes cause I hate having to go back and re-editing things back  ::)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Deon on May 01, 2010, 04:52:21 am
Quote
Nah I usually dont take the data changes cause I hate having to go back and re-editing things back  ::)
Then just apply the correct tileset for now :). It's phoebus16x16.bmp.
I will release ASCII version soon so I hope you'll be happy with it.


Hey guys, does anybody want to help me with suggestions a bit?
I'm releasing 1.6 soon (including ASCII version, finally) and along orcish grunts and shamans I add a new sieging race: serpentfolk.

They come later than goblinoids (can't call them just "goblins" now :P) but they are less armored. This is balanced by their new abilities.

Right now I have:
 * fireborn caste: salamander
 * stonegazer caste: medusa, cockatrice
 * naga caste: white naga, black naga
 * lizardfolk caste: lizardfolk shaman, lizardfolk guardian, lizardfolk mystic


I would like any input you can add, I mean types of serpentfolk and such.

I've decided to include lizardfolk as a part of the civilization, and the background is that they are servants of the nagas and other serpent-men, but it's not written anywhere so you can think out your own story.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Chromasphere on May 01, 2010, 07:04:02 am
How do I make it so my walls DONT look like lobsters?

You can use the very handy "raw_tile_selector_060" utility that was made by an industrious fellow.  It's easy to use.  You can find it in the mods list under utilities.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Demonic Spoon on May 01, 2010, 07:11:44 am
How do you access the custom workshops in the build menu?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Deon on May 01, 2010, 07:13:48 am
Build (b) - Workshops (w) , there you have them.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Demonic Spoon on May 01, 2010, 07:26:10 am
Mmm, I think I may have copied that part incorrectly then since I can't find them there, oh well. Thanks!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Deon on May 01, 2010, 07:28:53 am
Which "part"? Do you try to take parts of the mod? It may be hard :). It's supposed to be played as a whole heh.

If you want to take custom workshops only, you should copy building data, then reaction data, then add permitted buildings and jobs in the entity data.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Demonic Spoon on May 01, 2010, 07:43:58 am
Aha, I forgot the permitted buildings part, thanks! Do you know if this would still work if you changed it after genning a world and embarking?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Max White on May 01, 2010, 07:45:08 am
Those workshops had better imply some level of survival until the 11th turn, demonic!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Deon on May 01, 2010, 07:45:50 am
Quote
Do you know if this would still work if you changed it after genning a world and embarking?
I think you should regenerate the world, but you can try.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Koji on May 01, 2010, 09:53:30 am
Hey Deon, I "borrowed" your frost breath effect for one of my spells, and realized that it was nearly always fatal. I've reworked it a little bit in case you were interested in having a weaker effect. This one will generate brown wounds on any exposed body parts, and will chew through clothing really quickly.

One interesting side effect is that it can make you go blind by damaging your eyes. That was funny to discover.

It works by having a fairly low spec_heat which makes it boil off pretty quickly.

Code: [Select]
material_template_default.txt
[MATERIAL_TEMPLATE:FROST_TEMPLATE]
[STATE_COLOR:ALL_SOLID:WHITE]
[STATE_NAME:ALL_SOLID:frost]
[STATE_ADJ:ALL_SOLID:frost]
[STATE_COLOR:LIQUID:WHITE]
[STATE_NAME:LIQUID:frost]
[STATE_ADJ:LIQUID:frost]
[STATE_COLOR:GAS:WHITE]
[STATE_NAME:GAS:frost]
[STATE_ADJ:GAS:frost]
[DISPLAY_COLOR:3:0:1]
[MATERIAL_VALUE:1]
[SPEC_HEAT:350]
[IGNITE_POINT:20000]
[MELTING_POINT:7000]
[BOILING_POINT:8500]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:1500]
[LIQUID_DENSITY:1500]
[MOLAR_MASS:20000]
[IMPACT_YIELD:50000]
[IMPACT_FRACTURE:50000]
[IMPACT_ELASTICITY:10000]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_ELASTICITY:100]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_ELASTICITY:100]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_ELASTICITY:100]
[SHEAR_YIELD:10600]
[SHEAR_FRACTURE:10600]
[SHEAR_ELASTICITY:5000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_ELASTICITY:100]
[MAX_EDGE:100]
[ABSORPTION:6000]
[LIQUID_MISC_CREATURE]
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Deon on May 01, 2010, 10:05:49 am
I see, thank you. It will be useful for minor enemies. I want frost wyrms to be extremely deadly, they are megabeasts afterall :). And you can kill them from afar too.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Stik on May 01, 2010, 10:47:20 am
This mod is so cool, im using an older version without the hero dwarfs but its still awesome, my map keeps spawning forest spiders which are almost impossible to die from even if you are not armoured, my dwarfs always have food and the best thing they killed was either a cougar or a pack of wolves, whatever is tougher :D This mod is awesome.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Arkenstone on May 01, 2010, 10:48:53 am
@ Deon @ Castes

Yeah, you took my concept to greater heights than I ever imagined! :D And, looking at this, I'm liking a lot of this other stuff that you've put in, too.

So then, I have a question:
Would it be okay with you if I took your mod and shamelessly cloned based my own mod on it; twisting beyond all recognition tweaking the theme a lot bit to get the more subtle and "serious" theme I prefer out of it?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Deon on May 01, 2010, 01:30:51 pm
I wouldn't be very happy if you took the whole thing, slapped some changes on top of it and made a separate mod out of it. But you're free to borrow as much stuff as you want unless you shamelessly clone make a modification on top of it and call it yours ;).

And if you mean that you want to mod it to your taste and share with people, why not. Someone may like it that way.

I just didn't get this part:

Quote
more subtle and "serious" theme
What "unserious" is here? I have no flying spaghetti monsters and burning socks, or do you mean something else? :)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Meanmelter on May 01, 2010, 01:42:30 pm
I wouldn't be very happy if you took the whole thing, slapped some changes on top of it and made a separate mod out of it. But you're free to borrow as much stuff as you want unless you shamelessly clone make a modification on top of it and call it yours ;).

I usually add some things, and call it my mod, but I don't make it available to the public.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Deon on May 01, 2010, 02:06:41 pm
I do the same to other mods, i.e. I modded Relentless Assault for myself but didn't release it because all changes were only from my point of view. And I don't see a reason for this too, because I accept personal suggestions and can even make different copies of DF Genesis. Well, I've already made 4 types of graphics (including ASCII) for the next release, so yeah :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: TheSpaceMan on May 01, 2010, 02:09:15 pm
Just to put it out there. This mod rocks!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Meanmelter on May 01, 2010, 02:10:31 pm
I add some modifications to dwarfs to make them sound more, DWARVENLY.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Arkenstone on May 01, 2010, 02:19:12 pm
I wouldn't be very happy if you took the whole thing, slapped some changes on top of it and made a separate mod out of it. But you're free to borrow as much stuff as you want unless you shamelessly clone make a modification on top of it and call it yours ;).

And if you mean that you want to mod it to your taste and share with people, why not. Someone may like it that way.

I just didn't get this part:

Quote
more subtle and "serious" theme
What "unserious" is here? I have no flying spaghetti monsters and burning socks, or do you mean something else? :)
There's a reason why I put "serious" in quotation marks: it's not a very good term to use.  :(

What I mean was that this is sort of too all-encompassing, I prefer stuff which has more limited content and makes one use his imagination.  It's like when you put so much "magical" stuff into a fantasy world, it sort of takes the magic out of it.  If "magic" is ever anything but rare and extraordinary, defying the belief of both those in the book and those reading it, it becomes no more miraculous to behold than gravity.  And so, what I would do is to try and make most of what's been changed in the game the exception instead of the rule.  The players, being already used to a "normal" game, will at first see little difference, and therefore will quickly get settled down into a comfortable routine, and whenever something new happens they will experience it, and then get over the excitement just in time for the next new thing.  And if I wanted include a different theme, I'd change everything to match.  This would mean that I'd have a different mod for each different culture and each different time period I wish to mod in, but there would be NO bridges linking any two of them: each would be independent of the others.

As for what I'd like to do with your mod, I'd like to just take what I like and drop what I don't and then use that as a basis for my mod (with credits to you, of course).  In many spots I'll probably just take your concepts and utilized them in what I think would be a better way.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Deon on May 01, 2010, 02:36:44 pm
It will be interesting to see what you come up with :).

Oh noes, I have to run, my miners are eaten by deep crows! Relesase 1.6 is soon.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Daywalkah on May 01, 2010, 03:25:33 pm
Sorry if this had been mentioned before. The red dragons are green.  The castes are awesome, BTW.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Deon on May 01, 2010, 03:54:27 pm
Sorry if this had been mentioned before. The red dragons are green.  The castes are awesome, BTW.

Sorry, what?
Code: [Select]
[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]
[TL_COLOR_MODIFIER:RED:1:CRIMSON:1:CARMINE:1]
[TLCM_NOUN:scales:PLURAL]
As you see, there's no green.

P.S. I think I know what you mean. You mean ASCII symbol? I forgot to change it :). Thanks.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Daywalkah on May 01, 2010, 04:01:58 pm
Yes I mean the symbol lol. I can be too unspecific at times. Sorry about that. I also found an error that occurs. I don't believe anyone else posted it, but again, sorry if it has.
Spoiler (click to show/hide)


Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Deon on May 01, 2010, 04:35:24 pm
Which version is it? Mine does not produce such errors, it's weird. Are you sure you didn't mod it? I always make sure I have no errorlog.txt before I upload my mod.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Daywalkah on May 01, 2010, 04:39:16 pm
Oh wow, sorry about that Deon. I removed jade dwarves and I forgot to remove the part that defines them after the caste listing. Sorry for the trouble.
Title: Brief list of what the new plants/ores ect do?
Post by: crazz2323 on May 01, 2010, 05:11:43 pm
I think i read somewhere a guide is being worked on for all the new content in Genesis, which is a lot of work I'm sure... but is there just a simple list of the new items and what they do just so i know what to pick when I'm embarking in a new game? If not what is the easiest way to look its effects up in the files if possible?
Thanks and great mod!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Deon on May 01, 2010, 05:44:38 pm
I will make a guide after I release the 1.6.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: ungulateman on May 01, 2010, 07:22:04 pm
Would you be so kind as to make a bundled version for 1.6? I'd like to play, but installing my own mods always leads to tragedy.

Always.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Deon on May 01, 2010, 07:38:25 pm
Which graphic set do you want? First, second, Mayday's or pure ASCII?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: crazz2323 on May 01, 2010, 08:11:06 pm
Definitley Mayday's 1st. It looks really good and is quite commonly used. Honestly, I may have passed up your mod if I only could use a certain tileset. Making it all in a bundle (tileset,DF 2010 game,Genesis mod) is useful as well for mod shy people so they can just download and play!

Also, just out of curiosity, are you waiting to finish your next version 1.6, once the the next version of DF2010 is released? Or will you have to make another version to work with the .04 update of DF?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: kilakan on May 01, 2010, 08:14:17 pm
I would really like a pure ASCII, myself. 
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Deon on May 01, 2010, 08:28:01 pm
Definitley Mayday's 1st. It looks really good and is quite commonly used. Honestly, I may have passed up your mod if I only could use a certain tileset. Making it all in a bundle (tileset,DF 2010 game,Genesis mod) is useful as well for mod shy people so they can just download and play!

Also, just out of curiosity, are you waiting to finish your next version 1.6, once the the next version of DF2010 is released? Or will you have to make another version to work with the .04 update of DF?
I've finised 1.6 but I need to port it to ascii and DFG. It's 5 AM so I will probably do it this morning.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: crazz2323 on May 01, 2010, 09:10:49 pm
Woot! You are awesome thanks! It's 10PM here lol. Since it's morning by you, I hope to get to try it out soon (tonight for me)!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Zargen on May 01, 2010, 11:30:54 pm
Im with Kilakan, ASCII
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Max White on May 01, 2010, 11:35:26 pm
I'm backing with ascii side.
I can imagine a fire breathing dragon being a lot larger then a dwarf with I have symbols rather then images.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: gamefreak1 on May 01, 2010, 11:38:13 pm
I found a bug with gold goblets they vanish in a cloud of steam as soon as they're made though it may be a vanilla bug. To the people above me I can't play without ASCII.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.53 ϟ] - caste madness!
Post by: Deon on May 02, 2010, 04:53:10 am
I found a bug with gold goblets they vanish in a cloud of steam as soon as they're made though it may be a vanilla bug. To the people above me I can't play without ASCII.
That's totally weird. I tried and EVERY metal doesn't work for goblets: they just boil. I think it's a 0.31.03 bug although a search didn't show anything. Maybe noone tried to make goblets yet :).

I will release ASCII version soon, now when I've awaken.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: Deon on May 02, 2010, 06:38:06 am
- V. 1.6: new critters: skunk, crow, hercinia, firebird; semimegabeasts: deep crow; creature: serpentfolk (4 castes); entity: snakemen; graphics for cave animalmen. ASCII version is up. Additional castes for goblins.

Snakemen come later than gobbos and they do not wear leg armor, so they are easy to kill. But they have various abilities which outweight it.

Deep crows are just large crows with four eyes. Go and see them by yourself.

Firebird is a bird from a slavic folkloire (I am not sure about other folks). It's shining and it burns. Thus I gave it the immolation ability. Careful with it :).

Skunk was made by Koji. All thanks for vomiting hunters go to him :).

Goblins now have orcs and orcish shamans/witch-doctors as their castes.

And finally there's the ASCII version which should appeal all those who do not use graphics.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: Max White on May 02, 2010, 06:43:34 am
Hey Deon, nice night!
Cool update, we thank you for it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: crazz2323 on May 02, 2010, 06:56:02 am
Yes, thanks! This is great! One question ... I noticed the mod is still using the Phobeus tileset.. in one of your last posts you asked about Mayday's or ASCII, which to do frst, are you still planning to do the mod in Mayday's graphics? If not, can users easily change the tileset ourselves or will it not work with your mod then?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: Deon on May 02, 2010, 07:05:59 am
There's ASCII and Mayday is coming next. I have some tasks here to do before I can do it :). I think I will be able to make it today.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: Max White on May 02, 2010, 07:12:35 am
Hey Deon, I hate to trouble you, but if you have a spare 5 minutes maybe you could explain some reactions to me on the modders workshop.

I don't like asking you on your own thread when your busy, but if I get this done I might have something very unique that you can use in genesis. The kind of thing I think you would like.

If you are too busy that is fine though, I can keep playing around with what I have, or somebody else shows up, though you are the best reaction modder I know.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: Deon on May 02, 2010, 07:19:24 am
I don't see the question :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: Max White on May 02, 2010, 07:20:46 am
Last page, bottom of workshop thread.
Thanks a lot, your saving my error log from a fatal overload.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: Acanthus117 on May 02, 2010, 07:39:22 am
OH LAWDY NEW VERSION
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: Esti on May 02, 2010, 08:50:33 am
may Armok bless you Deon
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: Sdonourg on May 02, 2010, 09:01:12 am
Yay! New version! Awesome as always, Deon.  ;D
No aboleths in this release  :'(
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: Max White on May 02, 2010, 09:36:46 am
I hope you don't feel hurt that I don't use many of your training workshops Deon. You did get rather defensive, and I did mean for all mods, not just genesis.
I also took out the training weapons, and if I could I would turn off the tutor system, its just the way I am. :P Combat skills should be earned at some risk to ones self in my opinion. But that is just me...

Although on further reflection on the topic, there might be a way to win me over yet. If training with these workshops had some level of risk involved I would be more interested.

Obviously injury isn't possible, but if, for example, you changed the training dummys to dummy stands, and added a new item called the training dummy, then the training reactions used a dummy AND produced one, but only at a 90% rate, so therefor it would break every now and then and you would need a new one, and made dummys take several goods to produce, making them annoying to replace, I would see workshop training as a more liable option.

Of coarse this is just an example for combat training, other forms could involve paper and dye being written into books, or balls being made from leather then sometimes lost in use.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: Deon on May 02, 2010, 09:51:08 am
I see your point and I was defensive just regarding to my own opinion, if you don't like training workshops, why not :). I just don't see a reason to take them out, you can simply not build them, that's the only question.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: Max White on May 02, 2010, 09:54:26 am
It annoys me having them then when I know I'm not going to use them, mostly because I always forget the shortcut to things like stills and kitchens that have nothing to do with there name, so I end up scrolling from the bottom up to find them, and they add a fair amount of scrolling.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: Deon on May 02, 2010, 09:55:17 am
I see. I've answered your stone hammer question with the right reaction string, so if you have any other questions ask away.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: crazz2323 on May 02, 2010, 10:07:58 am
Great! I can't wait! Thanks for the reply and speed of your updates!

There's ASCII and Mayday is coming next. I have some tasks here to do before I can do it :). I think I will be able to make it today.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: Deon on May 02, 2010, 10:25:51 am
Before I release Mayday's graphics' version I will make 1.61 update.
I've started to write documentation on all the stuff in the mod and I've noticed that some plants have the same value and are quite close (i.e. various berries) but some of them cannot be brewed, some of them cannot be made into jam etc., and too many plants cannot be cooked.

Also I make all wine to be uncookable. Most plants which make wine can make extracts (jam, sauce, etc.) so if you want to cook them, process them instead of brewing. I want booze to say a drink :).

So I embark on a plant rework. Once I'm done (hopefully today) I will release 1.61 with tweaked plants and documentation on all the growable plants. And I hope to make mayday release at the same time.

Is "excel" format ok for you? It's very useful for tables, and what DF needs is a big table of contents.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: Arkenstone on May 02, 2010, 11:06:03 am
Hmm, Excel's ok, but why not access?  You can do a lot more with that; it's the program I'm trying to make a Legends reader with.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: Deon on May 02, 2010, 11:27:33 am
Because I haven't tried it :). I know how it works but didn't do real work with it. I will look into it later. It's just quick to add anything to excel (well it still takes some time with all the rebalancing).

Here's the current progress with plant tweaks:

Spoiler (click to show/hide)

And a lot more plants to do :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: Arkenstone on May 02, 2010, 02:46:06 pm
So, do these crops help deal with the imbalance of prices... or do they just exasperate the problem?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: Griz on May 02, 2010, 03:21:06 pm
there seems to be some sort of problem with materials - a cook got a mood, collected two turtle shells and some cut gems and turned them into a "dark lignite figurine" which promptly exploded into dust

it still shows up in the artifact list but I can't find it, and the dwarf didn't get a bad mood from having the artifact destroyed
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: Arkenstone on May 02, 2010, 05:16:37 pm
That's because Artifacts can't truly be destroyed in this game.  A "destroyed" artifact is kept in memory, and then will be placed somewhere random in your fort if you ever reclaim or visit in adventure mode.

My best guess is that somehow that dwarf got a hold of some of the dust that causes black lung, and used it as the base material of the artifact.  So, it'll pretty much just stay in limbo forever.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: DracoGriffin on May 02, 2010, 05:46:25 pm
Hey Deon, is there any backwards compatibility for the furniture workshop to 40d? Being able to get rid of old crappy furniture to remake into better quality would be really nice to have in 40d.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: Griz on May 02, 2010, 05:54:01 pm
My best guess is that somehow that dwarf got a hold of some of the dust that causes black lung, and used it as the base material of the artifact.  So, it'll pretty much just stay in limbo forever.

I never mined any lignite, and when I looked at the workshop it only had two turtle shells and some sort of gem
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: kilakan on May 02, 2010, 06:10:14 pm
Thanks so much for the ASCII version!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: asfghn on May 02, 2010, 07:13:29 pm
YEAAAHHHH NEW VERSION

Oh man, Deon, the work you're doing on plants is SO EXCITING. I'm really looking forward to it! And the documentation! I only figured out what the library was for by building it, and through trial and error, so I'd love to have a guide as to what all your workshops do.

I personally love the notion of the training dummies, though I also am intrigued by Max White's suggestion of having them have some kind of drawback. I wish you could mod it so that there's a remote chance of injury, perhaps lessening as the dorf becomes more experienced... but I really know nothing about complicated mods, just things like adding a trainable tag or making critters. :P

Speaking of which, how about a desert hyenalike civ? Hyenas don't get much love :P though I'm not sure if you've got too many desert races now.

Also, Arkenstone, because it's a pet peeve of mine: it's exacerbate, not exasperate. ;)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: Lancensis on May 02, 2010, 07:21:03 pm
Deon, you know Dark Lignite shows up as such in walls, right?

Oh, I love the Obsidian dwarves, by the way. Bloody gargoyles messed with the wrong embark party >8D
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: Griz on May 02, 2010, 08:21:17 pm
Deon, you know Dark Lignite shows up as such in walls, right?

also it's selectable on the embark screen (and probably trade screen too but I didn't look)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: Arkenstone on May 02, 2010, 09:59:23 pm
Dictionary.com says:
ex·as·per·ate
   /v. ɪgˈzæspəˌreɪt; adj. ɪgˈzæspərɪt/ Show Spelled [v. ig-zas-puh-reyt; adj. ig-zas-per-it] Show IPA verb,-at·ed, -at·ing, adjective
–verb (used with object)
1.
to irritate or provoke to a high degree; annoy extremely: He was exasperated by the senseless delays.
2.
Archaic. to increase the intensity or violence of (disease, pain, feelings, etc.).
–adjective
3.
Botany. rough; covered with hard, projecting points, as a leaf.
Use exasperate in a Sentence
See images of exasperate
Search exasperate on the Web
Origin:
1525–35; < L exasperātus (ptp. of exasperāre to make rough, provoke), equiv. to ex- ex-1 + asper harsh, rough + -ātus -ate1

—Related forms
ex·as·per·at·ed·ly, adverb
ex·as·per·at·er, noun
ex·as·per·at·ing·ly, adverb
un·ex·as·per·at·ed, adjective
un·ex·as·per·at·ing, adjective

—Can be confused: exacerbate, exasperate.

—Synonyms
1. incense, anger, vex, inflame, infuriate. See irritate. 2. exacerbate.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: Esti on May 02, 2010, 10:27:07 pm
uhh... what's that again?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: Zargen on May 03, 2010, 01:00:19 am
The ASCII version only had the RAW file in it. What exactly did you change to fix the ASCII problems?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: Zargen on May 03, 2010, 01:12:49 am
Hey Deon, would you like to use my suped up magma crab project? It's certainly a very useful pet to keep around as a protector.

FYI, you should keep other pets and dwarves away in case they try to lay down on it. Since they'll start burning  :P

[CREATURE:MAGMA_CRAB]
      [DESCRIPTION:A large rock-eating creature that lives in molten rock.  It scurries on little feet and swims through liquid metal with sharp wings.  It uses magma to digest ore and spits out burning globs. In recent history Obsidian Dwarves have managed to capture and tame these fiery beasts as savage pets and guardians.]
   [NAME:magma crab:magma crabs:magma crab]
   [CASTE_NAME:magma crab:magma crabs:magma crab]
   [CREATURE_TILE:161][COLOR:0:0:1]
   [COMMON_DOMESTIC][TRAINABLE][PET]
   [LIKES_FIGHTING][DAMBLOCK:2]
   [MEANDERER]
   [PETVALUE:200]
   [NATURAL][LARGE_ROAMING]
   [FREQUENCY:100]
   [POPULATION_NUMBER:25:50]
   [CLUSTER_NUMBER:1:5]
   [SPEED:1000]
   [PREFSTRING:chittering]
   [ALL_ACTIVE]
   [NO_SLEEP]
   [HOMEOTHERM:12000]
   [SWIMS_INNATE][SWIM_SPEED:1500]
   [FIREIMMUNE]
   [NOT_BUTCHERABLE]
   [EXTRAVISION]
   [MAGMA_VISION]
   [NOBONES]
   [BODY:SPIDER:BRAIN:MOUTH:2WINGS:UPPERBODY_PINCERS]
   [BODY_DETAIL_PLAN:CHITIN_MATERIALS]
      [REMOVE_MATERIAL:CHITIN]
      [BODY_DETAIL_PLAN:CHITIN_TISSUES]
      [REMOVE_TISSUE:CHITEN]
      [TISSUE:HEMATITE]
      [TISSUE_NAME:HEMATITE:HEMATITE]
      [TISSUE_MATERIAL:INORGANIC:HEMATITE]
      [MUSCULAR]
      [FUNCTIONAL]
      [STRUCTURAL]
      [RELATIVE_THICKNESS:1]
      [CONNECTS]
      [TISSUE_SHAPE:LAYER]
      [CONNECTIVE_TISSUE_ANCHOR]
   [BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:HEMATITE:FAT:MUSCLE]
   [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
   [MATERIAL_BREATH_ATTACK:INORGANIC:HEMATITE:LIQUID_GLOB]
   [HAS_NERVES]
   [BODY_SIZE:0:0:1000]
   [BODY_SIZE:1:168:2000]
   [BODY_SIZE:5:0:30000]
   [MAXAGE:50:70]
   [ATTACK:PINCER:BODYPART:BY_CATEGORY:PINCER]
   [ATTACK_SKILL:GRASP_STRIKE]
   [ATTACK_VERB:snatch:snatches]
   [ATTACK_CONTACT_PERC:100]
   [ATTACK_PENETRATION_PERC:100]
   [ATTACK_FLAG_EDGE]
   [ATTACK_PRIORITY:MAIN]
   [ATTACK_FLAG_CANLATCH]
   [ATTACK_FLAG_WITH]
   [CASTE:FEMALE]
      [FEMALE]
   [CASTE:MALE]
      [MALE]
   [SELECT_CASTE:ALL]
      [SET_TL_GROUP:BY_CATEGORY:ALL:HEMATITE]
         [TL_COLOR_MODIFIER:BLACK:1]
            [TLCM_NOUN:exterior:SINGULAR]
   [SELECT_MATERIAL:ALL]
      [MULTIPLY_VALUE:2]
      [IF_EXISTS_SET_HEATDAM_POINT:13000]
      [IF_EXISTS_SET_IGNITE_POINT:13000]
      [IF_EXISTS_SET_MELTING_POINT:13000]
      [IF_EXISTS_SET_BOILING_POINT:15000]
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: Deon on May 03, 2010, 01:21:54 am
Deon, you know Dark Lignite shows up as such in walls, right?

also it's selectable on the embark screen (and probably trade screen too but I didn't look)
That's the reason it's called "dark lignite" right now. When I find out how to make it not appear on embark screen I will change the name back. Once I've embarked with "bituminous coal" to test some reactions and it appeared to be that "toxical" coal. So I've decided to change their names for now to avoid such confusion.

Quote
Speaking of which, how about a desert hyenalike civ?
We already have anubites which may become a full-fledged civ, but they are jackals. I have nothing against hyena/gnoll-like civ so they may appear as well.

Quote
a "dark lignite figurine"
I honestly do not understang how could it be. My wild guess is that it can pick a random stone for an artifact craft but that's very unlikely. The problem is that "dark lignite" never forms boulders so I do not know how did he manage to make something out of it. I will experiment with artifacts.

Quote
Hey Deon, is there any backwards compatibility for the furniture workshop to 40d?
You cannot "get material from reagent" in 40d so the best idea would be to make a "refined wood" which grows nowhere and transform beds/cabinets into it. Do you want me to make it or do you know how to?

Quote
Zargen's magma crab
They look neat but I am a bit terrified about "Since they'll start burning". Sometimes it's hard to control where do the animals go, and if migrants bring them (like in this case) it may doom many fortresses :). Let me playtest it first.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: Max White on May 03, 2010, 01:45:28 am
That was a fun crab!
But anyway, Zargen, you might want to rename it iron crab and restore the vanilla magma crab raws.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: asfghn on May 03, 2010, 02:53:11 am
Ah, Deon, I hate to bother you while you're so busy, but --

(I will now proceed to bother you anyway. ;))

I've been piecing through the unaltered mod raws, trying to find some of your custom critters -- like the jackal, white lion, firebird, etc -- to mod them to be pettable or trainable or whatever. I can't, however, locate many of them. I found your civs, and the dwarven castes, but no creatures. Where exactly are they located?  ???

Thanks in advance! Sorry I'm always so clueless. xD
Title: Question
Post by: The butcher on May 03, 2010, 04:18:51 am
My dwarf just struck bitcoal does that mean he has a 100% chance of getting black lung?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: Max White on May 03, 2010, 04:23:40 am
Nope.
But trying to dig through it gives a good chance that he will. Unless you see clouds of dust come off, he should be fine.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: The butcher on May 03, 2010, 04:24:36 am
Thanks Max.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: Deon on May 03, 2010, 04:40:46 am
Also you can use those immune to it :).

I found your civs, and the dwarven castes, but no creatures. Where exactly are they located?  ???


I think they are in creature_faerun.txt. I've started with faerun creatures and then just continued to place other guys there. I think you're right, I should change file structure a bit :).

Quote
trying to find some of your custom critters -- like the jackal, white lion, firebird, etc -- to mod them to be pettable or trainable or whatever
Lions, sand lions, mountain lions and white lions are all trainable, and all of the critters you've mentioned are PET_EXOTIC so you can tame them with your dungeon master.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: Deon on May 03, 2010, 04:53:18 am
A few more hours and I will release the plant tweaks.

For some reason Cauliflower was worth 232 dwarfbucks (it's the tile number which should be) ::). There're other strange things in 1.6 (and earlier releases) so thanks to 1.61 they will become history.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: asfghn on May 03, 2010, 06:40:59 am
Ah, thanks, Deon! Glad to hear, too, that so many of your critters are already pettable and trainable. :D

Also, in looking through the faerun raw, I'm spotting a couple of grammatical whoopses. Would you like me to proofread for you? (Basically, I guess, type them up under a spoiler tag and bold the changes. xD)

Also also, looking through your mods gave me the courage to attempt something of my own! A raptor, actually, a la Jurassic Park or Raptor Red. I don't know how good it is (probably not at all, the body part code feels really clumsy but I tried), but if you'd like to use it, you can! :)

Just let me know on both counts, I'll be sort of... religiously refreshing this thread until the plant tweaks come out.  :o
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: Esti on May 03, 2010, 06:48:50 am
we are all religiously refreshing this thread dude.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: Acanthus117 on May 03, 2010, 06:53:03 am
yup.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: asfghn on May 03, 2010, 07:36:01 am
Dudette, thanks. ;)

BUT AT LEAST I'M NOT ALONE.
Or out in the cold in a hundreds-long queue waiting for the newest gaming console or something.

THIS IS BETTER ANYWAY.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: Zifnab on May 03, 2010, 07:42:08 am
I'd guess that the dark lignite artifact appearing when the only inputs were not dark lignite has something to do with the the vanilla bug that has artifact bone/shell crafts showing up as made of iron.  Especially since Griz mentioned the moody cook grabbing turtle shells first.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: Max White on May 03, 2010, 07:54:10 am
Yea, the structure of the raws prevent and massive glitches like making one regnant from another, so I'm willing to put this down to another thing for toady to fix.

He is a busy man, and this is a free game...
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: Zifnab on May 03, 2010, 08:59:38 am
So I had been playing a game with the version before the dwarven castes had been added in.  Everything was going good, save for the ocasional crash.

I have started a couple of games with 1.6, but so far in each the military seems broken.  I can't get my military dwarves to keep their gear on.  They will pick it up or at least some of it when given a kill order or going on patrol, but will drop it imediately when going off duty.  They will also not wear any gear while sparring.  I do have them set to be uniformed while inactive.

I'm thinking something glitched in my worlds and I should just start over.  There weren't any changes in 1.6 that would cause this behavior were there?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: Lancensis on May 03, 2010, 10:32:50 am
Deon, you know Dark Lignite shows up as such in walls, right?

also it's selectable on the embark screen (and probably trade screen too but I didn't look)
That's the reason it's called "dark lignite" right now. When I find out how to make it not appear on embark screen I will change the name back. Once I've embarked with "bituminous coal" to test some reactions and it appeared to be that "toxical" coal. So I've decided to change their names for now to avoid such confusion.

Make it a gem? Not going to bring that on embark by accident, and with gems, you can give the dropped stone different names to the wall. Wasn't it working before anyway?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: Zifnab on May 03, 2010, 01:07:00 pm
If you make stone beds, it ignores the economic stone list.  I'm getting native copper, bauxite, and limestone beds, and they are definately marked red on the list.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: Deon on May 03, 2010, 02:18:58 pm
So I had been playing a game with the version before the dwarven castes had been added in.  Everything was going good, save for the ocasional crash.

I have started a couple of games with 1.6, but so far in each the military seems broken.  I can't get my military dwarves to keep their gear on.  They will pick it up or at least some of it when given a kill order or going on patrol, but will drop it imediately when going off duty.  They will also not wear any gear while sparring.  I do have them set to be uniformed while inactive.

I'm thinking something glitched in my worlds and I should just start over.  There weren't any changes in 1.6 that would cause this behavior were there?

I cannot change this even if I wanted. Maybe you've struck some 0.31.03 bug or there's something else. In the last versions all I did is an addition of a new race, castes and other tweaking stuff.

Quote
If you make stone beds, it ignores the economic stone list.  I'm getting native copper, bauxite, and limestone beds, and they are definately marked red on the list.
Hmm I haven't thought about it... Well, I would recommend to use a burrow with no materials you need inside. It's pretty eaasy to set up.

Quote
Make it a gem? Not going to bring that on embark by accident, and with gems, you can give the dropped stone different names to the wall. Wasn't it working before anyway?
It already acts almost like a gem, and you could bring it before :). A gem may be easier to do, but it will still give up its name.

Quote
Also, in looking through the faerun raw, I'm spotting a couple of grammatical whoopses. Would you like me to proofread for you? (Basically, I guess, type them up under a spoiler tag and bold the changes. xD)
Any grammatical corrections are VERY welcome. I am getting angry at any russian mistake I notice so I would like to be grammar-proof on the english front as well :).

Quote
The ASCII version only had the RAW file in it. What exactly did you change to fix the ASCII problems?
All tiles for critters/plants (mostly plants) and stones to be showed up right in ASCII (otherwise you would see "lobster walls" and "comma plants" where edited graphical tiles used to be).

I upload 1.61 as we speak. I've tweaked almost ALL plants, for example now all berries (even from vanilla raws) have jam, all booze cannot be cooked etc.. Also there's DF_Genesis_manual.xls which has all the plants with their stats (value, alcohol, extract, mill, seasons etc.). I will expand this manual in later versions.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - enter snakemen! (now with ASCII)
Post by: Deon on May 03, 2010, 02:25:59 pm
New version is uploaded. Now go-go-go to make a mayday version!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - plant tweaks' mania!
Post by: nekoexmachina on May 03, 2010, 03:48:49 pm
Well, noticed the bug (or it is not?):
I've got the second siege with plenty of goblins. My military is pretty weak, but there is a  cage-trap minefield near the entrance. So, goblins are just stending where they came to my map, with absolutely no movement.
Some of them (~10) have came to the entrance and got captured by the traps, others are just standing there.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - plant tweaks' mania!
Post by: Deon on May 03, 2010, 03:53:01 pm
Did you capture their squad leaders? All pathfinding issues are above modding, sorry :). If their leader is in a cage they will still "follow" him, that's how DF squads work.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - plant tweaks' mania!
Post by: crazz2323 on May 03, 2010, 04:02:03 pm
Mayday version almost done?   .... I need my DF fix man! :P
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - plant tweaks' mania!
Post by: Arkenstone on May 03, 2010, 04:07:20 pm
Actually, I like the gem fix idea a lot.  The wall can have the same name, but all you have to beware on the embark screen are "rough lignites", "cut lignites", etc.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - plant tweaks' mania!
Post by: nekoexmachina on May 03, 2010, 04:12:40 pm
>Did you capture their squad leaders?
Well, i dunno how to check if the $goblin is squad leader or not, but the strongest one is captured, just with bunch of rideable animals. Goblins, riding some cavern-worms really rock! :3
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - plant tweaks' mania!
Post by: Zargen on May 03, 2010, 07:02:25 pm
Changed them to iron crabs and brought back magma crabs :B

The only real problem with the crab pets is if A.Someone is dumb enough to be in the same tile as them and they both lay down. In which case BURNINATION. B.You dont chain up your crabs(Which is their point. They are NOT friendly pets, they're tamed by the obsidian dwarves purely as war animals) and they get into something flammable and lay down.

Though I suppose someone could figure out a way to make it where they dont burn stuff. But IMO they lose their point. I love the fact that if a goblin gets too close they will latch onto it and start melting the goblin XD
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - plant tweaks' mania!
Post by: Zargen on May 03, 2010, 11:33:06 pm
Think I hit the total jackpot for a military-centric fortress. 1 steel dwarf, 2 obsidian dwarves, a jade dwarf, 2 aspid dwarf, and an ice dwarf.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - plant tweaks' mania!
Post by: Zargen on May 03, 2010, 11:39:07 pm
Havent had a chance yet to check this out. Do Aspid Dwarve's paralysis breath have friendly fire? if my other dwarves get in the way do they end up paralyzed?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - plant tweaks' mania!
Post by: Esti on May 04, 2010, 01:29:54 am
urghh ... i hope the mayday version get's finished reaaaal soon.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - plant tweaks' mania!
Post by: Deon on May 04, 2010, 02:17:11 am
Havent had a chance yet to check this out. Do Aspid Dwarve's paralysis breath have friendly fire? if my other dwarves get in the way do they end up paralyzed?
No, dwarves are not affected (well, it's there to stop them from paralyzing themselves, but since all the dwarves are in fact the same creature with different castes, they all are immune).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - plant tweaks' mania!
Post by: Deon on May 04, 2010, 03:07:17 am
urghh ... i hope the mayday version get's finished reaaaal soon.

(http://i39.tinypic.com/23hnnkg.png)

It's released.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - plant tweaks' mania!
Post by: Esti on May 04, 2010, 03:15:21 am
urghh ... i hope the mayday version get's finished reaaaal soon.

(http://i39.tinypic.com/23hnnkg.png)

It's released.

wow... just wow..

i think i'm getting a heart attack or a seizure.

this is sooo awsome.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 04, 2010, 03:16:51 am
I've left Sphr dwarven tiles, I hope it's ok. I did it because other creatures are of the same set/made for the same set so Mayday's "iconic" dwarves would look a bit out of place. I hope you're ok with that.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Esti on May 04, 2010, 03:20:00 am
I've left Sphr dwarven tiles, I hope it's ok. I did it because other creatures are of the same set/made for the same set so Mayday's "iconic" dwarves would look a bit out of place. I hope you're ok with that.

well, the only thing i cared was the terrain. Mayday's terrain was far more nicer. Phebious's terrain has some problem with water and farm plots. it's just eye soreing. what i'm saying is that i am fine with that, and i hope all the others feel that way. :D
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Esti on May 04, 2010, 04:44:14 am
well i'll have to admit that using this mod, my fps got dramatically HIGH!

must be the df accelarater you included. i always failed applying the accelerater.

anyways. great thanks.

P.S. by th way, can you recolor Loamy sand OR the Farm plot?

it just looks exactly alike, so if you embark on a place with lots and lots of loamy sand,

you're basically screwed becase you really can't tell which is which.

i think some of us would also want the brownish color back for farm plot.

not current color between yellow and puking green.

aside from that, this is a masterpiece.

if you plan to update your mods, i hope you can do something about the colors too XD
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: ungulateman on May 04, 2010, 06:14:06 am
Yaaaaaaaaaaaaaaaaaaaaaay.

Happiness time.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: nekoexmachina on May 04, 2010, 07:16:33 am
Is there any variant to disallow dwarves (e.g. like damp/warm stones) to dig some certain things?
You now, lots of areas where i start got plenty of lignite. It's not fun for me, to get sick legendary miner after 20 minutes of game, when i do not even need this lignite/coal.
Also, i do not get one thing  - is that disease even curable? E.g., dorf comes to the hospital zone, but on the health screen i don't see any diagnosis request from him.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 04, 2010, 07:42:08 am
well i'll have to admit that using this mod, my fps got dramatically HIGH!

must be the df accelarater you included. i always failed applying the accelerater.

anyways. great thanks.

P.S. by th way, can you recolor Loamy sand OR the Farm plot?

it just looks exactly alike, so if you embark on a place with lots and lots of loamy sand,

you're basically screwed becase you really can't tell which is which.

i think some of us would also want the brownish color back for farm plot.

not current color between yellow and puking green.

aside from that, this is a masterpiece.

if you plan to update your mods, i hope you can do something about the colors too XD
1) I didn't include df accelerator.
2) I didn't change farm plot color either :P. It must be Loamy Sand. I will check it.

Quote
Also, i do not get one thing  - is that disease even curable?
Right now DF has no way to cure diseases. And black lung is supposed to be chronical. Also it's not that bad now. You can get rid of it easy if you don't like it at all :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: crazz2323 on May 04, 2010, 08:31:56 am
Oh sure! Now the Mike Mayday people come out of the wood work! Where where you when Deon asked what version we would like first, Mayday's or ASCII! I got out voted by those strange character people! :P You wouldn't of had to wait so log for the Mayday version! LOL I'm just kidding around! Thanks Deon, can't wait to crack into it after work today! It's modders like you that make having a PC awesome!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 04, 2010, 09:36:14 am
Thank you for all the kind words. Now I will sit back and accept suggestions. I've decided to pick up my old poor forgotten comic "chronicles of Boatmurdered" so I will be busy with it for some time. Also I should add new plants and animals to the Wasteland mod which stopped growing for a while because I've focused on Genesis.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Alkyon on May 04, 2010, 12:37:00 pm
Are you gonna steal my underground plants (all two of them at this point) as you suggested you were?  Maybe guide people back to my thread to add suggestions and ideas to my thread?

Honestly a mix of shameless bump and enjoying the fact that someone was interested in my mod ideas.  This Genesis mod looks interesting, but WAY too complicated for me.  Complicated mods are good for relatively simple games like Civ IV, not for Dwarf Fort, a game I have enough challenges enough with already.   :P
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - plant tweaks' mania!
Post by: BigD145 on May 04, 2010, 12:51:13 pm
urghh ... i hope the mayday version get's finished reaaaal soon.

Spoiler (click to show/hide)

It's released.

Ow, my eyes. Seriously, mayday walls and terrain are far too busy.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 04, 2010, 01:12:23 pm
You're right, my bad. I've fixed the walls to be much less "busy", also soil walls are now easily distinguishable from soil floor (and farms):

(http://i43.tinypic.com/35i26m8.png)

Redownload and update your save raws, it doesn't break save compatibility.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 04, 2010, 01:40:19 pm
Meanwhile, I am closely looking after the development of Ironhand's tileset.

So one day this will make it in the mod:
(http://i42.tinypic.com/2432atx.png)

(http://i39.tinypic.com/htbcyh.png)

(http://i41.tinypic.com/otzo00.png) - more than 200 color variations from 1 tile!

(http://i39.tinypic.com/27yd0rl.png) <- A minnow/worm/snake, a squirrel and a toad ALL IN ONE TILE :P. This trick will allow to increase the number of graphical tiles at least twice.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Lancensis on May 04, 2010, 01:45:47 pm
Ooh. I'm rather impressed actually, even though I rarely take an interest in graphics.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 04, 2010, 02:10:45 pm
I like pixelart :P. And a clever solution which allows to use a single tile for a few different critters helps a lot.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Lancensis on May 04, 2010, 02:52:58 pm
Yeah, I was wondering how you managed that. Or should I look up Ironhand's thread?

To be honest I do like graphics, I just don't have the time to make them for myself, so I stick to creatures with descriptive, or evocative names.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 04, 2010, 03:16:40 pm
The background color is used to "complete" the picture. The magenta. So the things which you see as black are actual BLACK, not magenta. And magenta adds addidional "features" which may be "disabled" by setting background color to black, or enabled by setting background color to anything. You see, the real background is already black, so the only things chaged by the "background color" are magenta elements. In a similar way, by setting the foreground element to black you can leave only "background" elements on.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Ironhand on May 04, 2010, 03:44:38 pm
Woop!
Advertisement!

Thanks Deon.

If you guys want to keep up with me, the link's in my signature:
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: crazz2323 on May 04, 2010, 04:39:19 pm
So just to check here, if I embark in a spot that only has Dwarves, Dusk Elves, and Wesmans, as neighbors does that mean I will never be attacked unless I pissed one of them off since there are no goblins or orcs?

**Anyone tell me?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 04, 2010, 10:08:13 pm
Yes, that's why I like to generate large worlds: they usually have all the races. I like to settle in areas with both goblinoids and serpentfolk.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Acanthus117 on May 04, 2010, 11:01:06 pm
awesome work, Deon!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Talmanaze on May 05, 2010, 03:26:24 am
Damn, can't get this to work  :-\

Every time I load up one of my files I get the error,

FATAL ERROR:

Missing Creature Definition: HUMAN

Please help, I've tried re-downloading, I've tried Save Game updating, Just wished it worked  :'(
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 05, 2010, 04:19:28 am
But this mod is not for vanilla, you have to generate a world in it before you start to play. There's no HUMAN creature.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Acanthus117 on May 05, 2010, 04:21:23 am
Hey, Deon, why isn't my cave carp man in it? :C
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 05, 2010, 05:41:53 am
Because I haven't made a sprite for him yet :). If you can draw one faster than me, I will use him immediately!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: nekoexmachina on May 05, 2010, 08:34:37 am
The castes thingy rocks, but it needs different in-game icons for castes, or some word like caste-name in 'u'nit list. Else it adds lots of micromanagement to get things done by-castes (useful nobles = jade, mil = steel or obsidian, etc).
Hope toady will add functionality for displaying different castes in different way.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 05, 2010, 10:57:09 am
Yeah, right now you have to go to their description to check it. Well, even different symbols instead of current mars/venus would be nice.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Grax on May 05, 2010, 03:40:23 pm
Mineral overhaul here: http://mirmineralov.ru/mineralogiya-/spisok-mineralov-/index.php ;-)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Arkenstone on May 05, 2010, 05:59:13 pm
Um...  I can't read Cyrillic yet... (still working on it ;))
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Lancensis on May 05, 2010, 06:19:24 pm
Does Cyrillic really have that many vowels in it, or are the characters not showing properly on my computer?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 05, 2010, 07:08:50 pm
It has twice more consonants than vowels; probably you do not have any cyrillic font thus they display improperly.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: duckets on May 05, 2010, 07:23:56 pm
I'm having a rather strange problem, i embarked to a forest with murky pools and a brook, yet theres absolutely no fish.  Literally, none at all.  I keep getting reports that the swamps are empty and even the river is empty.  Has this happened to anyone else or am I looking at a one in a million world gen issue?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Daywalkah on May 05, 2010, 07:25:55 pm
That's a bug. It is fixed for the next release, so no worries.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: GaxkangtheUnbound on May 05, 2010, 08:05:53 pm
I'm having a rather strange problem, i embarked to a forest with murky pools and a brook, yet there's absolutely no fish.  Literally, none at all.  I keep getting reports that the swamps are empty and even the river is empty.  Has this happened to anyone else or am I looking at a one in a million world gen issue?
Change the population numbers of turtles and fish to OVER 9,000!(Sorry for the meme)
But, increasing the total population/frequency of turtles and fish should fix it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: asfghn on May 05, 2010, 10:52:37 pm
Hi there Deon! Great work on the mod, as always c:

I was wondering, though, since you've altered tilesets for others -- I'm in love, simultaneously, with this mod and with the Gold Plated (http://www.bay12forums.com/smf/index.php?topic=49479.0) tileset, but I'm too new at this whole moddin' thing to combine the two without everything breaking all to hell. Especially with the new plants and critters and such, I just don't know how to NOT f*** it over  :'(

Might you possibly consider a merging of the two? I WOULD LOVE YOU FOREVER AND BEAR YOUR CHILDREN, etc!

Also, I'm going to look back over your faerun file tonight for a proofreading session. Thanks for letting me help out! &hearts;
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Acanthus117 on May 05, 2010, 10:54:19 pm
sorry, asfghn, he's married.

/JOKE JOKE :D

Hey, Deon, can you put this in? It's not mine, its from SA.
Code: [Select]
[CREATURE:LARGETURTLE]
   [DESCRIPTION:A large reptile that carries a shell on its back for protection.]
   [NAME:large turtle:large turtles:large turtle]
   [CASTE_NAME:large turtle:large turtles:large turtle]
   [CREATURE_TILE:15][COLOR:2:0:0]
   [PETVALUE:50]
   [AMPHIBIOUS]
   [NATURAL]
   [CARNIVORE]
   [COMMON_DOMESTIC][PET]
   [BIOME:ANY_LAND]
   [POPULATION_NUMBER:250:500]
   [PREFSTRING:beauty]
   [BODY:QUADRUPED:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:RIBCAGE:SHELL]
   [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
      [REMOVE_MATERIAL:SKIN]
      [REMOVE_MATERIAL:LEATHER]
      [REMOVE_MATERIAL:HAIR]
      [USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
      [USE_MATERIAL_TEMPLATE:SHELL:SHELL_TEMPLATE]
   [BODY_DETAIL_PLAN:STANDARD_TISSUES]
      [REMOVE_TISSUE:SKIN]
      [REMOVE_TISSUE:HAIR]
      [USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
      [USE_TISSUE_TEMPLATE:SHELL:SHELL_TEMPLATE]
   [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]
   [SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
    [PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]
      [TL_MAJOR_ARTERIES]
   [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
   [BODY_DETAIL_PLAN:SHELL_POSITIONS]
   [BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
   [USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
   [TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
   [LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
   [HAS_NERVES]
   [SPEED:2900]
   [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
   [BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
   [CREATURE_CLASS:GENERAL_POISON]
   [GETS_WOUND_INFECTIONS]
   [GETS_INFECTIONS_FROM_ROT]
   [USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
   [PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
   [BODY_SIZE:0:0:50000]
   [BODY_SIZE:1:0:100000]
   [BODY_SIZE:2:0:250000]
   [BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
   [BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
   [BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
   [MAXAGE:100:200]
   [ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]
      [ATTACK_SKILL:BITE]
      [ATTACK_VERB:bite:bites]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PRIORITY:MAIN]
      [ATTACK_FLAG_CANLATCH]
   [CHILD:2][GENERAL_CHILD_NAME:baby turtle:baby turtles]
   [DIURNAL]
   [SWIMS_INNATE][SWIM_SPEED:2500]
   [MUNDANE]
   [CASTE:FEMALE]
      [FEMALE]
   [CASTE:MALE]
      [MALE]
   [SELECT_CASTE:ALL]
      [SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]
         [TL_COLOR_MODIFIER:GREEN:1]
            [TLCM_NOUN:scales:PLURAL]
      [SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
         [TL_COLOR_MODIFIER:BLACK:1]
            [TLCM_NOUN:eyes:PLURAL]
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: asfghn on May 05, 2010, 10:58:01 pm
I DUNNO, IN SOME COUNTRIES WE COULD LEGALLY SHARE 8D

/equal joke joke! :D

Poor Deon, getting so many requests from his adoring fans to do this and do that... :P Must be hard being so beloved!

Also, edited to add that those turtles look roooockin'. |D
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Acanthus117 on May 05, 2010, 10:59:43 pm
Yeah, this would severely help people who have their dorfs die after not getting shells.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Grax on May 05, 2010, 11:20:10 pm
Um...  I can't read Cyrillic yet... (still working on it ;))
There are mineral in english and its formulas.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Lancensis on May 06, 2010, 09:34:59 am
Might you possibly consider a merging of the two? I WOULD LOVE YOU FOREVER AND BEAR YOUR CHILDREN, etc!

You could have Deon's unborn children implanted in your womb, so Deon's wife doesn't have to go through labour? I'm sure that would help.
Alternatively, if Deon already has children, you could bear them on your back over obstacles? Everyone loves someone who wants to pitch in!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 06, 2010, 09:55:04 am
Quote
You could have Deon's unborn children implanted in your womb, so Deon's wife doesn't have to go through labour?
WHAT

Quote
if Deon already has children, you could bear them on your back over obstacles
That's what I do. The little bugger loves to ride me like a giant mecha >.>. I like these games but after them my neck is in pain <.<

asfghn: Good lord, you're lucky I've checked your profile for gender before replying :o. Yeah, I will do that for you, wait a bit.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Lancensis on May 06, 2010, 10:20:37 am
Quote
You could have Deon's unborn children implanted in your womb, so Deon's wife doesn't have to go through labour?
WHAT

Eh, I think I saw it done in a movie a few years ago, so I assumed it was possible now.
My grasp of biology and medicine is basically as tenuous as my grasp of social decorum.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Acanthus117 on May 06, 2010, 11:26:30 am
Hehe... that was funny.

Also, Deon, will you add dem turtles?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 06, 2010, 11:34:46 am
Sure I will!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Acanthus117 on May 06, 2010, 11:36:03 am
Yay!

I'm thinking of making a large, buglike creature. If I can make it, I'll post the raws up.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Lancensis on May 06, 2010, 11:50:28 am
Yay!

I'm thinking of making a large, buglike creature. If I can make it, I'll post the raws up.

Make it a giant version of one of these
http://www.dirtdoctor.com/pics/content_img.4289.img.jpg
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Grax on May 06, 2010, 12:31:07 pm
Yay!

I'm thinking of making a large, buglike creature. If I can make it, I'll post the raws up.

Make it a giant version of one of these
http://www.dirtdoctor.com/pics/content_img.4289.img.jpg
Be uncreative, take already designed bugs.

(http://www.scene-stealers.com/wp-content/uploads/2010/02/starshiptroopers_l.jpg)
(http://www.starshiptroopers-game.com/images/bug_wallpaper1024.jpg)


Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Acanthus117 on May 06, 2010, 12:34:30 pm
Yeah, I'll make the Soldier bug. Doesn't look too hard.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Zargen on May 06, 2010, 02:01:56 pm
My magma crabs more or less already look like that  ::) spider body base, two pincer things.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: asfghn on May 06, 2010, 05:51:30 pm
Quote
You could have Deon's unborn children implanted in your womb, so Deon's wife doesn't have to go through labour?
WHAT
FFFFFFFFFF MY SIDES HURT.

Good lord, you're lucky I've checked your profile for gender before replying :o . Yeah, I will do that for you, wait a bit.
AHHHH THANK YOU SO MUCH. This is like a dream come true for my own personal little dorf world <3

Aren't you glad I actually filled out my profile before offering a bribe like that? ;)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: nekoexmachina on May 06, 2010, 06:57:09 pm
Now im facepalming and cursing the day when i've decided to build my military of mostly obsidian dwarves. I mean, WTF, the whole world was on fire just because my mil captain decided that this tiny black crow looks kinda dangerous for my fort, and attacked it. There was really lot of plants & grass around, and i was just filling my stockpiles with fresh-chopped wood.

Wait, oh shi---
I did not pause the game, and my left ~10 dorfs were doing some usefull thingys. One of them, brewer, who lost a freind, a pet and a lover due to the world-on-fire event just started tantrum, killed another dorfs' dog, and now i've got a tantrum spiral. With flames and agony.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 06, 2010, 07:14:12 pm
Yeah... They are not too easy to manage. What do you think, should I lower their population ratio?

Be uncreative, take already designed bugs.

(http://www.scene-stealers.com/wp-content/uploads/2010/02/starshiptroopers_l.jpg)
(http://www.starshiptroopers-game.com/images/bug_wallpaper1024.jpg)




In the wasteland mod (latest ver.):
Spoiler (click to show/hide)

Should I add them to the wasteland mod as well? Giant insects are awesome because they fit almost any sci-fi, futuristic and fantasy setting.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: asfghn on May 06, 2010, 08:36:19 pm
Should I add them to the wasteland mod as well?
Yessss. Even though I haven't tried out your wasteland mod yet. 8D

I'm, I'm just a little too in love with Genesis atm. C|
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 07, 2010, 07:20:07 am
I was actually asking "should I add them to Genesis mod as well" :). I don't know what bit me when I typed that message. They are already in Wasteland mod.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Acanthus117 on May 07, 2010, 07:25:44 am
Dude, you ninja'd me. DARNIT

Yeah, put 'em in FOR GREAT AWESOME JUSTICE or I will be DISAPPOINT.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Brian7772 on May 07, 2010, 11:38:02 am
Hey Bro,

I've been loving your mod. I'm using the Mayday Graphics pack but I fell in love with the walls in the last version. What set was that? It made it so much easier to see what a wall was just by looking at it. I don't care much about what a rock is just if it's useful. That and this new version screwed up the colors a bit like microline is grey.

Oh and it would be great if you expanded your manual to tell more about the different castes of dwarves and new workshops.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 07, 2010, 11:47:59 am
Gray microcline is my own preference, I can tell you what to change to make it back :). It was just too striking for my eyes to have bright patches of microcline in my otherwise perfect gray fortress.

The stone walls in the latest ver. with Mayday's pack are included in it, he just didn't apply them to stone, I think they are used for screen border only. Or did you mean a different wall version? Which download # did you mean?

Quote
Oh and it would be great if you expanded your manual to tell more about the different castes of dwarves and new workshops.
Doable :)

Also I want to make one for all creatures like I did it for wasteland mod:
Spoiler (click to show/hide)
But it will take more time... Because there's a hell lot of creatures :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Acanthus117 on May 07, 2010, 12:02:23 pm
Hey, can ya put in the iguanas? :3
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Brian7772 on May 07, 2010, 12:23:27 pm
The stones from the last version had what they where as the icon. For instance Bauxite was a stone and a fire symbol.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 07, 2010, 12:28:17 pm
Ah, I dumped it because it was not very neat for an eye, although I can easily make a version with it. It's Ranting Rodent's tiles.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Z1000000m on May 07, 2010, 03:52:43 pm
im having one outstanding issue with this mod: it crashes randomly

i embarked on 3x3 + volcano
4 years of crow harrasment (i turned sieges off) and it started to crash (i though it was happening because i lost my exp leader)
couldnt do much, reclaimed, and it was fine

Untill now. Again im getting  crashed. One time it is 1 month after last save, sometimes 4 or more

im suspecting that some broken creature is trying to spawn on my map

solutions?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Daywalkah on May 07, 2010, 04:00:35 pm
Do you have something in the errorlog? Did you mod anything in the files?  If not, IIRC, I may have read something like this on the bug tracker.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 07, 2010, 04:13:10 pm
I've tested all creatures and I don't think that I changed them during version changes. I will try to test them all this weekend. Anyway, there are random crashes in 0.31.03 and I've expierenced them a lot on vanilla DF on some forts, but other forts were stable. It's just not patched yet. But I will check the creatures just in case.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Z1000000m on May 07, 2010, 04:52:24 pm
well, the weird thing is that it happens only after the fort is 2 or more years old

are there any modded events taking place after such a period of time?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 07, 2010, 04:54:44 pm
The short answer is no. The only "moddable events" are megabeasts and I think they work. As I said I'll check it.

The long answer that it may be anything, starting with some creature bug which I can fix and ending with a game behaviour which I cannot fix and we should wait for Toady One to do so... Or we should just generate a different world which works.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Lancensis on May 07, 2010, 05:52:35 pm
im suspecting that some broken creature is trying to spawn on my map

I've just had a game crash after a grimeling showed up. Might that be it?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 07, 2010, 06:54:42 pm
Try to spawn a grimeling on an arena and see. I am pretty sure I didn't touch them and you're trying to find an explanation where there's none :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Lancensis on May 07, 2010, 08:23:18 pm
Eh. I came online, kinda grumpy after losing about an hour's work on my fort and read too much into the coincidence of someone else having problems.

Jesus though, what a year. Attacked by a trio of gargoyles within a couple of second of embark, burnt the map down, had another couple of gargoyles crush both hands of a fish cleaner (got to use her teeth now?), lost a Steel dwarf to a landshark, got surprised by some MORE gargoyles, and then went on a gorilla-killing spree because they have the same symbol as gargoyles and it was making me jumpy seeing them there. Then a grimeling shows up and crashes the game!

Well, if I'm lucky, I might've saved prior to losing the dwarf. Sort of a "One Free Savescum" card.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 07, 2010, 09:28:31 pm
Sorry to hear that :(.
There're people reporting problems with crashes during succession games so I hope it has to do nothing with the mod.

Quote
Then a grimeling shows up and crashes the game!
I've just checked and grimelings work just fine. It was something else.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: kilakan on May 07, 2010, 10:09:35 pm
huh just to let you know, which dwarven castes you get seems connected to where you fortress is, i'm in a savage biome, with an expansive underground base, and mostly ll I have a stone, moss, and aspid dwarves.  Previously I was on a glaciar and all I had were frost dwarves with a few mushroom.  both fortresses are at 25 dwarves so far...
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 08, 2010, 12:16:50 am
Quote
which dwarven castes you get seems connected to where you fortress is
You make yourself to think like that :). Castes are connected to population ration only.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Antilope on May 08, 2010, 09:53:37 am
a little orc ambush met several incoming traders and all the magic users started slinging fire at each other.
the biome is as dry as it gets.

so, this happened:
Spoiler (click to show/hide)
(that's basically what all of the forest areas you can see on the minimap look like)

after several minutes, all of my forest was consumed. rain is disabled due to dwarf-melting issues.
and did i mention the two caravans, two ambushes and some of my dorfs not being able to escape the bush fire?


really, i love you.
it has been a while there was that much fun in one of my fortresses.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Lancensis on May 08, 2010, 11:29:26 am
Y'know, the dwarves probably hate the obsidians way more than the gloomers by now.

Personally, I like to throw a little Fear Of God into nature, and other civs from time to time, so I'm a big fan of them.

How come lady shroom-dwarves have such low willpower, Deon?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Z1000000m on May 08, 2010, 12:47:43 pm
i noticed that caravans are nerfed alot

which is mostly good, i hate dumping all that elven stuff, but one might think that getting 3 flux stones per year max is a bit too much
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: asfghn on May 08, 2010, 01:00:34 pm
Geez, guys, I'd love to have your forts. 3:

Seems like nothing ever happens to me! I tend to reach a certain point, stop getting migrants, a few caravans still come trucking along but mostly I am left alone by anything even remotely resembling Fun.

...some people might call this "lucky," but I don't. ;)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: umiman on May 08, 2010, 01:26:57 pm
Geez, guys, I'd love to have your forts. 3:

Seems like nothing ever happens to me! I tend to reach a certain point, stop getting migrants, a few caravans still come trucking along but mostly I am left alone by anything even remotely resembling Fun.

...some people might call this "lucky," but I don't. ;)
Dig down, mate. Just dig down.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Antilope on May 08, 2010, 01:46:25 pm
Maybe it's my impression but it takes a lot longer to get ambushes and stuff than it did in 40d.

My fort ran for 2 years with the occasional snatchers and thieves, until big ambushes started showing up.

Also, my underground looked really empty until i decided to actually explore it. Now I'm under pressure of blind ogres, some roaming heaps of salt and other nasty stuff.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Lancensis on May 08, 2010, 02:49:27 pm
Geez, guys, I'd love to have your forts. 3:

Seems like nothing ever happens to me! I tend to reach a certain point, stop getting migrants, a few caravans still come trucking along but mostly I am left alone by anything even remotely resembling Fun.

...some people might call this "lucky," but I don't. ;)

My latest might get a bit dull midgame, since there are no Goblins left alive in this world.

I await to see what the snake people have to offer.,,
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Antilope on May 08, 2010, 03:32:00 pm
DF starts to crash on me without any helpful error message.

My fort has been standing for roughly 3-4 years now and the crash always happens around the same time.

Any idea if this got be mod related? I'm using nothing else but Genesis and didn't change anything except for blacklungs and some init stuff.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Daywalkah on May 08, 2010, 03:35:53 pm
That is an unrelated to Genesis bug. I have it too, it's annoying.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Antilope on May 08, 2010, 03:37:34 pm
Any idea what's triggering this?

otherwise I'd delay any reasonable fortress construction and switch to more fun-involving short-lived experiments

btw.
there's a typo in your signature (fanciful fortress is linked with http://://)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Daywalkah on May 08, 2010, 03:42:05 pm
No idea what triggers it, sorry, I wish I knew. But I believe it's fixed for the next version.

There's a typo? I just clicked on all three links, they all work fine.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: crazz2323 on May 08, 2010, 11:12:12 pm
Saw the Dev post that the next DF version might be out tomorrow (Sunday). Will I have to wait for Genesis to be updated after that to play? Can't really play the vanilla anymore thanks to you :P
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 09, 2010, 12:30:57 am
Quote
There's a typo? I just clicked on all three links, they all work fine.
Yes there is. Fanciful creatures mod has http://:// so it's NOT working. Maybe your sig is cached on your PC wrong? :)

Quote
Saw the Dev post that the next DF version might be out tomorrow (Sunday).
I will update ASAP. I hope it fixes the crash bug. And for you to know, military screen may cause crashes and guys wielding daggers may cause crashes too, so avoid knife-users for now.

Geez, guys, I'd love to have your forts. 3:

Seems like nothing ever happens to me! I tend to reach a certain point, stop getting migrants, a few caravans still come trucking along but mostly I am left alone by anything even remotely resembling Fun.

...some people might call this "lucky," but I don't. ;)

My latest might get a bit dull midgame, since there are no Goblins left alive in this world.

I await to see what the snake people have to offer.,,
That's why I consider adding gnolls/centaurs/some primitive civ which sieges ASAP. They won't have much armor so you will be ok with a few crossbow-dwarves, but it will add some action from the beginning.

Quote
Maybe it's my impression but it takes a lot longer to get ambushes and stuff than it did in 40d.
I think Toady axed the value you get from the terrain. In 40d if you had lots of valuable rocks around it automatically led to sieges and fun stuff. In 0.31.03 you get tons of valuable stuff EVERYWHERE but it doesn't count towards your wealth anymore.

Quote
i noticed that caravans are nerfed alot
Well, it's still more than I wanted. I just made pack animals to carry less than 10x their weight. Now it's something about 3x of their weight. Still unrealistic, but at least something (so they can bring a pet or two without wagons).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Acanthus117 on May 09, 2010, 01:11:39 am
DEON IS KREDIT TO TEAM
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 09, 2010, 01:29:00 am
Sorry, I didn't get it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Acanthus117 on May 09, 2010, 01:31:24 am
It's a reference to TF2.

All you need to know is that it means that you're awesome.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: asfghn on May 09, 2010, 02:37:22 am
Well of COURSE Deon is awesome, I thought we all knew that already. ;)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 09, 2010, 04:10:25 am
Everyone here is awesome because you bump my mood. Also I will include Gold Plated tileset version for the next version which should be out tomorrow (according to Toady, if everything goes right).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Acanthus117 on May 09, 2010, 04:14:29 am
I AM ANTI-DISAPPOINT.

YOU DO WELL, SON OF DUDE
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Asra on May 09, 2010, 07:44:16 am
Woah! This hack has already come a long way since I played it last! Looks like my hiatus to wait for more bugfixes is coming to another end thanks to this mod!


EDIT: Also I'm not sure how castes work. Will I be able to create a fortress with just Gloomers if I attempt Dwarf Eugenics and only let Gloomers breed with other Gloomers?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 09, 2010, 07:58:50 am
They are random, but if you REALLY want it, you can go to the dwarven raws and change POP_RATIO on all unwanted castes to 0. Right now there's a population ratio (POP_RATIO token) which gives a chance of every caste to be born.

Also damn it! I've just realised that ALMOST ALL df creatures have no teeth/nails defined. I mean, the game thinks they are made OF SKIN! No wonder dogs suck so much. I will have to go through EVERY ::) creature and assign appropriate teeth/nails to them... And I will make stronger teeth/nails for monsters like dragons and such.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Asra on May 09, 2010, 08:19:25 am
Deon, I just searched the topic and I was wondering... IN your old Fallout mod from last version you had the music built-in to the game. Since I can't find /data/sound/song_game.ogg in the dwarf fortress folder is there any other way to get it in. Or should I just listen to it in the background?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 09, 2010, 08:20:59 am
There is /data/sound/song_game.ogg file for me... If there's none for you, place the one from the soundtrack there and it will play.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Daywalkah on May 09, 2010, 08:22:16 am
There's a typo? I just clicked on all three links, they all work fine.
Quote
Yes there is. Fanciful creatures mod has http://:// so it's NOT working. Maybe your sig is cached on your PC wrong? :)


Sorry for being off topic, but it works well for me. What would I have to put for it to work? This is what I have currently:

url=http://://www.bay12forums.com/smf/index.php?topic=55665.0]Fanciful Creatures Mod[/url

I know the first and last brackets are gone, I did that so you could see it.

Great job on the mod Deon!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 09, 2010, 08:25:02 am
Are you trolling me, seriously? :)

Do you see this?
url=http://://www.bay12forums.com/

http://://www

://://

P.S. Also you broke your quote.

Quote
What would I have to put for it to work?

Replace "://://" with "://"
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Asra on May 09, 2010, 08:31:32 am
There is /data/sound/song_game.ogg file for me... If there's none for you, place the one from the soundtrack there and it will play.

Whoops! Thanks for that. I probably should have backed out of the folder first. I was looking at the wrong one... In anycase I love the Excel document, since it means I'll have an easier time forcing my dwarves to drink what I want them to drink.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Knight Otu on May 09, 2010, 09:11:37 am
Also damn it! I've just realised that ALMOST ALL df creatures have no teeth/nails defined. I mean, the game thinks they are made OF SKIN!

What? That shouldn't be the case. Both VERTEBRATE_TISSUE_LAYERS and EXOSKELETON_TISSUE_LAYERS definitely apply the tooth layer template to tooth body parts via [BP_LAYERS:BY_CATEGORY:TOOTH:TOOTH:100] , and creatures like lions have the tags (
   [USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]
   [USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]
   [TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]
) to add the material and tissue to the creature, and the tissue layer to their claws.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 09, 2010, 09:30:07 am
OK I see, I didn't check the VERTEBRATE_TISSUE_LAYERS template.

But I've checked and teeth and nails have solid density 500! It means they CANNOT pierce any clothing even if they wanted it very much. I am planning a rebalance to it for the next version, to make them able to pierce cloth but have troubles with leather armor. Sadly there's no armor "thickness" yet.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Knight Otu on May 09, 2010, 09:45:54 am
But I've checked and teeth and nails have solid density 500!
I believe the shear values are more important for tooth and nail, though a rebalance is needed, yes.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Lancensis on May 09, 2010, 10:25:50 am
Arrkhal's material mod seemed pretty good for natural materials (I didn't get 'round to testing the metals, and stuff). I believe he gave teeth values close to bone, and scales values closer to nails. In fact, teeth probably needed a bit more boosting, since many animals are capable of devouring bone.

Incidentally, how much effort would be needed to cram Genesis and Direforged into a single mod?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 09, 2010, 11:42:56 am
But I've checked and teeth and nails have solid density 500!
I believe the shear values are more important for tooth and nail, though a rebalance is needed, yes.
They cannot pierce with current 10000 shear values and they cannot pierce with 700000 shear values (like for metals). Density is more important here :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Knight Otu on May 09, 2010, 11:44:36 am
Incidentally, how much effort would be needed to cram Genesis and Direforged into a single mod?
The basics should be easy, start with Genesis, copy the *_direforged files into the folder, and follow the direforged readme on what to add to entity_default and material_template_default (Deon and I make the same change to b_detail_plan_default.txt so there is no change needed there). There is some detailwork to consider, such as what entities from one mod should use what equipment/buildings/reactions from the other. One thing that I'd definitely do is add the PETRIFY_IMMUNE creature class to the stonegazers, and make their syndromes not affect creatures with that class, same as I did with the basilisk crab.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 09, 2010, 11:57:24 am
Hey, I somehow missed the Direforged mod. It looks cool. If you won't be able to merge them I can do it for you.

Also check the plant tiles. I have some custom tiles shuffled around so you may want to change plant tiles to some appropriate from the tileset you use.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Lancensis on May 09, 2010, 12:09:50 pm
Hey, I somehow missed the Direforged mod. It looks cool. If you won't be able to merge them I can do it for you.

No worries, Deon. I'll look over Otu's readme when I've sobered up some.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Grax on May 09, 2010, 01:24:09 pm
[REACTION:SUNGOLD_MAKING]
[NAME:make sun gold bars]
[BUILDING:SMELTER:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:GOLD]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:IRON]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:GOLD_SUN][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 09, 2010, 02:04:02 pm
So what? It's not used. It's there to make elves to use the sun gold. I will change it still :) Thanks.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: asfghn on May 09, 2010, 02:15:26 pm
Ffff, Deon, I'd love it if you'd combine Genesis with Knight Otu's Direforged mod! ;u;

Some of us just aren't rockin' with modding and I still have a paralyzing fear of mucking something up irretrievably. ):

Also, be sure to tell your wife happy mother's day. ;)

Also also, THANK YOU SO MUCH FOR ADDING THE GOLD-PLATED TILESET EEEEE. It's a shame I'm leaving tomorrow for a week, but I'll have intermittent access to a friend's laptop and they're going to be getting that update whether they like it or not. C:<
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Grax on May 09, 2010, 02:27:42 pm
So what? It's not used. It's there to make elves to use the sun gold. I will change it still :) Thanks.
I like accuracy in every thing.  :P

Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: crazz2323 on May 09, 2010, 02:27:52 pm
I'll vote for the Genesis merge with Knight Otu's Direforged mod as well. If you plan to do it I will use it! Guess we got to wait a little longer on the next DF version based on the last dev post.... can't wait! Hope your updated version will be up shortly after that! Can't play without it :)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Lancensis on May 09, 2010, 02:50:21 pm
Also, be sure to tell your wife happy mother's day. ;)

And happy red square parade day (or was that yesterday?)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 10, 2010, 03:56:30 am
Yeah thank you :). Sadly they celebrated with my mom and without me because she lives closer to the center of the city and you cannot see the fireworks from where I live. And I had to stay at home to write my works for university :3.

Still it was a nice lonely day of the victory (is it called "Red Square day" in your country? :) we call it just "Day of the Victory", it's like american "Independence Day" or something like that, a huge national celebration I do not care about too much).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Lancensis on May 10, 2010, 08:45:45 am
I've always heard it called the Red Square Parade. I actually didn't know it fell on what we call VE day untill this year. Still, sounded like fun compared to over here; we've just got grumpy party leaders who have to do everything together untill we can figure out which one is the actual prime minister.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 10, 2010, 04:12:25 pm
I've read some funny threads and saw this idea: rename "tetrahedrite" to "iron ore" or "tetrahedrite iron ore" etc.
So you won't dig tin instead of copper if you forgot something...

What do you think?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Lancensis on May 10, 2010, 05:07:43 pm
Eh. I'd sooner see different symbols or graphics for each type of ore.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 10, 2010, 05:51:48 pm
I see. I will make Fe/Cu/Au etc. symbols then :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: guale on May 11, 2010, 12:35:42 am
I've read some funny threads and saw this idea: rename "tetrahedrite" to "iron ore" or "tetrahedrite iron ore" etc.
So you won't dig tin instead of copper if you forgot something...

What do you think?
I would think naming tetrahedrite "iron ore" would generate even more confusion since it is a copper ore.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Urist mc.miner on May 11, 2010, 01:35:38 am
Hey i just have a question about the wesmen what exactly does the witch hunting skill do?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 11, 2010, 03:20:57 am
I've read some funny threads and saw this idea: rename "tetrahedrite" to "iron ore" or "tetrahedrite iron ore" etc.
So you won't dig tin instead of copper if you forgot something...

What do you think?
I would think naming tetrahedrite "iron ore" would generate even more confusion since it is a copper ore.
Haha. I meant hematite. :)

Hey i just have a question about the wesmen what exactly does the witch hunting skill do?
Witch hunters = crossbowmen; yeomans = bowmen.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Krimson on May 11, 2010, 09:22:46 am
Dont know if anyone else had this problem,  Maybe I set it up wrong,  I first downloaded the genesis graphics version,  GEnned a world and got glitched graphics wise,  Then I downloaded the mayday version and it seems to work fine so far,  I've allready lost a fort to gargoyls :3
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 11, 2010, 10:53:57 am
How did it "glitch"? If it flashes or doesn't refresh some symbols, it means that your partial print settings are not suitable for your video card. Go to /data/init/init.txt and change it or switch it off.

That's a lot of complaints about partial print. I consider turning it off for other releases so you will have to switch it on if you want. But right partial print setting really increases your FPS.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 11, 2010, 12:44:35 pm
I plan to add Dungeon Keeper -> Dungeon Master -> Dungeon Lord noble (transition with population growth, like expedition leader -> mayor) which is appointed by you (the amount of new exotic animals will sure make it a fun mechanic to be able to tame them earlier) and rework other nobles a bit, namely make Expedition Leader electable (so in case if he dies he would be elected the same year).

Do you approve?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Lancensis on May 11, 2010, 12:57:35 pm
Sounds good, but I would say a Master sounds like a higher authority than a Lord. To me at any rate
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 11, 2010, 01:00:30 pm
Yeah, I am not too good in english.

Also I am tired of waiting for the new version so I am making 1.62 right now.

And I will bring Treasurer, Grand Treasurer and Hoardmaster "upgrades" of bookkeeper back :). Bookkeeper for a huge castle is just plain wrong :).

Could you suggest better names for the later stages of Broker please?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Coronel_Niel on May 11, 2010, 01:16:27 pm
      [KILL_QUEST]
      SOLDIER_COLOR]
      [ACCOUNT_EXEMPT]

In the desert elves prince, the solder had no [

Thought I'd post this to help you, looks like a good mod!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Krimson on May 11, 2010, 01:20:18 pm
The hour or so i played it earlier i loved the hell outta this mod, Except for one itty bitty thing,  All of my dwarfs are pansies,  Get a dark gnome or two in your area and they all cancel jobs and run around scared,  its a freaking gnome, STOP RUNNING.  -,-

Edit- It was the flashy symbols/overlayed map (Looked like it was printed twice with a little bit of a margin error)...  I didnt take screenshots and like i said mayday fix'd it (Unforunatly it dosent use the whole game screen,  Wich I found odd but its still playable imo.)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 11, 2010, 01:22:19 pm
Yay everything seems to work fine.
The soldier_color] is from Toady's raws so I just left it as it is :).

Dungeon keeper (dungeon lord at 30 pop. and dungeon master at 60 pop.):
(http://i43.tinypic.com/vyw2t4.png)

Cave turtles (they are of the size of the dog but much slower; so they are a good source of meat, bones and shells):
(http://i41.tinypic.com/1z6xny8.png)

Quote
Edit- It was the flashy symbols/overlayed map (Looked like it was printed twice with a little bit of a margin error)...  I didnt take screenshots and like i said mayday fix'd it (Unforunatly it dosent use the whole game screen,  Wich I found odd but its still playable imo.)
Yeah it was [PARTIAL_PRINT:YES:2] in data/init/init.txt. Set it to [PARTIAL_PRINT:NO:0] and it won't "glitch".

As for Mayday, it's his resolution. You can open the said data/init/init.txt and change
Code: [Select]
[GRAPHICS_WINDOWEDX:1280]
[GRAPHICS_WINDOWEDY:800]
to whatever resolution you want (or same with FULLSCREENX and FULLSCREENY if you play in full screen).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Coronel_Niel on May 11, 2010, 02:03:36 pm
Im actually not wanting to play this mod now, for my starter fortress is over bitimous coal, which means I cant mine anywhere because I keep getting lung desiese, and with no doctor (5-10 mins into game) I reckon my dwarfs are as good as dead - The gas is overpowered, and doesnt help starter fortress's.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Lancensis on May 11, 2010, 02:33:12 pm
Im actually not wanting to play this mod now, for my starter fortress is over bitimous coal, which means I cant mine anywhere because I keep getting lung desiese, and with no doctor (5-10 mins into game) I reckon my dwarfs are as good as dead - The gas is overpowered, and doesnt help starter fortress's.
Y'know, there are plenty of other rocks you could try digging through.

Can't really think of anything more appropriate than "broker", that doesn't infringe on another position, Deon. Unless you wanted to go with something flowery like "treasure expert", but that seems to be overlapping with the Dungeon guy.
Come to think of it, how come it isn't the Dungeon Master's job to value the treasure? S/He's always pondering the stuff.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 11, 2010, 02:55:11 pm
Im actually not wanting to play this mod now, for my starter fortress is over bitimous coal, which means I cant mine anywhere because I keep getting lung desiese, and with no doctor (5-10 mins into game) I reckon my dwarfs are as good as dead - The gas is overpowered, and doesnt help starter fortress's.
You know that there's ALWAYS tons of coal, and if you don't like it it's a single file to delete :). It's a very minor part of the mod.

Also you have immune castes, use them, what's the problem?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Krimson on May 11, 2010, 06:52:39 pm
Question: I've seen turtles,  I've even seen one being processed,  Did you fix the fish bug or are they gotten some other way now?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 11, 2010, 07:02:46 pm
Which "fish bug" do you mean?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: asfghn on May 11, 2010, 08:29:28 pm
I plan to add Dungeon Keeper -> Dungeon Master -> Dungeon Lord noble (transition with population growth, like expedition leader -> mayor) which is appointed by you (the amount of new exotic animals will sure make it a fun mechanic to be able to tame them earlier) and rework other nobles a bit, namely make Expedition Leader electable (so in case if he dies he would be elected the same year).

Do you approve?
DO WANT.

lol deon I find time during my vacation to comment on your thread how do you feel
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 11, 2010, 10:21:46 pm
I feel sleepy because it's 8 AM and I spent a few hours in the night adapting gold plated tileset for you and adding new stuff :3.

Seriously though, expect a new version like my "thanks" soon. I need to sleep a bit... Happy vacation! Is it an after-marriage vacation?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Krimson on May 11, 2010, 10:46:51 pm
Sorry if I am mistaken,  I thought I had read about a bug where no fish were genned into the worlds,  Making fishing un-usuable,  Could just be my luck though, I never really get wild-life (with your mod I get gargoyls... That was a suprise in and of itself.)  And have never been able to fish,  Suffice it to say my dwarfs are used to plump helmet stew lasting them between caravans.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 11, 2010, 10:50:29 pm
I was able to fish but fishing sources get depleted quickly.

Thus a pet big turtle seems the only neat solution to the problem.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: darkflagrance on May 11, 2010, 10:56:28 pm
Perhaps they should be Cave Tortoises instead of Cave Turtles.

Would add more variety to the kinds of creatures that appear in-game as well.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 11, 2010, 11:06:21 pm
I didn't even know there's a difference. Actually there's no real biological difference. In russian there's a single word for turtles and tortoises (because they both are chelonians). But a bit different name fits nicely, it will really add variety, thank you DarkFragrance.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: asfghn on May 11, 2010, 11:32:58 pm
Quote
I feel sleepy because it's 8 AM and I spent a few hours in the night adapting gold plated tileset for you and adding new stuff :3.
LSKDJFAKSLDGHALSDKNGLKABJA;SLDKJFGLHSLAKGND /fangirls

Quote
Seriously though, expect a new version like my "thanks" soon
EEEEEEEEEEEEEEEE. LIKE TONIGHT SOON? I AM EXCITED EITHER WAY, THANK YOU SO MUCH ALSKDLASKDJFAKSGHNAAAHHHHHHHH.

Quote
Happy vacation! Is it an after-marriage vacation?
Sadly no. 3: I'm visiting a friend for college graduation. She's a DF fan too, we're both excited about the upcoming new stuff (although she didn't pester you for tilesets, so I'm a wee bit MOAR excited ;))
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Lord Shonus on May 12, 2010, 01:16:16 am
Just started messing with this, but it seems decent so far.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: umiman on May 12, 2010, 03:46:19 am
Vote for Deon in that silly manliness thread.

It's here: http://www.bay12forums.com/smf/index.php?topic=57128.0
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 12, 2010, 03:47:01 am
Haha. Yeah it's silly but fun ;). The more ways we have to know each other and make an event out of it, the better.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Coronel_Niel on May 12, 2010, 09:54:17 am
What do you mean change the cast, only person I embark with is stanard dwarfs. Do you mean edit the dwarf to be immune or change the dwarf I embark with?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 12, 2010, 12:59:28 pm
What do you mean change the cast, only person I embark with is stanard dwarfs. Do you mean edit the dwarf to be immune or change the dwarf I embark with?
Check the caste descriptions, some castes of dwarves are immune to diseases. Also you can remove /raw/objects/inorganic_blacklung.txt file before you generate your world and you will have no disease from coal.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Coronel_Niel on May 12, 2010, 02:15:58 pm
Not used to caste's, but to save a remap ill just edit out symptoms of the desiese, then put them back in when my fort is up and running.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.61 ϟ] - now with Mayday tileset support.
Post by: Deon on May 12, 2010, 02:25:13 pm
Yeah you can just remove the syndrome from the inorganic_blacklung.txt if you want to tweak the running fort.

Quote
Not used to caste's
There're different kinds of dwarves, check their description, it should say who you are looking at.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.7 ϟ] - domesticated tortoises and gold-plated tiles
Post by: Deon on May 12, 2010, 03:41:30 pm
Ta-dam!

- V. 1.7: added critters: sand antlions, giant ants, dire wolves, silver foxes; added domesticated cave tortoises; every race has its own language now; tweaks to nail/tooth materials. Added Gold-Plated tileset version.

Nobles are reworked a bit. You can now appoint a dungeon keeper from the start. He will become a dungeon lord and later a dungeon master as your fortress grows.

Your bookkeeper will become a treasurer, a grand treasurer and a hoardmaster as your fortress grows.

An expedition leader now has [ELECTED] token which means that if he dies, he will be re-elected during a year.

With domesticated cave tortoises you can now have as many shells as you need.

I've finally put my hands on the language files so each race has an unique word list now.

For example:
Common osman names:
- Wanlin Wangueshi
- Lanbang Shaihuafengya
- Yuanbao Tangyuntanlis
- Zhanbao Xiluanglousheng

Common nord names
- Deght Froweperskyssch
- Amenbraun Ramethymene
- Ratil Verenarmat
- Lothe Eerenryden
- Wres Sawenwynd

I hope you enjoy!

My next goal is to add a better documentation and make it compatible with Direforged mod.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.7 ϟ] - domesticated tortoises and gold-plated tiles
Post by: blackmagechill on May 12, 2010, 05:19:49 pm
For some reason I can't get this installed right. I inserted the graphics edition into my DF 2010 folder and it gave me errors. (I downloaded the mayday 2010, maybe that's it?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.7 ϟ] - domesticated tortoises and gold-plated tiles
Post by: asfghn on May 12, 2010, 05:25:56 pm
YESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS

THANK YOU DEON I WILL BEAR YOUR CHILDREN OVER OBSTACLES

One thing: I think there's a little bit of quirky English in your changelog. ;P

Quote
An expedition leader now has [ELECTED] token which means that if he dies, he will be re-elected during a year

You're going to re-elect a zombie dorf???

J/k :P Try something like "within a year another dwarf will be elected to fill the position" or something like that.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.7 ϟ] - domesticated tortoises and gold-plated tiles
Post by: Lancensis on May 12, 2010, 05:42:26 pm
Quote
An expedition leader now has [ELECTED] token which means that if he dies, he will be re-elected during a year

You're going to re-elect a zombie dorf???

ONCE A MAYOR, ALWAYS A MAYOR
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.7 ϟ] - domesticated tortoises and gold-plated tiles
Post by: Krimson on May 12, 2010, 05:51:16 pm
I personally vote for the zombie mayor.  Then I'll never have to sit through another liason meeting.  I'll just have to walk by and hear the "BARAAAHAHAHA MY BRAINS MY BRAINS MY BRANS AHHHHHHHHHHHHHHHHHHH" and sigh in contnemtnt,  Would want to place him a bit away from the main populous though,  Would have alot of "has been unhappy due to noise and having someone try to eat her brain"...  Then again what would the mandates be like? "Bring me the next migraint you get, I shall feast upon his entrails."
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.7 ϟ] - domesticated tortoises and gold-plated tiles
Post by: Deon on May 12, 2010, 05:59:35 pm
You've got the idea though so it's ok.

For some reason I can't get this installed right. I inserted the graphics edition into my DF 2010 folder and it gave me errors. (I downloaded the mayday 2010, maybe that's it?

1) Download and install DF 0.31.03
2) Unpack the mod archive into the DF folder.
3) Play.

It produces no errors, I've just checked it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.7 ϟ] - domesticated tortoises and gold-plated tiles
Post by: Krimson on May 12, 2010, 08:32:16 pm
Btw, Going with the zombie mayor thing, I just genned a world with the gold graphics pack,  "Brook:  DreamyMerchants the Infected Princess"

Say wa now?

BTW: Your mod needs its own wiki in and of itself...  So many new things I must learn about.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.7 ϟ] - domesticated tortoises and gold-plated tiles
Post by: DracoGriffin on May 12, 2010, 08:50:34 pm
Keep up the great work, Deon.

Seems like you're king of the modding hill. :D
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.7 ϟ] - domesticated tortoises and gold-plated tiles
Post by: Acanthus117 on May 12, 2010, 09:05:14 pm
YUSSS

I AM HAPPEH SOUL
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.7 ϟ] - domesticated tortoises and gold-plated tiles
Post by: derigo on May 12, 2010, 09:39:39 pm
Silly typo i found:
   [NAME:cave tortoise:cave turtles:cave tortoise]
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.7 ϟ] - domesticated tortoises and gold-plated tiles
Post by: Bricks on May 12, 2010, 10:08:32 pm
Got mobbed by a host of forest spiders.  I was thirsty by the time I was able to take a turn, and by then, at least one of the spiders was named.  After I left (without killing the spiders) the "-" symbol showed up on the map.  I'm excited to find out whether this means that I've somehow created a legendary duel.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.7 ϟ] - domesticated tortoises and gold-plated tiles
Post by: Zifnab on May 12, 2010, 10:15:03 pm
With 1.7, I've got two expedition leaders.  Only one shows up on the noble screen as the leader, but both have expedition leader as their profession.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.7 ϟ] - domesticated tortoises and gold-plated tiles
Post by: Deon on May 13, 2010, 02:17:53 am
That's probably because second one was elected... There's a Multiple Mayor Bug in DF 0.31.03 (http://www.bay12forums.com/smf/index.php?topic=52759) so when one is elected old one does not lose his title, but I am not sure what's worse: multiple leaders which allow you to assign nobles even if one dies, or no ability to assign nobles if one dies.

Quote
Silly typo i found:
   [NAME:cave tortoise:cave turtles:cave tortoise]
Thank you, I will fix it. You won't see it in the game because their caste name is correct, but better make it right :).

P.S. I've read now that all of the mayors will make mandates... I will just remove their ability to demand stuff until the bug is fixed. I will release a small fix soon.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.7 ϟ] - domesticated tortoises and gold-plated tiles
Post by: Urist mc.miner on May 13, 2010, 02:21:05 am
Hey i think i know why there was very little animals/creatures/monsters in the last mod for me there was too many firebirds and the firebirds killed alot of things.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.7 ϟ] - domesticated tortoises and gold-plated tiles
Post by: DracoGriffin on May 13, 2010, 02:59:25 am
Interesting bug... ahaha.

Snakemen don't have CANOPENDOORS. Trapped in an inn! XD

Luckily quick travel exists. :P
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.7 ϟ] - domesticated tortoises and gold-plated tiles
Post by: Deon on May 13, 2010, 03:25:58 am
Oh god, how could I forget :). That needs a fix asap, or you will defend with doors :P.

Also I plan a massive raw rework for the next version. Now all creatures will be in appropriate files (i.e. creature_genesis_canine.txt, creature_genesis_bird.txt etc.). I've already started and I saw that my creatures are a bit... one-sided. I mean there're specific creatures of one type but there're no creatures of the same type which seem logical.

So I will add more critters for the next version. For example, there's a giant eagle but no common eagles. There will be eagles now. Also I've already added tapirs, rhinos and giraffes for tropical savannas.

I plan to organize files to make Direforged adaptation easier.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.7 ϟ] - domesticated tortoises and gold-plated tiles
Post by: Urist mc.miner on May 13, 2010, 04:22:47 am
Hey deon what does coke do?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.7 ϟ] - domesticated tortoises and gold-plated tiles
Post by: Deon on May 13, 2010, 04:27:10 am
It's a fuel for furnaces.
http://df.magmawiki.com/index.php/Coke

Quote from: wiki
The two sub-types of fuel are charcoal and coke, and they are identical for in-game purposes, even if they come from different sources and have different in-game names. Whenever you see "fuel", "refined coal" or "coal" in-game, those refer to either  charcoal or coke - they are interchangeable, and either one will serve the same purpose, as fuel for the desired activity. (Bituminous coal is not the same as "coal", and does not refer to fuel, but can be used to create fuel at a smelter.)

Source: http://df.magmawiki.com/index.php/Coke#ixzz0nnfl90HE
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.7 ϟ] - domesticated tortoises and gold-plated tiles
Post by: Urist mc.miner on May 13, 2010, 04:31:23 am
OH!i was hoping for it to be a pleasure object for urist mcadict
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.7 ϟ] - domesticated tortoises and gold-plated tiles
Post by: Deon on May 13, 2010, 04:50:06 am
There's hemp so that's okay :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.7 ϟ] - domesticated tortoises and gold-plated tiles
Post by: Deon on May 13, 2010, 05:51:15 am
- V. 1.71: serpentfolk can open doors now (fix); mayors no longer make mandates/demands; added critters: rhinos, giraffes, eagles.
(http://i41.tinypic.com/23idk4z.png)

Also the documentation now lists all custom workshops with their reactions and description.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.71 ϟ] - domestic turtles and gold-plated tiles
Post by: Urist mc.miner on May 13, 2010, 06:29:10 am
Theres hemp that can be smoked/eaten?Wow elven hippy festival!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.71 ϟ] - domestic turtles and gold-plated tiles
Post by: Deon on May 13, 2010, 06:32:04 am
Theres hemp that can be smoked/eaten?Wow elven hippy festival!

The hemp which can be made into cloth, brewed into ganja beer, processed into hemp oil or milled into cannabis flour ;).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.71 ϟ] - domestic turtles and gold-plated tiles
Post by: Urist mc.miner on May 13, 2010, 06:33:06 am
Hey deon did you know the giant ants eye description has a typo?The typo is "his eyes is black"But its just a typo nobody will care exept for Stuck up damn grammer nazis
People who like spelling
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.71 ϟ] - domestic turtles and gold-plated tiles
Post by: Lord Shonus on May 13, 2010, 06:44:01 am
Jade dwarves have an annoying habit of arrivng as +5 legendaries.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.71 ϟ] - domestic turtles and gold-plated tiles
Post by: Deon on May 13, 2010, 06:51:32 am
Hey deon did you know the giant ants eye description has a typo?The typo is "his eyes is black"But its just a typo nobody will care exept for Stuck up damn grammer nazis
People who like spelling
Thank you, I will fix it.

Jade dwarves have an annoying habit of arrivng as +5 legendaries.
Yeah, their learning skills and current migrant game behavior can do it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.71 ϟ] - domestic turtles and gold-plated tiles
Post by: Urist mc.miner on May 13, 2010, 06:58:51 am
Oh and also deon giant ants in adventure mode have 2 heads.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.71 ϟ] - domestic turtles and gold-plated tiles
Post by: Urist mc.miner on May 13, 2010, 07:02:19 am
Oh and every [that i have encountered] injury says is even when the correct word is are [one was his guts is bruised]
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.71 ϟ] - domestic turtles and gold-plated tiles
Post by: Urist mc.miner on May 13, 2010, 07:10:12 am
And when i got attacked by a giant cave swallow i decided to wrestle it [after devastating its body with my bronze giant corkscrew]it said "Are you sure you want to wrestle the giant cave swallow?" Oh and also all my bug reports are from 1.7 not 1.7.1
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.71 ϟ] - domestic turtles and gold-plated tiles
Post by: Urist mc.miner on May 13, 2010, 07:20:31 am
And it will say organs are broken not split.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.71 ϟ] - domestic turtles and gold-plated tiles
Post by: Deon on May 13, 2010, 07:42:03 am
Oh and also deon giant ants in adventure mode have 2 heads.
Oh yeah, I forgot to tweak ants from Wasteland mod. It's an easy fix and it won't break save games.

Oh and every [that i have encountered] injury says is even when the correct word is are [one was his guts is bruised]
That's DF behaviour, I cannot do anything about it.

And when i got attacked by a giant cave swallow i decided to wrestle it [after devastating its body with my bronze giant corkscrew]it said "Are you sure you want to wrestle the giant cave swallow?" Oh and also all my bug reports are from 1.7 not 1.7.1
What's a problem here?

And it will say organs are broken not split.
DF behaviour.

Thank you for your reports. There's an "edit" button if you want to add something to your post :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.71 ϟ] - domestic turtles and gold-plated tiles
Post by: Urist mc.miner on May 13, 2010, 07:44:49 am
And i think this is just dwarf fortress but if you travel it will cure a mortal wound
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.71 ϟ] - domestic turtles and gold-plated tiles
Post by: Lancensis on May 13, 2010, 07:55:11 am
And when i got attacked by a giant cave swallow i decided to wrestle it [after devastating its body with my bronze giant corkscrew]it said "Are you sure you want to wrestle the giant cave swallow?" Oh and also all my bug reports are from 1.7 not 1.7.1
What's a problem here?

It's that longstanding bug, where the game keeps asking if you want to attack an unconsious creature, even if you've been battling for hours.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.71 ϟ] - domestic turtles and gold-plated tiles
Post by: jnecros on May 13, 2010, 08:14:13 am
Nice job with this mod man, it adds new and enjoyable dimensions to the game, and the gold-plated tile set is very impressive. Thanks!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.71 ϟ] - domestic turtles and gold-plated tiles
Post by: Urist mc.miner on May 13, 2010, 08:41:22 am
Wait...Have i thanked deon yet for the mod?If not thanks deon for this awesome mod.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.71 ϟ] - domestic turtles and gold-plated tiles
Post by: Deon on May 13, 2010, 08:42:31 am
You're welcome! And yeah, if a creature is disabled the game may ask you do you want to attack it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.71 ϟ] - domestic turtles and gold-plated tiles
Post by: Krimson on May 13, 2010, 12:05:38 pm
Not attacking wounded creatures is the elven way...

Anyway, I dont think I have either,  Deon this mod is pwnsomsauce.  Thank you, (Especially the gold plated tileset, I started on a map where the top layer is all marble now 1/2 of the first layer is this bright pretty purple,  Only problem I have is things made out of the material dont seem to share the colour,)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.71 ϟ] - domestic turtles and gold-plated tiles
Post by: Deon on May 13, 2010, 01:58:01 pm
Hmm, I think I reverted colors so the marble is white with purple veins, not opposite.

Also I forgot to add [CHILD:1] to turtles so they do not breed. I will release a fix soon which fixes some typos, two-headed ants and lets turtles breed, and it won't break saves.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.71 ϟ] - domestic turtles and gold-plated tiles
Post by: Grax on May 13, 2010, 02:16:00 pm
I will release a fix soon which fixes some typos, two-headed ants and lets turtles breed, and it won't break saves.

Think about adding mutant castes into wasteland mod. Two-headed, random-handed/legged and so on. ;-)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.71 ϟ] - domestic turtles and gold-plated tiles
Post by: Deon on May 13, 2010, 02:31:10 pm
There're.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.71 ϟ] - domestic turtles and gold-plated tiles
Post by: Grax on May 13, 2010, 02:37:14 pm
There're.
Oh fck.  ::)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.71 ϟ] - domestic turtles and gold-plated tiles
Post by: Krimson on May 13, 2010, 02:54:41 pm
... Snap so my breeding turtles wont breed?  Do get that patch quick xD

Also, I checked now,  its only the doors that do not show colour,  Floodgates, Grates, Walls, all revert to colour so woot :3
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.71 ϟ] - domestic turtles and gold-plated tiles
Post by: DracoGriffin on May 13, 2010, 05:01:22 pm
Deon, not sure what was changed in regards to teeth, nails and all that you changed in 1.7 but did a bit of testing. An Ezrakim Elf in Sun Gold armor hasn't been damaged once by several forest spiders. He's over-exert and webbed... everything is deflected by his armor.

I think Sun Gold somehow got buffed recently. :/
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.71 ϟ] - domestic turtles and gold-plated tiles
Post by: Deon on May 13, 2010, 05:03:49 pm
Teeth and nails can pierce cloth, but obviously not metal. If you want me to make spiders to bite through metal armor, they need some super-teeth.

Also sun gold is awesome. It's a magical metal which is stronger than iron.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.71 ϟ] - domestic turtles and gold-plated tiles
Post by: DracoGriffin on May 13, 2010, 05:09:47 pm
I know but back in like, 1.5, sun gold wasn't as strong. And a pack of forest spiders usually meant death for adventurers. :P Or at least mine.

Just wondering if the spiders got nerfed after the tweaks in 1.7. :(

edit:
Spoiler (click to show/hide)

Jeez, a lot weaker than I thought. Bowman is winning. :P
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.71 ϟ] - domestic turtles and gold-plated tiles
Post by: Deon on May 13, 2010, 05:16:52 pm
Sun gold/spiders were never nerfed. Probably they bit through other parts.

I will give them stronger mandibles to bite through leather. Although forest spiders are not too big.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.71 ϟ] - domestic turtles and gold-plated tiles
Post by: Urist mc.miner on May 14, 2010, 06:46:47 am
On this mod what do i edit to make dwarves not have to eat in fortress mode?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.71 ϟ] - domestic turtles and gold-plated tiles
Post by: skaltum on May 14, 2010, 07:19:41 am
On this mod what do i edit to make dwarves not have to eat in fortress mode?

i think if it's still used. you add [NO_EAT] to the dwarves in entity default. in the RAWS folder
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.71 ϟ] - domestic turtles and gold-plated tiles
Post by: Krimson on May 14, 2010, 07:26:25 am
Why would you want them not to eat? >_> Unless your going atamaton fortress (No eat, no sleep, no moods. Just pure machines)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.71 ϟ] - domestic turtles and gold-plated tiles
Post by: skaltum on May 14, 2010, 07:28:14 am
Why would you want them not to eat? >_> Unless your going atamaton fortress (No eat, no sleep, no moods. Just pure machines)

possibly keeps losing forts to starvation with the buggy farm system. surface farming pretty much becomes the most reliable farmind technique. and it's safe if you make a green house or underground
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.71 ϟ] - domestic turtles and gold-plated tiles
Post by: Lord Shonus on May 14, 2010, 07:31:01 am
"buggy" farming? I'm not aware of ANY farming bugs.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.71 ϟ] - domestic turtles and gold-plated tiles
Post by: skaltum on May 14, 2010, 07:31:54 am
"buggy" farming? I'm not aware of ANY farming bugs.

mmm unless it's a feature. mud is needed on soil now. my bad if it is though.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.71 ϟ] - domestic turtles and gold-plated tiles
Post by: Lord Shonus on May 14, 2010, 07:36:18 am
As I recall, it is a feature.


EDIT:
Deon, have you seen this thread?
http://www.bay12forums.com/smf/index.php?topic=57243.0 (http://www.bay12forums.com/smf/index.php?topic=57243.0)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.71 ϟ] - domestic turtles and gold-plated tiles
Post by: Knight Otu on May 14, 2010, 07:59:34 am
I seem to recall that it's a slightly buggy feature. I believe it's supposed to be mud, or another soil layer below the current layer, and the latter doesn't work correctly.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.71 ϟ] - domestic turtles and gold-plated tiles
Post by: Urist mc.miner on May 14, 2010, 08:39:04 am
Oh and how do i stop them from drinking?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.71 ϟ] - domestic turtles and gold-plated tiles
Post by: skaltum on May 14, 2010, 08:41:29 am
Oh and how do i stop them from drinking?

[NO_DRINK]

make sure you use caps or it wont work

theres also
[NO_SLEEP] [NOPAIN] [NOFEAR] [NOBLEED]

anyways where can the turtles be found? i havnt played 1.71 yet
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.71 ϟ] - domestic turtles and gold-plated tiles
Post by: Krimson on May 14, 2010, 08:43:06 am
Embark or import.  Deon: Does gateball have an actual use or is it just a shell of a field (I built one but no options so maybe just got my awnser) am I to assume any building you've not included a description for in your manual has no use yet?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.71 ϟ] - domestic turtles and gold-plated tiles
Post by: skaltum on May 14, 2010, 08:43:49 am
Embark or import.  Deon: Does gateball have an actual use or is it just a shell of a field (I built one but no options so maybe just got my awnser) am I to assume any building you've not included a description for in your manual has no use yet?

gateball is purely cosmetic at the moment. as far as i know
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.71 ϟ] - domestic turtles and gold-plated tiles
Post by: Grax on May 14, 2010, 08:49:18 am
Oh and how do i stop them from drinking?
Hey, fukitol! ;-)
Use everything at once!

[NO_DRINK][NO_EAT][NO_SLEEP][NOBREATHE][NO_FEVERS][NO_DIZZINESS]
[MAGMA_VISION][FIREIMMUNE][FIREIMMUNE_SUPER][EXTRAVISION][PARALYZEIMMUNE][WEBIMMUNE]
[NOPAIN][NOSTUN][NONAUSEA][NOEMOTION][NOFEAR][NOEXERT][NOTHOUGHT]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.71 ϟ] - domestic turtles and gold-plated tiles
Post by: Brian7772 on May 14, 2010, 09:30:00 am
Gateball should take a leather ball made in the leathworkers shop. It should also give a happy thought to the dwarf(s) who play it. Same with Chess, how do I mod that in?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.71 ϟ] - domestic turtles and gold-plated tiles
Post by: Deon on May 14, 2010, 11:54:07 am
It should take any boulder, but I will check it. It's one of cosmetic stuff I use to make underground gardens more fun-looking.

I seem to recall that it's a slightly buggy feature. I believe it's supposed to be mud, or another soil layer below the current layer, and the latter doesn't work correctly.
Yeah it doesn't check the Z-level below. Anyway it's easy to farm even now, at least I never failed with farming in 0.31.03. If everything fails, you can farm in caverns or use bucket brigade to irrigate.

Deon, have you seen this thread?
http://www.bay12forums.com/smf/index.php?topic=57243.0 (http://www.bay12forums.com/smf/index.php?topic=57243.0)
Yeah I saw it, it should be an interesting thing to add. At last you will be able to use your microcline artifact rings and alder artifact scepeters at least for something.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.71 ϟ] - domestic turtles and gold-plated tiles
Post by: derigo on May 14, 2010, 12:10:08 pm
you could make a TOY:LEATHER_BALL, and use it.  That'd be pretty nifty.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.71 ϟ] - domestic turtles and gold-plated tiles
Post by: Deon on May 14, 2010, 12:23:07 pm
Yeah but they still won't do it because it uses Throwing skill.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.72 ϟ] - domestic turtles and gold-plated tiles
Post by: Deon on May 14, 2010, 12:53:09 pm
- V. 1.72: fixed ants' heads; cave tortoises can breed; added display case building.

Enjoy :). It shouldn't break saves for those who already play, but you just won't get the display case (you need to generate a new world for this).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.71 ϟ] - domestic turtles and gold-plated tiles
Post by: Lancensis on May 14, 2010, 03:00:07 pm
Yeah but they still won't do it because it uses Throwing skill.

That reminds me, has anyone else noticed their Obsidian dwarves getting skill points in Throwing?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.72 ϟ] - domestic turtles and gold-plated tiles
Post by: Haspen on May 14, 2010, 03:41:50 pm
I saw all the people mentioning the mod and I had to look there.

And: Totally blown there.

Although I don't see the point of so many strange castes/races and load of plants (I know, diversity, but two [2] hundred? Wow...) in one mod, still: You get handshake, a sugar-encrusted cookie and surplus of ten internets, sir!

And I just love those small, lovely things like 'Philosopher's Garden'. Same goes for pitchblende 'radiation'. Simply awesome.

Bravo :3 You don't mind if I with butcher the mod and just take a few things for my own, personal DF, no? xD

Not it occurs to me, that either you're no-life or some RAWs guru, as I'm still struggling to understand things there xD
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.72 ϟ] - domestic turtles and gold-plated tiles
Post by: Krimson on May 14, 2010, 04:10:13 pm
The mod is overwhelming,  Damn plants :P I cant plant above ground (And i tried mudding marble (it was exposed to the sun) And no seeds available :c)

Edit: I've also been getting 2-3 different merchants with each trade session (Like, I'll have a band of humans and elves show up at the same time, or two different race of elves showing up at the same time)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.72 ϟ] - domestic turtles and gold-plated tiles
Post by: stolide on May 14, 2010, 05:56:59 pm
Not it occurs to me, that either you're no-life or some RAWs guru, as I'm still struggling to understand things there xD

With a bit of reading, I was able to make four creatures using syndromes in half an hour, as the first mod I have ever done for any game (The leeches and paralyzing "harmless" minnows I made are in this mod now). If you read the wiki, most of the things in raws become easy to understand.
Title: 1.7.1 glitch
Post by: Urist mc.miner on May 14, 2010, 09:49:07 pm
[This glitch is on 1.7.1 not the newest mod] If i go ANYWHERE it says "fatal error nemesis unit failed to load S.T.A.R.SSS [sorry i just had to add that S.T.A.R.SSSS why?because the first thing i thought when i saw nemesis unit was resident evil 3]


Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.72 ϟ] - domestic turtles and gold-plated tiles
Post by: Deon on May 15, 2010, 01:11:29 am
[This glitch is on 1.7.1 not the newest mod] If i go ANYWHERE it says "fatal error nemesis unit failed to load S.T.A.R.SSS [sorry i just had to add that S.T.A.R.SSSS why?because the first thing i thought when i saw nemesis unit was resident evil 3]
It's in DF since 2d version. It means that your save has been corrupted and the game doesn't know why. We feared of this error for the last few years and nobody knows why it happens, even Toady One (and it happens in non-modded game too).

The mod is overwhelming,  Damn plants :P I cant plant above ground (And i tried mudding marble (it was exposed to the sun) And no seeds available :c)

Edit: I've also been getting 2-3 different merchants with each trade session (Like, I'll have a band of humans and elves show up at the same time, or two different race of elves showing up at the same time)
A few tips about plants:
1) If you mud marble (or any rock) it means that you're trying to farm in a MOUNTAIN biome, but there're no mountain plants in df (they do not grow on rock). You should mud underground soil or farm in the caverns (where all soil is a mud by default).
2) Find a murky pool, mine a square near/under it and breach the wall. Let the water pour out, then close the hole with a wall/door. The muddy room for a farm is ready.

And yeah, you have many traders, but note that animals cannot carry two elephants and three houses at the same time, so each of them brings less than common caravans.

I saw all the people mentioning the mod and I had to look there.

And: Totally blown there.

Although I don't see the point of so many strange castes/races and load of plants (I know, diversity, but two [2] hundred? Wow...) in one mod, still: You get handshake, a sugar-encrusted cookie and surplus of ten internets, sir!

And I just love those small, lovely things like 'Philosopher's Garden'. Same goes for pitchblende 'radiation'. Simply awesome.

Bravo :3 You don't mind if I with butcher the mod and just take a few things for my own, personal DF, no? xD

Not it occurs to me, that either you're no-life or some RAWs guru, as I'm still struggling to understand things there xD
Get all you want :). Note that said pitchblende poisoning is off for now, and the black lung is a minor nuisance because I've got too many whining when they were strong (oh god my dwarves are in pain and vomit blood what do I do). It's easy to "fix" though.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: Deon on May 15, 2010, 07:59:37 am
- V. 1.73: fixed hercinia/crow graphics; added psychiatrist noble.

Mayor/expedition leader no longer works with your sad workers. Psychiatrist noble does it instead :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: aurora on May 15, 2010, 02:17:28 pm
Cool. Can't wait to use it! Just wish we didn't have to wait for the next DF version any longer. Sounds like he has the pc version done but Toady's working on Mac and Linux versions... not sure why the pc people have to wait too but oh well.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: wilsonns on May 15, 2010, 02:19:22 pm
ONE THOUSAND OF REPLIES!!!!!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: Z1000000m on May 15, 2010, 02:22:16 pm
i guess it won't work with th 1.71 save?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: Krimson on May 15, 2010, 02:26:19 pm
Oh lawdy.  So all this time i been gettin pissed off and it was the games fault for lying to me? >_> <_< I should have just built the farms like i normally do, but nooo i wanted to try something newww...
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: Deon on May 15, 2010, 03:54:27 pm
i guess it won't work with th 1.71 save?
It will, you just won't have new nobles and stuff, but all latest versions are compatible because I just add stuff and do not remove what's already there.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: Shaostoul on May 15, 2010, 03:59:47 pm
First, I'd like to say thanks for putting me on the contributions page. ;)

Second, this mod is very expansive and very well done, you get many gold stars from my side.

Third, seeing as I get bored with vanilla dwarf fortress easily, I'm going to play your mod!

Lastly a couple questions. Is slade still unmineable? Is there anything I could work on for my guide to help you out, (I doubt you need it...) better yet, is there a specific field you ran into that was the hardest to deal with and would greatly help other people with modding as much as you have?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: Deon on May 15, 2010, 04:23:20 pm
Uhm, no, the most difficult thing is to find out something cool which was not invented yet. And slate is not mineable, but just because I rarely get that deep and I have no intention in mining it.

Thanks for your comment :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: Shaostoul on May 15, 2010, 04:35:18 pm
No problem, keep up the good work.  :D
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: Brian7772 on May 15, 2010, 04:39:57 pm
Well if you are taking requests how about revamping the icons of the shops? I love the crematorium and medic schools graphics.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: Deon on May 15, 2010, 06:16:15 pm
Any suggestions? Which ones are "wrong" for you? :)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: Brian7772 on May 15, 2010, 06:20:32 pm
Well for instance the still looks like a still. The farmers workshop however just has a bunch of random crap in it. It should be like a quern graphic in the middle maybe a berrel and bag in the pic on the left?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: Deon on May 15, 2010, 06:21:21 pm
Ah, you mean default ones. Sadly we cannot touch default buildings, only add new.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: asfghn on May 15, 2010, 06:27:21 pm
Hey Deon! Updates are looking lovely, I'm really digging the new display cases :) FINALLY, A USE FOR MY OTHERWISE WORTHLESS ARTIFACTS.

Could we maybe get that update applied to the alternate graphics sets, though? ;)

Also also, I'll be going home in a few days, and I'll have a critter for you (if you're interested, of course) once I'm back to my terminal and data files! My very first modding excursion: a RAPTOR. (Don't worry, I remembered to add [NOFEAR].)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: Deon on May 15, 2010, 06:28:28 pm
Wait, all versions are updated. What's wrong with them?

Also yeah, bipedal carnivore lizards with razorsharp claws are must-have :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: asfghn on May 15, 2010, 06:31:30 pm
The gold-plated link is leading to the last version, with the turtles breeding et cetera. Is it just the descriptions that haven't been updated? :o
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: Deon on May 15, 2010, 06:35:19 pm
Ah, you mean the changelog. It's a minor thing, I will update it with the next update :). Thanks for mentioning.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: asfghn on May 15, 2010, 07:58:37 pm
Sure thing! :)

But I've got another gripe, lol: I just generated a new world, found my perfect spot to embark, set out...

...and realized all my dorfs are not in fact dorfs but goblins. :o I haven't altered any of the raws (except a few of the creature raws, none of the races -- just canines, felines, etc, to make them pettable or trainable where they weren't already), and your mod is currently the only one I'm running on this particular game, so... uh...

Help? ):
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: godisdead132 on May 15, 2010, 10:08:24 pm
Sure thing! :)

But I've got another gripe, lol: I just generated a new world, found my perfect spot to embark, set out...

...and realized all my dorfs are not in fact dorfs but goblins. :o I haven't altered any of the raws (except a few of the creature raws, none of the races -- just canines, felines, etc, to make them pettable or trainable where they weren't already), and your mod is currently the only one I'm running on this particular game, so... uh...

Help? ):

you probly have a chunk of the creature raws copied if more than one copy of the same entry exists well lets just say its like crossing the streams
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: Urist mc.miner on May 16, 2010, 01:07:55 am
Hey deon how do you think the plague would fit into genesis mod?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: Grax on May 16, 2010, 02:55:35 am
No problem, keep up the good work.  :D

Not only good but the EVIL also hehe. ;-)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: Urist mc.miner on May 16, 2010, 03:15:26 am
Hey deon is it possible to make certain weapons available after a time period is over [like making matchlock guns appear after the age of myth]
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: Shaostoul on May 16, 2010, 04:31:25 am
No problem, keep up the good work.  :D

Not only good but the EVIL also hehe. ;-)
Heh, nice. ;) If it's put that way... Do more evil work, no reason to have so much good.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: Deon on May 16, 2010, 07:32:32 am
Sure thing! :)

But I've got another gripe, lol: I just generated a new world, found my perfect spot to embark, set out...

...and realized all my dorfs are not in fact dorfs but goblins. :o I haven't altered any of the raws (except a few of the creature raws, none of the races -- just canines, felines, etc, to make them pettable or trainable where they weren't already), and your mod is currently the only one I'm running on this particular game, so... uh...

Help? ):
You've made some error copying files. Just in case, empty your /raw/objects folder next time. Maybe you had files from some different mod or somethng else.

Hey deon how do you think the plague would fit into genesis mod?
It will fit very nice once diseases start to spread between creatures. Right now you cannot catch a disease from a diseased creature.

Hey deon is it possible to make certain weapons available after a time period is over [like making matchlock guns appear after the age of myth]
There's no such option.

The only way I can think of is to make a looong production chain which would involve some research building and make "Science Tome I"->...->"Science Tome XX" objects (i.e. toys) which are transformed from one to another using some rare materials. It's not perfect though, because some dwarf may claim it and you will have to kill him to get it back :).

Anyway, with this Science Tome you should be able to add reactions which require it but do not use it, so when the reaction is done, it's still there so you can use it again/upgrade it further.

It may be an interesting idea to develop.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: DracoGriffin on May 16, 2010, 08:19:14 am
There's no such option.

The only way I can think of is to make a looong production chain which would involve some research building and make "Science Tome I"->...->"Science Tome XX" objects (i.e. toys) which are transformed from one to another using some rare materials. It's not perfect though, because some dwarf may claim it and you will have to kill him to get it back :).

Anyway, with this Science Tome you should be able to add reactions which require it but do not use it, so when the reaction is done, it's still there so you can use it again/upgrade it further.

It may be an interesting idea to develop.

I tried to explain the same idea in the Kobold Camp thread. Could set up custom buildings to require a certain reagent in tiers. Kinda like the anvil cast custom building someone posted. Make that building to get an anvil... now you have access to forge! Make forge to get gunpowder or something... now you get access to gunsmithy! :P
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: Deon on May 16, 2010, 08:31:48 am
I've played around more and I have a few important questions:

1) Has anybody ever seen a single trading wagon? If there're no wagons I will have to make animals to carry more again, otherwise you won't be able to order stones and anvils on maps with no stones.

2) Does arsenal dwarf issue orders correctly? I just ask it because I had problems with making dwarves to equip stuff, so my military equipped their gear from time to time but not always. With arsenal dwarf it seemed to be better... At least they took their quivers. If arsenal dwarf's orders make procastinating go away, I may need to assign a quartermaster noble from the start.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: skaltum on May 16, 2010, 08:32:46 am
There's no such option.

The only way I can think of is to make a looong production chain which would involve some research building and make "Science Tome I"->...->"Science Tome XX" objects (i.e. toys) which are transformed from one to another using some rare materials. It's not perfect though, because some dwarf may claim it and you will have to kill him to get it back :).

Anyway, with this Science Tome you should be able to add reactions which require it but do not use it, so when the reaction is done, it's still there so you can use it again/upgrade it further.

It may be an interesting idea to develop.

I tried to explain the same idea in the Kobold Camp thread. Could set up custom buildings to require a certain reagent in tiers. Kinda like the anvil cast custom building someone posted. Make that building to get an anvil... now you have access to forge! Make forge to get gunpowder or something... now you get access to gunsmithy! :P

now you have a gunsmithy you can make shotguns! with a pointlessly FUN damage. rating
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: derigo on May 16, 2010, 09:07:47 am

Anyway, with this Science Tome you should be able to add reactions which require it but do not use it, so when the reaction is done, it's still there so you can use it again/upgrade it further.

It may be an interesting idea to develop.

Quote
I tried to explain the same idea in the Kobold Camp thread. Could set up custom buildings to require a certain reagent in tiers. Kinda like the anvil cast custom building someone posted. Make that building to get an anvil... now you have access to forge! Make forge to get gunpowder or something... now you get access to gunsmithy! :P

That's.. brilliant!  It certainly wouldn't work in the manner dracogriffin was requesting, but its a fascinating concept nonetheless.  You could also require the long production chain item to create the custom workshop, couldn't you?  I must chew on this idea for a while...
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: Deon on May 16, 2010, 09:27:17 am
I've played around more and I have a few important questions:

1) Has anybody ever seen a single trading wagon? If there're no wagons I will have to make animals to carry more again, otherwise you won't be able to order stones and anvils on maps with no stones.

2) Does arsenal dwarf issue orders correctly? I just ask it because I had problems with making dwarves to equip stuff, so my military equipped their gear from time to time but not always. With arsenal dwarf it seemed to be better... At least they took their quivers. If arsenal dwarf's orders make procastinating go away, I may need to assign a quartermaster noble from the start.
Sorry for quoting myself, I never do it, but I would like this question to be answered by as many people as possible. I am afraid of current bugs and I try to do the best I can do here. Without military Genesis is quite hard to play.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: derigo on May 16, 2010, 09:49:15 am
I've played about 6 forts into the 5th year or farther(vanilla with my own little tweaks).  In that time, ONCE the humans brought a wagon.  I was so excited!  The following year, they did not bring a wagon.  I died a little, inside. 

The arsenal dwarf works.... but there's issues.  I've gotten used to the quirks, so I know what to do and what not to to make the system "work." 

1) Never ever ever ever assign dwarves a "class" of weapons.  Always use the 'assign specific weapon' option.  This is a giant pain in the ass, but it prevents dwarves from carrying around 8 different weapons.  Classes of armor is fine, just not weapons.

2) Unless you are using the 'replace clothing' option, NEVER assign clothing as part of a uniform.  This sometimes causes dwarves to drive themselves insane trying to put on mutiple pieces of mutually exclusive clothing. 

3) If you do use the replace clothing option, its ok to put clothing in the uniform.  But when dwarves go off duty, they will sometimes drop all their clothes on the ground in a pile and strut around naked for no apparent reason.  This can be kind of annnoying, as it creates tons of extra hauling jobs. 

4) If you need your military in action RIGHT NOW, make sure you halt all production of weapons and armor.  There's a bug where every time a piece of armor is created that's eligble for the uniform, 90% of the militia will run over to a stockpile, drop a piece of armor and pick it up again.  This also happens with weapons if you don't use 'assign specific weapon.'

5) If you need your military in action RIGHT NOW, try to occupy your arsenal dwarf in some way so he doesn't give equipment upgrades in the middle of a fight.  This can be...FUN.

6) always use the 'Exact Match' equipment option.  This prevents militia from being assign items that do not belong to you, and helps reduce the amount of mid fight scrabbling for equipment that happens further.

Unrelated to arsenal dwarf:
6) Never ever ever put your military in the "Training" alert level.  It doesn't work right, and the dwarves get "stuck" and won't do anything.  To train your dwarves, remove all their jobs, leave them "inactive" and assign them a training barracks.  When they have nothing better to do, they'll go do Individual Combat Training in the barracks.  Some dwarves are apparently lazy, and won't ever train in this way, but for 95% of them, this'll work fine. 

All that being said, it can take the arsenal dwarf quite a while to hand out all the assignments.  When your military starts getting really large, it becomes almost a full time job for him.  I think in a tiny fort with 30 or less dwarfs, its probably faster to let the dwarves get their own stuff. 
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: Knight Otu on May 16, 2010, 10:05:55 am
So far I have never seen a wagon beyond the starting one (which doesn't count). Did you check what the draft animals were, derigo?

I can second derigo's observation that arsenal dwarves sort of work. An added problem is that miners and woodcutters apparently don't consider their own weapons as usable weapons. They'll happily use these weapons if drafted near an attackable creature, but that's it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: Deon on May 16, 2010, 10:23:45 am
These are good observations, thank you.

What do you think if I remove Arsenal Dwarf alltogether? I think it may help the gameplay a lot.

Quote
Never ever ever put your military in the "Training" alert level.
That's why I've added training dummies. Some people may not know about it, and there's a very nasty bug that happens if you interrupt a training session: dwarves will go into "no job" state forever.

So I think I will up the amount animals can carry. But what about the removal of Arsenal Dwarf?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: derigo on May 16, 2010, 10:35:50 am
I find that I'm always surprised at how fast the military gets equipped when I have an arsenal dwarf.  I see individuals going and getting equipment, but it almost seems like half the equipment teleports onto them.  I have no idea what would happen if you removed him altogether.  It might not even work, for all I know.


Quote
Did you check what the draft animals were, derigo?

No, this was my 2nd fortress in *.01, I didn't know wagons were all but nonexistant yet, I just thought they were rare.  Since that game, I've added the WAGON_PULLER tag too all the pack animals, and given them all carrying capacities.  No useful effect.  Adding carrying capacities does NOT change how much stuff the caravans bring (thats dependant on how much they like you, and how big a civilization they are), it just affects how many animals it takes to carry all that stuff. 
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: Deon on May 16, 2010, 10:57:00 am
It does effect their stuff though. I mean it sets the minimal limit, so they won't be able to bring heavier stuff and bigger pets with a low capacity.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: derigo on May 16, 2010, 11:05:58 am
ah true.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: GaxkangtheUnbound on May 16, 2010, 12:02:25 pm
Hey, deon. Do you have any icons for tiger men?
I really need it, because all I have are different colored T's right now.
EDIT:For now, I'll just use humans.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: Deon on May 16, 2010, 12:17:01 pm
Hmm, did I forget to make tigermen to have icons? I will fix it :P.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: Zifnab on May 16, 2010, 12:47:08 pm
I've done some experimenting trying to figure out the bug that makes artifact items into dark lignite.  Right now wood, bone, and shell based artifacts turn into dark lignite in my games.  They are lost imediately, and the creator of the artifact gets blacklung disease.  It seems that the game looks for the first inorganic file in alphabetical order.  Then the game selects the first material in that list.  So you could set up a dummy material that is not used anywhere else in a file named inorganic_artifact.txt, and until Toady fixes the bug in the main game, we wouldn't have exploding artifacts.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: Deon on May 16, 2010, 01:02:22 pm
Here's a quick fix for tigermen graphics, make sure you overwrite appropriate files:
http://s000.tinyupload.com/?file_id=07051353055282384696

I will fix it for the new version.

I drew them fast so if you don't like them tell me, I will try to make something better then:

Preview:
(http://i40.tinypic.com/2gwfdec.png)

I've done some experimenting trying to figure out the bug that makes artifact items into dark lignite.  Right now wood, bone, and shell based artifacts turn into dark lignite in my games.  They are lost imediately, and the creator of the artifact gets blacklung disease.  It seems that the game looks for the first inorganic file in alphabetical order.  Then the game selects the first material in that list.  So you could set up a dummy material that is not used anywhere else in a file named inorganic_artifact.txt, and until Toady fixes the bug in the main game, we wouldn't have exploding artifacts.

Good idea, I will consider it for the next release.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: DracoGriffin on May 16, 2010, 03:52:18 pm
I've played around more and I have a few important questions:

1) Has anybody ever seen a single trading wagon? If there're no wagons I will have to make animals to carry more again, otherwise you won't be able to order stones and anvils on maps with no stones.

2) Does arsenal dwarf issue orders correctly? I just ask it because I had problems with making dwarves to equip stuff, so my military equipped their gear from time to time but not always. With arsenal dwarf it seemed to be better... At least they took their quivers. If arsenal dwarf's orders make procastinating go away, I may need to assign a quartermaster noble from the start.
Sorry for quoting myself, I never do it, but I would like this question to be answered by as many people as possible. I am afraid of current bugs and I try to do the best I can do here. Without military Genesis is quite hard to play.

Based on the earlier reply, most of it is just bugs with .31. Arsenal Dwarves are still... unsure. Even without them (see Kobold Camp), military is still wonky. Most of the fixes suggested by derigo are useful with and without Arsenal Dwarves. People are reported success both ways: those that modded out arsenal dwarves/before hitting 20population and those that mod in arsenal dwarves sooner/going above 20 population. I haven't seen anything particularly solid on causes.

I think wagon caravans may be bugged as well; I haven't seen one in any iteration of DF2010 yet. I don't think you need to worry too much about pack animals... I've had up to 8 at on point; fairly early in the fortress. I don't know what the maximum amount is though. :(
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: Deon on May 16, 2010, 04:37:23 pm
Well, more pack animals = more caravan guards = more free armor, right? ;)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: Dagoth Urist on May 16, 2010, 05:27:14 pm
Beautiful work, Deon! It makes the world even more interesting. I like the serpentfolk a lot. Any race with six different variations in the same species are good in my book :D How come that they rarely have anything more than a hat and gloves on them? The nords, have you done something peculiar with them? I've generated a couple of Genesis worlds now, of different dimensions in both time and space. They always have something cool going on. Conquering the whole northern hemisphere once, and launching a religion of the Cought, goddess of nightmares, that spread over entire world. Large Island, by the way. They'd be this god's favoured people if they weren't so normalish human in appearance... ;D
I must admit that I erased all traces of the osmans and all elves though. They really got on my nerves...  :P It learned me a lot of how DF works too, and I'm thankful for it. I've begin tinkering on a demon race for myself, actually.

And one question, of course. Is there any way for my serpentfolk salamander adventurer to use his special attack, i.e. his "dragonbreath"? I'd really, really, really like to know :D
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: Deon on May 16, 2010, 05:44:17 pm
Too bad DF doesn't allow special attacks in adventurer mode yet. I am glad that you enjoy it.

That gave me another idea. I will make different entity files for each race so it would be easier to erase those you don't like :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: LordShotGun on May 16, 2010, 08:26:58 pm
Hi I just started playing this mod and its probably one of the best out here so far. Two questions though. Is the dizzyness from blacklung perminante or does it heal eventually.

Also can animals get it too because now i have a dizzy cat.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: Urist mc.miner on May 16, 2010, 10:54:02 pm
Hmm this is weird... gootes glowingheated the sweltering brand the frost wyrm,I thought frost wyrms were meant to have cold flavoured names.Oh and i think i found a glitch with wyrms they always get stuck in their own breath cloud and it hurts them.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: Deon on May 17, 2010, 12:39:11 am
Well it shouldn't. I will test it more.

Quote
Also can animals get it too because now i have a dizzy cat.
Yep anymals also can get it, and it doesn't get healed, it gets a bit worse with time.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: LordShotGun on May 17, 2010, 07:00:38 am
Well it shouldn't. I will test it more.

Quote
Also can animals get it too because now i have a dizzy cat.
Yep anymals also can get it, and it doesn't get healed, it gets a bit worse with time.

Well @#$% that. Thats just cruel, it means that my miners are just doomed from the start if I want to use iron since coal and iron often occupie the same space so even if I don't WANT to mine coal Im screwed.

I'm just gonna regen after removing that tag.

SEARCHY TIME!!!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: DracoGriffin on May 17, 2010, 07:04:13 am
You can use a Gloomer or Steel Dwarf to be a miner since there's immune to diseases. :P

They'll cough and be like, "What's the problem guys?"
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: Knight Otu on May 17, 2010, 07:13:16 am
Hmm this is weird... gootes glowingheated the sweltering brand the frost wyrm,I thought frost wyrms were meant to have cold flavoured names.

Unfortunately, megabeast naming is sphere-based, and there are no cold-, ice-, or winter-related spheres.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: Grax on May 17, 2010, 07:28:43 am
Started a Genesis fortress.

How can i distinct one caste from another?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: DracoGriffin on May 17, 2010, 07:35:04 am
The last paragraph in their description.

One minor quibble I'd ask of Deon is to start each caste with the name so it's quicker to identify. :P

Some start with the name, others are at the end of the sentence or in the second one. Glancing everywhere to check if they're moss, obsidian, etc. :P
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: Repulsion on May 17, 2010, 07:41:37 am
  Uh, so I downloaded DF_31_04, and the Genesis mod, and was wondering how to extract the genesis mod into DF 04, or if I can't, a prepackaged download. Any help?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: Medicine Man on May 17, 2010, 08:37:15 am
Wonder what this could possibly be?I was on adventure mode and went into a dwarf fortress,traveled deep underground and found a room with a few dwarfs with a fever and a few corpses and lots of blood.and also pus.Oh and i also have got thousands of messages saying that somebody has vomited.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: derigo on May 17, 2010, 08:46:46 am
The last paragraph in their description.

One minor quibble I'd ask of Deon is to start each caste with the name so it's quicker to identify. :P

Some start with the name, others are at the end of the sentence or in the second one. Glancing everywhere to check if they're moss, obsidian, etc. :P

Deon you could use CASTE_PROFESSION_NAME to replace all the profession names in all the castes with 'suchandsuchdwart craftsman', 'suchandsuchdwarf mlller' etc.  It's a pain in ass for you, and a billion extra lines of code overall, but I'm sure people would appreciate being able to tell at a glance what kind of dwarf someone is.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: Deon on May 17, 2010, 09:18:53 am
Quote
I'm just gonna regen after removing that tag.
Or you could just remove the syndrome from inorganic_blacklung.txt while leaving the material..
Also yeah, if you use immune creatures, it won't give you anything.


Wow, it looks while I was at Uni, 0.31.04 came out. That's great. I will look what's different today and upload a version, however I think it should be compatible.

  Uh, so I downloaded DF_31_04, and the Genesis mod, and was wondering how to extract the genesis mod into DF 04, or if I can't, a prepackaged download. Any help?
It was a couple of pages ago...

(http://www.imagechicken.com/uploads/1272475346065634500.png)

Basically you open your DF folder, open the archive, drag and drop two folders from the archive IN your DF folder, and when it prompts you to overwrite files you answer "yes"/"yes to all".

Note that you should generate a new world after you've done it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: Deon on May 17, 2010, 09:38:13 am
Okay I've just checked and it said "text file are identical" with winmerge, so 03 raws are totally compatible with 04. No update is needed :P.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: Lazureus on May 17, 2010, 11:30:08 am
Okay I've just checked and it said "text file are identical" with winmerge, so 03 raws are totally compatible with 04. No update is needed :P.

The only problem I have is that 04 crashes when I have your or any graphic set running.. I have to play with the graphic set off, sadly.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: Deon on May 17, 2010, 11:37:28 am
Yep, that's 04 error and it will be fixed soon.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: DracoGriffin on May 17, 2010, 05:34:30 pm
I wouldn't sweat supporting that yet, Deon. Too much extra work for a more unstable build. :(

One thought though... based on Ironhand's work and the newest release, is it possible to use CASTE_ALTTILE to distinguish castes with graphics, too?

Hmm... it'd work for genders too since you have male and female castes... right? :D
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: Ivar360 on May 17, 2010, 06:31:46 pm
Oh wow this is awesome :)

I just recruited a migrant peasant to be my militia commander when 2 kobolds got trapped in my fort and was rather surprised to see him grab the kobolds by the neck, choke them, and breath fire in their face!
Nearly escaped disaster as a flaming kobold sprinted through the halls... I can't wait to see the engravings about this one.

Thumbs up for this mod
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: Deon on May 17, 2010, 08:40:55 pm
Guys, I am crazy :'(.

I have a week with credits and exams AND I DO NOT SLEEP THE frigging night till 5:30 AM to do this.

I've made a 'pseudo graphical' tileset where no real graphics are used but I replaced some unneeded letters with creature tiles so there're graphics. Well, dogs look like wolves, racoons and foxes, but they are color-coded so it's still fine. Every race has its own tile so it's fine too. And most creatures which look similar have same symbols.

But the craziest thing is that I've used Ironhand set and added a shrub tile to ALL plants. So now you will see them on the ground, instead of simple " as shrubs you will see actual tiles. Aboveground is underground is very colorful now, and you can now see which plants grow near you even while you can't read it (it says "shrub").

(http://i43.tinypic.com/mcpttx.png)
Notice all new plants.

As you see, there're color-coded dwarf sprites, a tiny thing next to a wagon (on the right) is a cat and a yellow creature on the wagon is a dog. That's it. It took the whole night to change ironhand's tileset and recode all plants and creatures :P.

I will upload the save soon.

Quote
is it possible to use CASTE_ALTTILE to distinguish castes with graphics, too?
Sadly there's no "caste_alttile".
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: DracoGriffin on May 17, 2010, 08:56:23 pm
and you can now see which plants grow near you even while you can't read it (it says "shrub").

Spoiler (click to show/hide)
Quote
is it possible to use CASTE_ALTTILE to distinguish castes with graphics, too?
Sadly there's no "caste_alttile".

Hmm... I can't present any proof or try to argue really. I noticed on the wiki for DF2010 (link here (http://df.magmawiki.com/index.php/DF2010:Creature_tokens#C)) for creature tokens is CASTE_TILE and CASTE_ALTTILE. And well, a bunch of CASTE related things. No idea if it's implemented yet or what though. :X

Regards to the plants, can't you identify based on how the sprite is used? Or are they just randomized, regardless of the actual plant (eg. strawberry or whip vine)?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: Deon on May 17, 2010, 09:10:55 pm
Oh man! It works!! Arglblargh!! I am a happy person now :P.

Too bad you cannot do the same with graphics.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.73 ϟ] - psychiatrists!
Post by: Eric Blank on May 17, 2010, 10:21:20 pm
Holy hell for genesis!

I just got a jade dwarf planter, a LEGENDARY jade dwarf planter. A migrant!

If only it was something slightly more useful :\

also, aspid peasants are red? strange.

alsoalso: do you think it'd be plausible for you to release a version that doesn't rely on the tile set and doesn't change the tiles or colors of preexisting objects? I just prefer to use the default ASCII tileset and was annoyed to find virtually all plants, trees, and stone, gem and metal types tiles changed to an unrecognizable cluttered mess.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Deon on May 17, 2010, 10:27:58 pm
EMERGENT RELEASE
A version which uses font tiles to represent creatures. It doesn't allow to make unique tiles for each creature and it colors professions, but at least it's something. The plus of this version is that all plants and trees got shrub/dead tree/other full graphics which mean that caverns and aboveground are now abundant with pretty plants (which actually show what grows there).

Also dwarven castes have different tiles. Humans/elves have different tiles for males/females.

Soundtrack is included.

>>> DOWNOAD EMERGENT RELEASE <<< (http://)

(http://i44.tinypic.com/w2g9y9.png)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Deon on May 17, 2010, 10:28:32 pm
Quote
alsoalso: do you think it'd be plausible for you to release a version that doesn't rely on the tile set and doesn't change the tiles or colors of preexisting objects? I just prefer to use the default ASCII tileset and was annoyed to find virtually all plants, trees, and stone, gem and metal types tiles changed to an unrecognizable cluttered mess.

Check the "older downloads", "ASCII version". It has nothing different from the emergent release but it has no graphics.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Grax on May 18, 2010, 12:24:18 am
Strange thing, i'm playing with females only and receiving only female immigrants.
Not a one male have been seen in the game. Maybe a local bug don't know.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Eric Blank on May 18, 2010, 12:29:24 am
Interesting... Amazon fortress you say?

Are all your animals female too?  :o
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Grax on May 18, 2010, 12:31:16 am
Interesting... Amazon fortress you say?

Are all your animals female too?  :o
No, animals are ok. Only dwarves.
Different castes but all females.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Grax on May 18, 2010, 12:44:35 am
Fck!
It's DwarfTherapist bug.
It shows female symbols on every dwarf and counts everybody as females.
But ingame they're ok, males and females. Just have one pair married.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Lord Shonus on May 18, 2010, 01:31:20 am
It's because DT doesn't have icons for all the genesis castes.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: LordShotGun on May 18, 2010, 06:38:04 am
Hmm I don't know if I should hate or love this mod.

1. What happened was I got an obsidian mechant guard, the guys who can shoot fireballs.

2. Well he decided to hunt rabbits, with said fireballs.

3. Un/fortunatly he chased the rabbit INTO the grove of trees I was mass chopping down (I give everyone axes for self defense via woodcutting)

4. ???

5. FUN!!! Specifically !!Fun!! on quite a few of my dwarfs but fortunatly I managed to cancel the woodchopping and forbid the flaming clothing so that my dwarves dropped them quite fast so we suffered only minor fat melting.

For catharic reasons I quickly saved my game, continued playing, and slaughted the who caravan before savescumming.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Shaostoul on May 18, 2010, 01:31:02 pm
Ignore that...
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Deon on May 18, 2010, 02:46:01 pm
Well yeah, obsidian dwarves tend to have a fierce nature... Their desire to combust into flames sometimes is more dangerouns than dwarven tantrums :). Now when obsidian dwarves have unique tiles it should be easier to spot them.

I also added castes in hooks in front of descriptions so it is easy to spot them now.

Ignore that...
But I can't :\
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Shaostoul on May 18, 2010, 02:53:52 pm
Yeah, I was trying to figure out the new graphics crap... then I noticed that is wasn't supported or something?

Anywho, I got it working, but I'm using Phoebus' graphic stuff.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Deon on May 18, 2010, 03:19:40 pm
Did you replace tiles of Phoebus with creatures too?

Graphics do not work, you have to use character set to supply creature graphics.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Shaostoul on May 18, 2010, 03:22:17 pm
I may or may not have it working properly... I have to regen the world I was playing on cause of the 04 dealio.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Deon on May 18, 2010, 03:37:37 pm
Note that emergency release raws have all creatures tied to specific tiles so if you try to use it without graphics, better take an older version (1.7.3.).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Shaostoul on May 18, 2010, 03:40:50 pm
Alright, I'll keep that in mind.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Deon on May 18, 2010, 03:52:06 pm
I haven't got any feedback on the soundtrack. Do you like it? If so, I can expand it with more songs. I may use some music from Heroes III game and I have plans for some good Mike Oldfield melodies, I have a few nice remixes sitting in my PC.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Shaostoul on May 18, 2010, 03:55:38 pm
I love the music, it's very fitting. I like that sorta music, so it's enjoyable, even outside of the game.

Haven't found any good artists that do that sort of music. However, I haven't searched very well.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Lancensis on May 18, 2010, 04:01:01 pm
I have plans for some good Mike Oldfield melodies, I have a few nice remixes sitting in my PC.

Anyway to make it start playing Tubular Bells when a dwarf gets possessed (http://www.youtube.com/watch?v=RNgyVliUM3c)?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: BigD145 on May 18, 2010, 06:42:47 pm
The music is fine?

Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Deon on May 18, 2010, 06:44:37 pm
Sorry, I didn't get why did you post the part of the init.txt. Was it an answer on some question?

Or do you mean that you have no sound thus you ask is it fine? :)

It's a combination of soundtracks from Ultima IX and Ultima Online.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: profit on May 18, 2010, 11:32:31 pm
Well Deon your mod looks so awesome, I think it might be one of the mods I will actually play... Better hope it lives up to the hype or its description on my list will be "Mod is teh sux!"

 Hehehe JK Your list entry is safe no matter =)  But still consider it an honor, I have only played maybe 3 mods I didn't make in my years of dorfing.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Shaostoul on May 19, 2010, 12:05:55 am
I don't mean to be picky... But could you do a Mayday or Phoebus tileset to the new version?

Not digging the ironhand...

-edit-

It's not that it sucks completely... but like the floor tiles and walls and the stockpiles... could definitely be better.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: profit on May 19, 2010, 12:31:41 am
He cannot do an graphics version.  The new verison of DF the grapics are broken.  Until it gets squared away everything has to be done inside a font file.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Deon on May 19, 2010, 03:48:55 am
There IS a mayday version. They are totally compatible between 0.31.03 and 0.31.04. You probably misread my previous answer. Just switch GRAPHICS:YES to GRAPHICS:NO.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: profit on May 19, 2010, 08:23:21 pm
Ahh sorry only knew the graphics were broken from reading the 31.04 thread, Didnt know there was already a work around.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Zifnab on May 19, 2010, 10:25:48 pm
I'm going to try my hand at a community fort with the emergent version.
 
http://www.bay12forums.com/smf/index.php?topic=57683.0 (http://www.bay12forums.com/smf/index.php?topic=57683.0)
 
Haven't noticed any unworkable bugs or annoying crashes yet.  Come on over if you feel like claiming a dwarf.
 
Hopefully this community fort will work better than the last one I tried.  That one was just taking off when a freak power surge hit my neighborhood and fried every part of my computer.  That was the only time I've actually seen smoke come out of a desktop.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Deon on May 20, 2010, 05:05:23 am
That's awesome. I am sure the location is gonna be fun, looking at those dead trees and spider webs. Well, at least you have a lot of water to establish underground farms. Don't forget to make a drawbridge ASAP :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: asfghn on May 20, 2010, 04:07:29 pm
AHHHH. AAAHHHHH NEW GENESIS AAAAAAHHHHHHHHH NEW DF VERSION AAAAHHHHHHH.
What does it say about me that I'm more excited about the new Genesis than .04? :P
ONLY THAT I'M DEON'S BIGGEST FANGIRL, OF COURSE.

Speaking of which, hullo, Deon! I'm finally back home 8D so have a raptor! I apologize for how messy the raw may or may not be, it was my first modding attempt. xD
And to answer a question you posted earlier (since yes, I had to read through all the thread pages that I'd missed...) I am in ABSOLUTE LOVE with the soundtrack. I like the original music, but I LOVE what you picked for Genesis's soundtrack. :P
I'm such a fangirl.

Anyway, I'll let you know what I think about the new emergent version as soon as I gen a world and tinker around with it. Thank you once more for being so on top of things and dedicated to the mod! DF's modding world really benefits from people like you <3

Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Deon on May 20, 2010, 04:11:33 pm
Feathered raptors! Awesome :P.

Wow, I have a fangirl? PICS! :D I'm kidding.

I'm glad you enjoy and thanks for raptors.

Also size 680? That's a lot. Looks like allosaurus to me :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Shaostoul on May 20, 2010, 04:23:43 pm
lawls deon has a fangirl. ;P

680 just means all the bigger teeth to eat you with.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: asfghn on May 20, 2010, 04:28:42 pm
Lol, I hadn't been too sure about the size! I was going for more a utahraptor (so, what, a couple metres long?) but I have noooooo idea what value would accomplish that. xD

HELP? :P

OF COURSE YOU HAVE A FANGIRL, THOUGH. Haven't you heard the 'RAH RAH RAH GOOOOOOO DEON!' from the corner every time you upload an update or promise an update or really post ever at all? ;)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: asfghn on May 20, 2010, 05:04:36 pm
Aaand sorry for the doubleposting, but I am FINALLY (finally!) getting on that proofreading I promised you, what, weeks ago? :P
I'll edit this post as I go and bold my changes. :)

Spoiler (click to show/hide)

TA DAAAA. 8D
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Deon on May 20, 2010, 05:44:54 pm
Ahah, good find about all this stuff.

Especially dire wolf one. I think I let it to sneak in when I was updating both mods at once :P.

Also might I ask about
Quote
A small canine found in the badlands

Why THE? I meant badlands in general, not specific ones.

Also why do you use so many commas? I know that would be right in russian, but doesn't english use MUCH less commas?

I am especially worried with:
Quote
however, they cannot celebrate this union, unable to feel anything
comma comma? :D
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: asfghn on May 20, 2010, 06:05:22 pm
I think (though I could be mistaken, haha!) that 'the badlands' means ALL badlands, not just a specific one -- much in the same way that 'the deserts' would mean ALL deserts. To my ear it just sounds kind of wonky without the 'the,' but it could work either way. ;)

Some of them just didn't sound right to me (I'm a native English speaker, currently living in the US, though I'm not claiming to be an expert at the language, lol!), so I was a little nitpicky with them. Those you're more than welcome to disregard my 'fixes.' xD

I LOVE MY COMMAS. I read somewhere once that the comma gives your reader a chance to draw breath, and that's always stuck with me, hehe. I also realize rereading the lost adventurer part you quoted that that probably should be being unable to feel anything... BUT
A comma usually follows the word 'however,' since it's a word that usually (though not always) is leading to a separate thought. And that's why the second comma is there, since "they cannot celebrate this union" is separate from (though related to) "being unable to feel anything."

I hope that makes sense! I'm pretty good at proofreading, but terrible at explaining why I think something sounds better than the alternative. xD I should have paid more attention during the technical parts of English class!





Also I am having trouble getting this new version of DF to look right. 3: The init file is all wonky and new and I don't know how to get my settings from .03 to transfer over. I was using 1280x800 windowed, with an 80x40 grid. Plugging in those values just makes it look huge and stretched and NO BLACK SPACE EVER AHHHHH.

H-help?  :'(


I FIXED IT YEAAAHHHH I'M AWESOME. |D
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Lancensis on May 20, 2010, 06:15:19 pm
Lol, I hadn't been too sure about the size! I was going for more a utahraptor (so, what, a couple metres long?) but I have noooooo idea what value would accomplish that. xD

Uhhhhh...they give Utahraptor's weight at about half a tonne, don't they? That would be size 500 000 (ie. half a million grams)

680 thousand is probably getting into Achillobator (or whatever it's called) territory. If you want the other raptor sizes, I'd say Deinonychus would be about 50 000 (bit smaller than a person or dwarf) and a Velociraptor about...15, 20 thousand maybe? The raptors they had in Jurassic Park were probably about the same weight as a utahraptor, but were stockier, and shorter (they look about 4 metres, wheras utahraptors were about 6)

That raptor you posted is going to be the end of a thousand forts, by the way. Not saying that's a bad thing.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: kilakan on May 20, 2010, 06:20:51 pm

Quote
however, they cannot celebrate this union, unable to feel anything
ya only the second comma is needed, though grammatically the sentence doesn't make much sense in that why or how they are unable to feel anything is unspecified, and thus confuses everything.  It could be:
Quote
however they cannot celebrate this union and are unable to feel anything
or
Quote
however they cannot celebrate this union, because they are unable to feel anything
OR!
Quote
however they cannot celebrate this union making them unable to feel anything
Quote
however they cannot celebrate this union causing them to be unable to feel anything

but that's just my grammar Nazi speaking for today XD
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Shaostoul on May 20, 2010, 06:27:18 pm
All I got to say about grammar and words and all that stuff is, I never hear anyone else say wonky and in my opinion that makes asfghn a keeper. ;)

Anywho!

I'd say keep the raptor larger, the game is already easy as is. A few things that are killable, but fairly strong would be a nice thing. I think that having so many traders is cheating, so the more evil deadly stuff, the better. I know there is good reason to have a huge diversity in plant life, but I feel like I run into too much of it. I really don't think non-farmed plant life should be able to keep a fort of 100 alive. (i play on 5x5-8x8 maps, so there's a lot of plants...)

Yup... that's about it for now.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Deon on May 20, 2010, 06:30:26 pm
All I got to say about grammar and words and all that stuff is, I never hear anyone else say wonky and in my opinion that makes asfghn a keeper. ;)

Anywho!

I'd say keep the raptor larger, the game is already easy as is. A few things that are killable, but fairly strong would be a nice thing. I think that having so many traders is cheating, so the more evil deadly stuff, the better. I know there is good reason to have a huge diversity in plant life, but I feel like I run into too much of it. I really don't think non-farmed plant life should be able to keep a fort of 100 alive. (i play on 5x5-8x8 maps, so there's a lot of plants...)

Yup... that's about it for now.
I haven't changed (not that I could) the total amount of plantlife. I just made it more diverse. So you do not see the same plant growing everywhere. Instead you see different plants.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: cockroachman on May 20, 2010, 06:31:11 pm
Um I am soooo sorry for being lazy (I'm getting my soon to be born son's nursery ready) but I downloaded the new Emergent Release and everything is running AWESOME! The only problem I have is that the dwarves are moving SUPER fast like I designated a 6 square wide - 30 square long tunnel and they dug it out in like 10 seconds! Thats way too fast for me! Is there anyway to slow them down? (Real sorry If this was addressed earlier) 
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Deon on May 20, 2010, 06:34:36 pm
Haha, it's because DF became much faster because of the better optimisation. Do not worry, with time it will get slower and slower. In earlier release it would lead to an unplayable state, now it's ok though.

You could also make some waterfalls or stuff. Liquids flowing and temperature changing really weight down your CPU.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: cockroachman on May 20, 2010, 06:39:52 pm
Awww man.... Ok lol... Thank Yee Anyways... Stupid Dwarves Finish Projects Before i can move on to the next one!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: asfghn on May 20, 2010, 06:45:37 pm
All I got to say about grammar and words and all that stuff is, I never hear anyone else say wonky and in my opinion that makes asfghn a keeper. ;)
AWWWLSDKGHN. This comment alone has made my day <3
Thank you, mysterious stranger! Now I feel all warm and fluffy. 8D

And kilakan, with all due respect as a fellow grammar nazi, none of those either sound or look right to me. Commas are vital in separating different sections of a sentence, which really is just a collection of similar and / or related ideas -- but arguing over this is really just nitpicking. xD It's ultimately up to Deon what he thinks sounds best!

Quote
Uhhhhh...they give Utahraptor's weight at about half a tonne, don't they? That would be size 500 000 (ie. half a million grams)

680 thousand is probably getting into Achillobator (or whatever it's called) territory. If you want the other raptor sizes, I'd say Deinonychus would be about 50 000 (bit smaller than a person or dwarf) and a Velociraptor about...15, 20 thousand maybe? The raptors they had in Jurassic Park were probably about the same weight as a utahraptor, but were stockier, and shorter (they look about 4 metres, wheras utahraptors were about 6)
Oh my God I love you. *HIGHFIVES FELLOW DINOSAUR GEEK* 8D
I AM FALLING IN LOVE WITH SO MANY PEOPLE TODAY IT IS SPLENDID AND MARVELOUS. <3 <3 <3

But as I said, I was going for utahraptor size -- like the velociraptors in Jurassic Park, yes. (I can't help it -- in my head, they are THE raptor for me. And really, what would be more badass than a raptor mount? NOTHING, THAT'S WHAT.) So hmmm, 500k would work for the adult... and I'll figure out fractionally what the chick / juvenile weights would be.

Quote
That raptor you posted is going to be the end of a thousand forts, by the way. Not saying that's a bad thing.
Well, that's what raptors are for, isn't it? ;) After all, it makes them more Fun!
Someday seeing a bloodline game with raptors would be... interesting... to say the least.

Also a great excuse for me to sit back and cackle maniacally. 8D
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Lancensis on May 20, 2010, 08:34:54 pm

But as I said, I was going for utahraptor size -- like the velociraptors in Jurassic Park, yes. (I can't help it -- in my head, they are THE raptor for me. And really, what would be more badass than a raptor mount? NOTHING, THAT'S WHAT.) So hmmm, 500k would work for the adult... and I'll figure out fractionally what the chick / juvenile weights would be.

The ones you posted looked about right. Wikipedia made some throwaway remark about their growth rate proving something or other, and a google search just turns up a load of information about dinosaur-themed disc drives, for some reason. I'd say about 18 months to adulthood for a velociraptor, and probably two or three years for a utahraptor.

Funnily enough, we seem to have very detailed information on Tyrannosaurs.
Spoiler (click to show/hide)

I'd say keep the raptor larger, the game is already easy as is. A few things that are killable, but fairly strong would be a nice thing. I think that having so many traders is cheating, so the more evil deadly stuff, the better.
Large is fine, it's the [FREQUENCY:75] that alarms me. Gargoyles have 25 at the minute, and I've killed over a dozen in my first year at this fort. And they're just [ANY_LAND]; these raptors are [ALL_MAIN] - quite capable of conquering the oceans too, it would seem.

Not that I would want that changed, of course. "Sea Raptor" is a genius concept.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Shaostoul on May 20, 2010, 08:45:05 pm
The tricky thing about dinosaurs is we really don't know for certain... hell we think they either had feather or rough leathery skin...

The whole idea for dinosaur land was to get big... and quick. Mostly because a lot of dinosaurs were alone and/or had much bigger things wanting to eat them.

A raptor would probably grow about as quick as a dog. A great dane/mastiff might be a good comparison. A tall and broad dog.

Weight wise though, the thing would be eating a lot, so if it were possible to make it a creature that hunted everything and in packs. That'd be awesome.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Lancensis on May 20, 2010, 08:53:06 pm
Weight wise though, the thing would be eating a lot, so if it were possible to make it a creature that hunted everything and in packs. That'd be awesome.

I remember how in 40d, the cavern creatures would usually pick fights with nearby animals, but I was never sure what sparked off the conflicts. Might be the [LIKES_FIGHTING] tag, I dunno. Actually, I couldn't say at all. I think I heard that cavern/river creatures were hardcoded to destroy all surface dwellers.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Deon on May 20, 2010, 09:11:32 pm
Fine, I will make raptors (smaller) hunt in groups, and dragon raptors (the size of Asfghn's) to roam in pairs. All go to evil jungle and swamps :P.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Shaostoul on May 20, 2010, 09:25:58 pm
That works! Praise Deon's ingenious. ;P
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Brian7772 on May 20, 2010, 09:42:45 pm
Anyone else have the problem with finder in this version? My computer generates maps in under a minuit but then takes forever go to through finder. It seems like it pauses because if i keep tapping space or esc it goes up steadily. It almost looks like it pauses finder randomly.

And I totally vote for fangirl pics. :P

Oh and deon did you ever have a chance to check that training desk that I sent you?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Deon on May 20, 2010, 10:23:49 pm
Sure I did! I just haven't changed anything yet because library trains most of those skills.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: asfghn on May 20, 2010, 11:55:13 pm
Large is fine, it's the [FREQUENCY:75] that alarms me. Gargoyles have 25 at the minute, and I've killed over a dozen in my first year at this fort. And they're just [ANY_LAND]; these raptors are [ALL_MAIN] - quite capable of conquering the oceans too, it would seem.

Not that I would want that changed, of course. "Sea Raptor" is a genius concept.
I wasn't too sure what to put down for the frequency, and I hadn't yet gotten a feel for what numerical values equate to what rarity -- common, uncommon, rare, and so forth. I agree now that 75 might have been a bit overkill :P Can't throw a dead cat without hitting a raptor!

I vote, though, that Deon should leave my, uh, 'dragon' raptors (and maybe the little ones too) [ALL_MAIN]. ;) Or at least [ALL_LAND] -- thinking of Bob Bakker's novel, Raptor Red, the leading lady (a member of the prestigious U. ostrommaysorum, or more commonly utahraptor) made her home in quite a few places, including what I'm fairly sure was a boreal forest / taiga. I've always imagined them to be plains hunters, as well, and anyway, there are already beakdogs in the swamps. ;P

Really, though, on a less serious note, of course raptors are capable of conquering oceans. Where have you been, Lancensis? :P




Edited to add that I'm especially excited to see Deon's pixelwork for my raptors! I like the little buggers, and I'm all the more fond of them for all the constructive criticism and dino-centric conversations they've spawned in this thread. And, to be frank, Deon's pixel art is out of this world. 8D
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Acanthus117 on May 21, 2010, 12:02:10 am
DEON IS AWESOME

SO ARE ALL YOU GUYS
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: asfghn on May 21, 2010, 12:04:50 am
DEON IS AWESOME

SO ARE ALL YOU GUYS
THANK YOU ACANTHUS, I THINK YOU ARE AWESOME TOO
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Acanthus117 on May 21, 2010, 12:07:10 am
How does making Cthulhu spawn that live in the evil oceans sound?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: asfghn on May 21, 2010, 12:08:59 am
YES
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Acanthus117 on May 21, 2010, 12:09:57 am
Hmmm... I think it'll be easy enough, just tweak the ilithid, give it wings...

:D
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: asfghn on May 21, 2010, 12:30:57 am
YESSSSSSSSSSSS
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Deon on May 21, 2010, 03:04:25 am
I will just make more varieties for different biomes then. Jurassic Park-styled for jungles, feathered for plains and temperate biomes and maybe woolly for tundra/glacier?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Zargen on May 21, 2010, 04:47:09 am
Illithids? Eh, nah. Cthulu spawn in evil oceans should be modified beefed up frogmen. I'll actually work on that right now. Might take me a bit to get through it all though.

And those raptors: Got chewed apart and turned into melted burned mounds of flesh by my iron crab sentrys  :P
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Zargen on May 21, 2010, 05:24:28 am
Finished with the deep one. Have a look, tell me what you think.

Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Acanthus117 on May 21, 2010, 05:42:24 am
AWESOME
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Z1000000m on May 21, 2010, 03:44:58 pm
upset post incoming

i stumbled upon some bugs recently , after applying the 73 patch on a 71 save

i can again make high boots
every flask combusts upon creation and gives blacklung to my legendaries, rendering them pretty useless
weapons and armour have no quality levels

edit stupid firefox messed all my keys...

anyway

you might want to tweak black lung
im fine with a temporary miner resting, but having legendary miners permamently dig slower than proficients and wasting ore ,is annoying to say the least
also, im unaware whats with this, but after 1050 years of genning, the only engrave worthy moment is a ocean titan killing some random people. Civs do not fight with eachother or what?

edit2

also, dodging and swimming takes years to get a level up using the pool and the course, can this be buffed a little?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Lord Shonus on May 21, 2010, 03:57:28 pm
Probably region based. Significant events in the area your fort is located in are more likely to be engraved.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Deon on May 21, 2010, 04:39:43 pm
Well, I plan to remove blacklung totally. It screws the game with the current material bug where items are made out of first avaliable, and yeah until we have antivenins and medicines it may be fine to have it off.

Snakemen and goblins fight other races, sylvan have their ethics as df elves; the only problem may be that nords, osmans and wesmans share the same ethics so there're no wars between them. I think an addition of another evil race (undead?) would buff things up a little. And yeah, usually engravings relate to something close enough to your civ, not region.

Which Genesis bugs did you spot? I haven't touched anything tied to weapon/armor creation (0.31.04 bug?) because I simply can't and it's hardcoded, and blacklung items are caused by another DF bug. I can avoid the second thing by removing black lung, but the first one is not caused by the mod definitely.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Eric Blank on May 21, 2010, 05:35:11 pm
Thanks for implementing the original ASCII version!
I just really like to keep things representative of anything, so that you don't have rock slopes representing your flying manta rays, just an appropriately colored triangle.

Speaking of which flying manta rays would be awesome.

Also, I think it would be cool if you at least did some casting for kobolds, maybe giving them a larger combat-effective caste that's the size of dwarves but takes longer to grow, leaving mental abilities alone, and a normal sized but weaker (removing the physical modifiers) caste that's much more intelligent and provides them their intellectual backbone, then giving them language.

And make them somewhat more aggressive, maybe then their theft that culminates in raids (or siege? extra-tiny midget invasion :P) will be an actual threat, or allow them to conquer and keep something in world gen.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Lancensis on May 21, 2010, 05:51:44 pm

Really, though, on a less serious note, of course raptors are capable of conquering oceans. Where have you been, Lancensis? :P

In a reinforced shack on a desolate island, just waiting for the inevitable....
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Meanmelter on May 21, 2010, 07:24:58 pm
http://www.bay12forums.com/smf/index.php?topic=57830.0;topicseen
Used your mod, mainly my post are what I want you to see Deon ^_^
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Z1000000m on May 21, 2010, 07:50:47 pm
what i meant is that after a few saves i was able to make high boots (i assume i shouldnt be, in most forts i can't) in the fort that later kept crashing
now i have the same thing, and every piece of armor or weapon has no quality (they are all just "material.object")
it's not a bug with the symbols, value shows that they are all crappy quality

also whats with the steel cost? a cost of a non-q steel axe is 1020* (or its just another bug in my fort)

now this all happened after i applied the patch that added the psyh
dont know if the arm and weapons didnt have quality before, was busy smashing every non exeptional piece of furniture
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Deon on May 21, 2010, 08:03:03 pm
Yep I didn't notice any impact on the quality in the new version either.

What made you think that you can't make high boots? Nonsense. There's just a feature of df: if there're different types of some clothing/armor, one of types may be unavaliable for a civilization. Thus you were unlucky with high boots.

Quote
Thanks for implementing the original ASCII version!
Speaking of ASCII, 1.74 is not ascii, it is pure graphics, and I've spent tons of time applying those cool Ironhand's plant graphics :). I will make two versions of 1.75, with graphics and ascii.

http://www.bay12forums.com/smf/index.php?topic=57830.0;topicseen
Used your mod, mainly my post are what I want you to see Deon ^_^
Sorry, I didn't see a mention about my mod. Which post relates to it? Do you mean the one with elves taking over the world? Which elves, sylvan elves I suppose? What's up with dusk elves, did they die off? And Ezrakim elves?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Repulsion on May 21, 2010, 08:07:12 pm
  Hey, so I downloaded the pseudographic set, and noticed it had a prepackaged copy of DF on it, so I started it up, and... the window is way to big. Anyway I can shrink it, or something?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Deon on May 21, 2010, 08:10:19 pm
Oh sure, that's just wrong init setting which fits my widescreen. Go into /data/init/init.txt and set up the resolution or the number of tiles you need (windowed and/or fullscreen). If you can't find the lines, they are:
[WINDOWEDX:64]
[WINDOWEDY:40]
[FONT:ironhand.png]

[FULLSCREENX:64]
[FULLSCREENY:40]
[FULLFONT:ironhand.png]

P.S. If the numbers are big (i.e. 1280 and 1024) the game thinks it's resolution, if they are low (like in this example) they are the number of tiles X and Y.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: ProZocK on May 21, 2010, 08:12:58 pm

I vote, though, that Deon should leave my, uh, 'dragon' raptors (and maybe the little ones too) [ALL_MAIN]. ;) Or at least [ALL_LAND] -- thinking of Bob Bakker's novel, Raptor Red, the leading lady (a member of the prestigious U. ostrommaysorum, or more commonly utahraptor) made her home in quite a few places, including what I'm fairly sure was a boreal forest / taiga. I've always imagined them to be plains hunters, as well, and anyway, there are already beakdogs in the swamps. ;P

Really, though, on a less serious note, of course raptors are capable of conquering oceans. Where have you been, Lancensis? :P


I cant believe it... First time I get to meet(kinda) someone who read Raptor Red as well. Awesome book.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Lancensis on May 21, 2010, 08:20:08 pm

I vote, though, that Deon should leave my, uh, 'dragon' raptors (and maybe the little ones too) [ALL_MAIN]. ;) Or at least [ALL_LAND] -- thinking of Bob Bakker's novel, Raptor Red, the leading lady (a member of the prestigious U. ostrommaysorum, or more commonly utahraptor) made her home in quite a few places, including what I'm fairly sure was a boreal forest / taiga. I've always imagined them to be plains hunters, as well, and anyway, there are already beakdogs in the swamps. ;P

Really, though, on a less serious note, of course raptors are capable of conquering oceans. Where have you been, Lancensis? :P


I cant believe it... First time I get to meet(kinda) someone who read Raptor Red as well. Awesome book.

I dunno. I've heard a few people mention it recently. Funny coincidence, I suppose.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Meanmelter on May 21, 2010, 09:37:58 pm
Sylvan elves. Looking into the legends, appears the Dusk Elves never existed (it was a medium map)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: asfghn on May 22, 2010, 01:01:24 am
I cant believe it... First time I get to meet(kinda) someone who read Raptor Red as well. Awesome book.
Hee! Yeah, I haven't met too many other people who've read it, either. Raptor Red lovers unite! /FISTPUMP

Quote from: Lancensis
In a reinforced shack on a desolate island, just waiting for the inevitable....
http://xkcd.com/155/ :P
On a more serious note, Lancensis should totes pick up Raptor Red. Then we can make a tiny Bakker fanclub, within the somewhat larger Deon / Genesis fanclub. 8D

Also, Deon, I think the idea of feathered plain raptors / woolly (YESSSSS) arctic raptors / etc etc is a fantastic idea! CANNOT WAIT.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Deon on May 22, 2010, 05:18:14 am
Raptor Red?
(http://upload.wikimedia.org/wikipedia/en/e/e3/Raptorred.jpg)

(http://www.ozon.ru/multimedia/books_covers/1000927773.jpg)

I'll read it! :) Thanks.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: asfghn on May 22, 2010, 06:28:50 am
YESSSSS.

Getting Deon to read Raptor Red makes me about as excited as a new version release, so TONIGHT'S A GOOD NIGHT FOR MEEEE. |D
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.6 ϟ] - enter snakemen! (now with ASCII)
Post by: Koji on May 22, 2010, 07:58:56 am
Skunk was made by Koji. All thanks for vomiting hunters go to him :).

I still crack up when I see a skunk fight in my games. People vomit so much in this version.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Lancensis on May 22, 2010, 09:32:58 am
On a more serious note, Lancensis should totes pick up Raptor Red. Then we can make a tiny Bakker fanclub, within the somewhat larger Deon / Genesis fanclub. 8D

Pick it up? I'm pretty sure I still have a copy. I got it as a birthday present for a friend, but she misinterpreted it as me just lending her it...for some reason. Been a couple years since I last read it, so it's probably buried as deep as....well...the protagonist.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Repulsion on May 22, 2010, 03:41:36 pm
  Okay, I got a few questions. When you start the copy of DF that is already in the download, is it windowed or full screened? And also, I keep changing the windowed settings, but it always ends up kinda short vertically and way to long horizontally. Help?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Meanmelter on May 22, 2010, 03:52:03 pm
Such a lovely mod.
  Okay, I got a few questions. When you start the copy of DF that is already in the download, is it windowed or full screened? And also, I keep changing the windowed settings, but it always ends up kinda short vertically and way to long horizontally. Help?
On the wiki, there is a calculator that will help you determine what you should set it at in the 'INIT' file.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Ivar360 on May 22, 2010, 04:04:29 pm
Such a lovely mod.
  Okay, I got a few questions. When you start the copy of DF that is already in the download, is it windowed or full screened? And also, I keep changing the windowed settings, but it always ends up kinda short vertically and way to long horizontally. Help?
On the wiki, there is a calculator that will help you determine what you should set it at in the 'INIT' file.

2 of 'em even :)
http://www.vaevictus.net/dfcalc.html

http://pkf.olivepeak.com/dwarfcalc.html
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: dudemauler on May 22, 2010, 11:48:29 pm
I really like this mod, but I want just the custom workshops. Could you give me a replacement for one of the raws so I can use your awsome custom workshops?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Peasant on May 23, 2010, 02:03:26 am
I was playing a nord adventurer and got a quest by the thane and queen to slay a frost wyrm. Remembering how easy it was to kill a dragon and hydra in regular dwarf fortress, i thought this was going to be easy. I was wrong, oh so wrong.

Not long before the frost wyrm appeared, it bit and clawed my axeman to pieces. I heroically leaped towards it, wounded it but got stuck in it's frozen breath. Did i mention that i lost my sight and got sensory and motor nerve damage during the battle? I started crawling home, but i was completely frost bitten. I would have made it safely back home if those pesky giant ants wouldn't have ambushed me. I barely even hit those ants since my eyes were clawed out. I was frozen solid while running away from the ants.

Also: How are you supposed to kill a balor? Just throw/shoot at it? Can you block the fire breath? Last time i faced the balor, he promptly melted my adventurer to death.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Deon on May 23, 2010, 06:30:04 am
Balors have common dragonbreath. With enough shield skill you can block it with ease.

Frost wyrms though breathe cold which changes the temperature, so you cannot block it. You have to sneak to it and shoot it, that's how I killed them. They may be too deadly for a fortress though, so pitfalls is the best option.

I really like this mod, but I want just the custom workshops. Could you give me a replacement for one of the raws so I can use your awsome custom workshops?

Grab all building_***.txt and reaction_***.txt files, then seek the one you want and add them in your entity_default.txt to dwarves this way:

[PERMITTED_BUILDING:THEATRE]
...
[PERMITTED_REACTION:TRAIN_AXE]
...

Et cetera.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Deon on May 23, 2010, 06:33:34 am
Finished with the deep one. Have a look, tell me what you think.

Spoiler (click to show/hide)
I'm taking it. The only problem here is that depth 4:6 won't work. You get maximum 3 layers of caverns.

And why did you use "FEATURE_ATTACK_GROUP"?

What the hell is "COLOR:6:0:6"?

Etc. :P Some proofreading would be nice, but I am still glad that you want to help.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Acanthus117 on May 23, 2010, 06:37:52 am
Deon, did I remind you that you are awesome?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: GaxkangtheUnbound on May 23, 2010, 12:28:54 pm
Finished with the deep one. Have a look, tell me what you think.

Spoiler (click to show/hide)
I'm taking it. The only problem here is that depth 4:6 won't work. You get maximum 3 layers of caverns.

And why did you use "FEATURE_ATTACK_GROUP"?

What the hell is "COLOR:6:0:6"?

Etc. :P Some proofreading would be nice, but I am still glad that you want to help.
Feature_attack_group is for subterranean humanoids. It seems to make them work together to accomplish objectives.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Deon on May 23, 2010, 12:51:48 pm
Not really, I think it relates to camps. It's an old token from 2d which appeared back.

Anyway, I am a bit tired now but I have a new version ready. I will upload it soon.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Zargen on May 23, 2010, 04:55:38 pm
Dont know how colors work for ASCII graphic tiles so honestly just threw two numbers on and hoped for the best  :P

feature_Attack_Group is related to animal men found underground. Since I figured deep ones would show up pretty far in the subterranean area I added it in there, figured it wouldn't hurt >.o

And I thought editing the world generator to make the underworld bigger lead to more layers? Or does it just make the 3 layers more expansive :p


Edit - Went and checked the wiki on FEATURE_ATTACK_GROUP. It used to be very important in the 2D version of DF. Then became useless in 40D. And is somehow important again on animalmen in DF2010, not sure how though.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Deon on May 23, 2010, 06:51:49 pm
There're only three cavern layers, but there may be multiple caverns in a single layer.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: dudemauler on May 23, 2010, 08:16:59 pm
I got a coupla questions. what does the gateball field train, where do you get the "human fortress" tabletop game for the gaming table, what does the gaming table train, and how do you sort out the different castes?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Zargen on May 23, 2010, 08:21:34 pm
Deep Ones theoretically would only show up on the cavern layer that has water in it. Is it random or fixed for where the underground rivers show up?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Zargen on May 23, 2010, 08:22:43 pm
Edit - Just noticed I had already put SUBTERRANEAN_WATER for their biome anyways. so it wouldn't matter where they pop up as long as it has water >.o edited to show up in 1:3.
Changed color to 6:0:0 and the letter they show up as to "d"...for deep one :P What is the color code for a light blueish color?
Edit Edit - And one last thing, tested in the arena and for the most part they just prefer to strangle and wrestle things to death. Is there a way to assign priority to attacks like claws and bites>wrestling?

Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.74 ϟ] - emergent release (new graphics)
Post by: Zargen on May 24, 2010, 05:42:09 am
I tried making the deep one favor mauling you with its claws over trying to strangle. but no such luck. It still wont claw you - just grab hold on occasion and attempt at breaking bones(which its really good at). Though I did switch it's bite attack over to it's main (I just tore off a stone dwarve's hand with a bite). If someone can help me figure out how to set it to use it's scratch attack instead of trying to grab I'd appreciate it. In other news, few minor tweaks. Aside from the problem with it trying to manhandle dwarves instead of giving them a savage mauling - it's a reasonably dangerous foe. It can certainly kill your civilian dwarves quickly if they're not careful. But shouldn't be too big of a problem against a well-organized military. or a good trap. Latest edition is below.

Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on May 24, 2010, 10:06:12 am
- 1.8: added dragon raptors (thanks Asfghn) and raptors, added Deep Ones (Zargen); added altars (Altar of War and Altar of Nature)

Altar of Nature: Sacrifice remains (takes a vermin corpse, has a chance to give a moonberry seed); sacrifice ash (takes ash, has chance to give wood)

Altar of War: Sacrifice a weapon (takes a weapon, has a chance to give gold and steel bars and a rare chance for an artifact weapon, 11 artifact types so far).

Also ASCII version is up too.

Enjoy!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Lancensis on May 24, 2010, 10:34:12 am
Artifact weapons? Wow. Do they have names/decorations?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on May 24, 2010, 10:56:11 am
You cannot make decorated weapons through reactions, so they are very powerful weapons made of steel with unique names, that's all. Sadly no quality levels :(.

- Scimitar of Viper Lord
- Sword of Champion
- Dread Claymore
- Whip of Hell Slaver
- Flail of Soul Reaper
- Pick of Mountain King
- Morningstar of Heavens
- Hammer of Cloud God
- Maul of Armok
- Axe of Giants
- Pike of Dragonslayer

I plan to add a few dozens more but not to place them somewhere so they would be able to be made through weaponswith moods only.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Lord Shonus on May 24, 2010, 11:23:44 am
Is it possible to have the same type of reaction added to a computer civ and have the rarity work correctly? If so, a set of themed weapons for each race would be really cool.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on May 24, 2010, 11:27:16 am
If you add weapons, I think they use it anyway. It may work as for clothing though, I just haven't tried. But it's not what you want, it would still be: either they have it or not. So either they won't have those or anyone of them may have tons of it, so it wouldn't work for artifacts.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Lancensis on May 24, 2010, 11:49:45 am
You cannot make decorated weapons through reactions, so they are very powerful weapons made of steel with unique names, that's all. Sadly no quality levels :(.

- Scimitar of Viper Lord
- Sword of Champion
- Dread Claymore
- Whip of Hell Slaver
- Flail of Soul Reaper
- Pick of Mountain King
- Morningstar of Heavens
- Hammer of Cloud God
- Maul of Armok
- Axe of Giants
- Pike of Dragonslayer

I plan to add a few dozens more but not to place them somewhere so they would be able to be made through weaponswith moods only.

Ahhhhh. You sneaky devil. Very clever.
They'll show up in the demonic fortresses too, I believe, but that seems fitting, anyway. In fact, it'd be far more interesting if ONLY the custom weapons showed up there, but never mind.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: darkedone02 on May 24, 2010, 03:39:44 pm
this is strange, I have 3 miners, 2 of them have suffer from this constant state of dizzyness and leads bloody trails of blood, since I have [speed:1] set on my dwarfs, there dizzyness status reduce their speed to default speed (i don't know the default speed of dwarfs)... and the dwarfs are not getting cured for this nor is my doctor trying to dress there wounds to remove them from their constant state of dizzyness.

almost 1/3 of my fortress is covered with blood, mostly the bloody is covered near the entries and my farm fields. Not only that, my custom workships such as the crematation workshops won't save correctly, after I load up my save, my cremator turns to mini-trade depots... carry my finished goods such as bracelets and other crafts...
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: dav on May 24, 2010, 03:42:42 pm
This is a feature, not a bug; check out the blacklung description.
(I personally think it's overpowered right now, and have modded it back for my personal use.)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: darkedone02 on May 24, 2010, 03:47:02 pm
This is a feature, not a bug; check out the blacklung description.
(I personally think it's overpowered right now, and have modded it back for my personal use.)

so is my custom buildings such as the cremation workshop automatically turns to mini-trade depots a feature as well when you load up your save?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: dav on May 24, 2010, 03:54:50 pm
No, that's a bug!  Custom workshops are a little bit wonky now.  Constructing/deconstructing seems to fix things, usually for the long term, but every so often, things will devolve.  It doesn't seem to be particular to Genesis, and there's reports in the bug tracker.
Mine just turn useless, though, and change tiles, with the new title "Custom Workshop" - they don't turn to depots.  So maybe you have a shiny version of the bug?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: darkedone02 on May 24, 2010, 03:57:02 pm
probably because my trading depot is nearby the graveyard and cremation workshop that causes that to happen.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on May 24, 2010, 05:01:11 pm
Save-loading fixed it for me. But not always. Just save and reload.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: jasonxfri13th on May 24, 2010, 06:13:55 pm
Are the changes save game compatible?
Except I guess there would not be any of the new animals.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Zargen on May 25, 2010, 04:10:44 am
Going to release another version of the Deep One soon, did a lot of little tweaks to get it more in line with an actual deep one.
Notes -
Tweaked to be a little bit bigger.
They actually claw you now! FINALLY! They still wrestle, but they grab a lot less now.
They also love to bite - tweaked to add fangs to them.
Kick allocated to secondary
Some body structure shuffling, nothing noticeable except for the change from hands to claws.
Removed ears/nose.
Big increase in speed while in water due to well...living there.

Hey! Altars and Raptors version? What? No love for deep ones!? You better stay away from the water my friend >:I

Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Medicine Man on May 25, 2010, 07:34:43 am
At last i can make an altar and chain a giant toad to it to make an altar to toady one!!!!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on May 25, 2010, 08:03:05 am
I want to make a whole lovecraftian-style release now. The carps are not deadly anymore... So what?

So you can think that you're the first one who made the step :P. And you're in credits.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: bongotastic on May 25, 2010, 08:08:55 am
Hi, I want to try this mod (which I briefly did already). Although I think that the visuals look great, I guess that I'm getting crusty and would rather play with the Anniki tileset (close to ASCII, but square and with clear stairs/ramp symbols).  Will I be losing a lot (other than eye candy) by pimping down the graphics?

Thanks!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on May 25, 2010, 08:39:22 am
Use the ascii version, it should work perfectly with anniki tileset if you configure it in init.txt.

Yeah you will lose a lot of stuff like trees with falling leaves and lots of colorful plants, but if it's not too important just grab the ascii version and install whatever tileset you like on top of it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Z1000000m on May 25, 2010, 09:01:14 am
i asked once, but the answer wasnt exactly what i expected

so im going to ask a pretty straight one

blahblah i was wrong

however, gotta ask if you nerfed the armor and weaponsmiths
they make alot of shitty items
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Lancensis on May 25, 2010, 09:21:21 am
I want to make a whole lovecraftian-style release now. The carps are not deadly anymore... So what?

So you can think that you're the first one who made the step :P. And you're in credits.

Oh aye? You mean a Cthulthu mythos mod, or a mod in the style of Lovecraft?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on May 25, 2010, 09:31:14 am
I mean to add lovecraftian monsters do DF water. To make it dangerous again.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Lancensis on May 25, 2010, 09:48:09 am
Huh, I've a list of about 150, 200 Lovecraft/Hodgson style monsters I've come up with, which I've been meaning to add. Heh. And I've gotten around to about...2, thus far. Was it Underground water, or water in general?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Acanthus117 on May 25, 2010, 12:21:16 pm
Both'd be frickin' awesome.

Hey, what's your take on Cthulhu spawn?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Lancensis on May 25, 2010, 12:28:52 pm
Both'd be frickin' awesome.

Hey, what's your take on Cthulhu spawn?

Mine or Deon's? They'd have to be a Civ, I guess. One that didn't reproduce, and died out 200 million years before you started playing. I don't think they were described in any great detail, so I guess anything goes, really.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Acanthus117 on May 25, 2010, 12:30:07 pm
Hmm.

Man, I'd love to see some Yithians, or some of those guys from Mountains of Madness, whatever they were called.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Lancensis on May 25, 2010, 12:42:54 pm
The Elder Things might make a good playable race. Perhaps the Great Race of Yith, although you can't really do much of what makes them special (That's why I prefer making creatures from scratch, as opposed to trying to fit existing ones into DF rules). What I was thinking of that would be pretty good is
Spoiler (click to show/hide)

Thing about Lovecraft monsters and races, is there's something of a power imbalance (hell, that's the idea). You could set Tcho-Tchos or Deep Ones as a marauding race, but The Elder Things could wipe out their entire species with a brace of Shaggoths.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Acanthus117 on May 25, 2010, 12:46:54 pm
Oh gosh, Shoggoths...

*imagines cultist dwarves riding war shoggoths into battle against goblins*

AWESOME

Too bad we can't make our dwarves go insane from seeing Elder Things and shit.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Ratbert_CP on May 25, 2010, 12:53:07 pm
Oh gosh, Shoggoths...

*imagines cultist dwarves riding war shoggoths into battle against goblins*

AWESOME

Too bad we can't make our dwarves go insane from seeing Elder Things and shit.

By definition, your dwarves have already failed numerous sanity checks by the time they've arrived to found a fortress...  A little cosmic dread isn't going to phase a pioneering dwarf.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Acanthus117 on May 25, 2010, 12:55:00 pm
But still, madness would be cool.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Lancensis on May 25, 2010, 01:05:39 pm
Well, in my experience, the quickest way to send a dwarf nuts is with smoke and miasma, which a creature can create indirectly by dropping burning shit, or rotting shit.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on May 25, 2010, 04:02:22 pm
Oh yeah, some lovecraftian monstrosities for evil glaciers would be cool. Right now glaciers are lacking IMHO, especially evil ones.

I will look what can I come up with regarding to Altar of Armok for the next release.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Lancensis on May 25, 2010, 04:33:42 pm
Well, Lovecraft had Wendigos, which are always pretty fun, and giant obnoxious but otherwise harmless penguins. The Shoggoths were at the antarctic too.
If you want to look further afield, Clark Ashton Smith wrote a good story called "The Coming of the White Worm" which had an evil god in the form of a giant freezing worm, with eyes made out of blood. Uh...there was a good monster in Native American mythology called the Baykok, which was a giant ogre with transparent skin - that could go well in a cold area.

What about an ancient Great Old One that's been unfrozen from a Glacier, and now roams about up there?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on May 25, 2010, 04:45:14 pm
About Great Old One?

That's what my hero from a tiny browser game just said:

Quote
I've made a little comparison between the Great One and boozing. I mean, my head aches from both of them, but I think boozing is more pleasant.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Lancensis on May 25, 2010, 04:54:57 pm
Heh. Why don't you make a monster that's at the minimum temperature possible? I DARE YOU

EDIT: A giant grey monster that's from a distant planet that orbits a dead sun, so it's trying to suck in all the heat it can. No eyes, just a giant mouth, and it crawls on its hands and knees.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: jasonxfri13th on May 25, 2010, 05:54:16 pm
If you update your version without making a new world/fortress, what things will work and what won't?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on May 25, 2010, 05:55:23 pm
New custom buildings with reactions do not appear and new animals too... Changes to existing stuff work though.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Zargen on May 25, 2010, 09:08:29 pm
flying polyps would be so epic. Dont know how you would make it so they're "invisible" though. making it so they hide doesn't really cut it.

Shoggoths on the other hand are easy mode for making available. basic blob body, six tentacles, four eyes. giant blood-sucking lamprey mouths.

IMO, an epic idea would be a glacier-only civilization of neanderthal men. Or go the way of warhammer and make Chaos Raiders from the frozen wastes complete with mutation castes.
Pestilence Raiders - Rotting behemoths that spew miasma and feel no pain
War Raiders - Giant hulking brutes with two-handed weapons and heavy armor
Magic Raiders - Fire, Ice, Lightning. Whatever you want them to throw at people!
Pain Raiders - Crippling and agony inducing weapons, really fast buggers.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: asfghn on May 26, 2010, 03:25:05 am
added dragon raptors (thanks Asfghn) and raptors
AHHHHH, FANGIRLING YOU SO HARD RIGHT NOW. <3 <3 <3

CANNOT WAIT TO GENERATE A NEW WORLD AND PIMP OUT MY FORT WITH SOME GUARD RAPTORS, YEAAAHHHHH

By definition, your dwarves have already failed numerous sanity checks by the time they've arrived to found a fortress...  A little cosmic dread isn't going to phase a pioneering dwarf.
I lol'd.

Also edited for like the millionth time to add that HMMM, A PLAYABLE RACE OF SENTIENT RAPTORS WOULD BE AWESOMESAUCE.

I should probably be going to bed if I am seriously considering / endorsing thoughts like these. :I
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Zargen on May 26, 2010, 05:28:42 am
Honestly >_> dont see why the raptors would need to be playable let alone a civilization. I mean, it wasn't too long ago Deon added the enemy civilization of snakemen. More/less the same thing.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Peasant on May 26, 2010, 05:42:06 am
Did you know that naga saliva makes you nauseous? I discovered this after i bit a giant ant with my black naga, sucked its blood and injected naga saliva into the giant ant ichor.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on May 26, 2010, 09:09:17 am
Ugh, it should cause paralysis. Probably your target was too big or resisted it well.

And yeah, snakemen has lizardmen as one of their castes, so technically it would be the same thing as raptor-people. You should already be happy, Asfghn ;). Why did you pick such a strange name?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Zifnab on May 26, 2010, 10:13:30 am
I just generated a 2000 year world using Genesis 1.8.  I was hoping for some epic wars, but instead I got an interesting dwarven civ.

I'd be interested is doing a community fort with it, but I just started one not too long ago.  But if there is any interest, possibly a community/succession game?  Just thought I would post it here first before actually setting up a thread in the comm games part of the forums.

Here's the world history info for the civ:
Spoiler (click to show/hide)

They founded a city in year 1.  It was destroyed in year 5 by a goblin civilization led by a
Spoiler (click to show/hide)
They have no other cities.  And yet almost 2000 years later they appear to still be going strong.  In legends mode they routinely appoint kings, queens, generals, liasons, and diplomats.

I generated the world with:
Spoiler (click to show/hide)

Embarking on the mountainhome site using embarkanywhere, there is already well over 700000 in created wealth.  So FUN beasties should come after only a few trade seasons.

Do you think that without having a city, caravans would still come?  I've played with dead civs before where they never do, but I've never seen a civilization in exile.

Also, as there has been a lot of Lovecraft talk lately, take a look at the worship list of one of the other dwarven civs in this game.

Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on May 26, 2010, 10:26:53 am
I like how the first king worshipped the deity of war, but after he died and they lost their only city all others no longer believed in the war god who betrayed them and started to worship the deity of blight, trying to please him. I think they were a rogue nation of necromancers after all :P.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Lancensis on May 26, 2010, 10:50:51 am
  Cog the Castle of Biting, deity: fortresses, war, death

I want this in every game. A giant God that looks like a fortress to fool immigrants, and then bites them to death. It's symbolic of the whole process of emmigration.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Meanmelter on May 26, 2010, 08:03:52 pm
0.o I got a dwarven god that takes the form of a forgotten beast?

And I think there was another one about some vomit giant?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on May 27, 2010, 02:56:42 am
Forgotten beasts can trick living races to think that they are an avatar of one of their gods.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Zifnab on May 27, 2010, 08:59:12 am
I just generated a 2000 year world using Genesis 1.8.  I was hoping for some epic wars, but instead I got an interesting dwarven civ.

I'd be interested is doing a community fort with it, but I just started one not too long ago.  But if there is any interest, possibly a community/succession game?  Just thought I would post it here first before actually setting up a thread in the comm games part of the forums.

I went ahead and started up a thread for a succession game.

http://www.bay12forums.com/smf/index.php?topic=58190.0

Its still in the formulative stage at this point.  I need a fortress name and six more starting dwarves.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on May 27, 2010, 01:27:29 pm
Just about time. You picked a right version when I removed Blacklung from the original DL :P. Now your fortress won't become a pile of blood-vomiting monstrosities like in some zombie nightmare :P.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Zifnab on May 27, 2010, 01:33:47 pm
Actually I kept it in.  Only modification to 1.8 that I made.  Raised the boiling temp and got rid of fixed temp though.  I'm going to try to weaponize it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on May 27, 2010, 01:36:11 pm
Ah that may be fine :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: ThtblovesDF on May 27, 2010, 02:25:03 pm
Sooo err... I guess I will look stupid for this, but ... where the hell did the magma smelter and magma blacksmith go? (in the build menu???)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Haspen on May 27, 2010, 02:55:54 pm
Sooo err... I guess I will look stupid for this, but ... where the hell did the magma smelter and magma blacksmith go? (in the build menu???)

Did you found magma already? :P
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: LordShotGun on May 27, 2010, 06:24:31 pm
How would I go about adding your dwarf casts to the civ forge mod? I have previously made it clear that I like the civ mod better but I find your dwarf casts to be most intresting.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Lancensis on May 27, 2010, 06:44:41 pm
How would I go about adding your dwarf casts to the civ forge mod? I have previously made it clear that I like the civ mod better but I find your dwarf casts to be most intresting.

Just replace the raw entry for dwarves in Civ Forge with the one from Genesis, which is to be found, in creature_genesis (I wanted to post it, but it exceeds the forum post limit, sorry)

This is assuming that the dwarf creature in civ forge uses the vanilla name (I'm sure it will). And bear in mind flattery tends to get you further than honesty when asking for something.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on May 27, 2010, 07:09:30 pm
I think I already told you about that. And yeah, just replace the dwarf entry.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Praetyre on May 27, 2010, 07:50:30 pm
I am interested in running this mod in fullscreen, without the annoying effect whereby tiles appear "taller" than they are "wide". Is this a bug in my system, or are there init settings that can be altered to achieve this effect? (If it helps, my monitor's native resolution is 1280x1024).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on May 27, 2010, 08:05:43 pm
Scroll the mouse until you achieve the desired tile size.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: ProZocK on May 27, 2010, 08:21:40 pm
Awesome mod, really, right up there with dig deeper.
Sorry if this has already been asked but... My cave turtles are not breeding, how can I fix that?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on May 27, 2010, 09:05:20 pm
*facepalm* I thought I've fixed that.

Open creature_genesis_reptile.txt, the first creature is cave turtoise. All you need to do is to add [CHILD:1] to it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: JusticeRings on May 27, 2010, 10:32:43 pm
Is the metal smiths forge the all around forge now? cant find any others in the building menu. And how the hell do I get my army guys to equip training weaponry and actually train with it? Is there a way to get my army guys specifically to use training dummy and obstacle course? right now it is just random who shows up to use it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: ProZocK on May 27, 2010, 11:25:18 pm
*facepalm* I thought I've fixed that.

Open creature_genesis_reptile.txt, the first creature is cave turtoise. All you need to do is to add [CHILD:1] to it.

Thank you sir, will do!
Thanks again for this awesome mod!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on May 28, 2010, 07:14:43 am
Is the metal smiths forge the all around forge now? cant find any others in the building menu. And how the hell do I get my army guys to equip training weaponry and actually train with it? Is there a way to get my army guys specifically to use training dummy and obstacle course? right now it is just random who shows up to use it.
P (workshops profile) allows you to tie specific dwarves to ANY workshop. Same applies to crematory, altars and other workshops.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: LordShotGun on May 28, 2010, 09:17:32 am
I think I already told you about that. And yeah, just replace the dwarf entry.


/facepalm

Well yeah you told me the same thing that the guy above said. Perhaps I should be more clear.

HOW DO I GET YOUR CASTE DWARVES INTO THE CIV FORGE MOD IN A SIMPLE STEP BY STEP PROCESS THAT SOMEONE WHO DOES NOT MOD COULD UNDERSTAND.


Also
And bear in mind flattery tends to get you further than honesty when asking for something.

I dislike ass kissing to get my way and I hope that this post comes out less dickish then it sounds. I am not trying to be mean or angry but I am rather frustrated by not only this topic but others where I ask for help and people expect me to know what they are talking about when I do not venture into the raws very much if at all.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Lofn on May 28, 2010, 12:00:25 pm
I think I already told you about that. And yeah, just replace the dwarf entry.


/facepalm

Well yeah you told me the same thing that the guy above said. Perhaps I should be more clear.

HOW DO I GET YOUR CASTE DWARVES INTO THE CIV FORGE MOD IN A SIMPLE STEP BY STEP PROCESS THAT SOMEONE WHO DOES NOT MOD COULD UNDERSTAND.


Also
And bear in mind flattery tends to get you further than honesty when asking for something.

I dislike ass kissing to get my way and I hope that this post comes out less dickish then it sounds. I am not trying to be mean or angry but I am rather frustrated by not only this topic but others where I ask for help and people expect me to know what they are talking about when I do not venture into the raws very much if at all.

People are not inclined to offer assistance when you behave like you are entitled to having your hand held and being walked through the process without bothering to attempt to do so yourself.

Go into creatures_standard.  Delete the dwarf entry.  Copy the dwarf entry from this mod.  Paste it into the space where the original dwarf entry used to be.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Lord Shonus on May 28, 2010, 12:40:57 pm
The link for the ASCII version in the op points to the wrong file. Currently, it points to
http://dffd.wimbli.com/file.php?id=2366
The ASCII version of 1.8 is at
http://dffd.wimbli.com/file.php?id=2404
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: LordShotGun on May 28, 2010, 01:34:02 pm
I think I already told you about that. And yeah, just replace the dwarf entry.


/facepalm

Well yeah you told me the same thing that the guy above said. Perhaps I should be more clear.

HOW DO I GET YOUR CASTE DWARVES INTO THE CIV FORGE MOD IN A SIMPLE STEP BY STEP PROCESS THAT SOMEONE WHO DOES NOT MOD COULD UNDERSTAND.


Also
And bear in mind flattery tends to get you further than honesty when asking for something.

I dislike ass kissing to get my way and I hope that this post comes out less dickish then it sounds. I am not trying to be mean or angry but I am rather frustrated by not only this topic but others where I ask for help and people expect me to know what they are talking about when I do not venture into the raws very much if at all.

People are not inclined to offer assistance when you behave like you are entitled to having your hand held and being walked through the process without bothering to attempt to do so yourself.

Go into creatures_standard.  Delete the dwarf entry.  Copy the dwarf entry from this mod.  Paste it into the space where the original dwarf entry used to be.

Thank you, that it all I wanted to know. Now was that so hard? Sigh...I apologise for my previous posting that may have offended anyone but can you see how this could be at least slightly frustrating? This is not the first time I asked for help and I just got the same answer 3 times.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Psieye on May 28, 2010, 01:59:43 pm
Quote
Sigh...I apologise for my previous posting that may have offended anyone but can you see how this could be at least slightly frustrating? This is not the first time I asked for help and I just got the same answer 3 times.
It's the scholar's dilemma: how much do you assume the other person knows or is willing to find out? Modders are inherently scholars to an extent - academics who don't hold back when they want to learn and who then want to do something with that knowledge. In a modding sub-forum, everyone assumes the readers by default have a degree of scholar's thirst in them. It's hard for a scholar to give step-by-step instructions because of the annoying prickling feeling that they're dumbing it down too much just in case the other side already knew some/most of it already.

So yeah, it's one of those odd cases where people trying to be polite end up being impolite.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: JusticeRings on May 28, 2010, 03:28:43 pm
Not to mention the whole "Was that so hard?..." thing is pretty condescending to people you are asking for assistance from.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Lofn on May 28, 2010, 06:14:30 pm
Thank you, that it all I wanted to know. Now was that so hard? Sigh...I apologise for my previous posting that may have offended anyone but can you see how this could be at least slightly frustrating? This is not the first time I asked for help and I just got the same answer 3 times.
That's because if you are on a modding forum, it's assumed that you know the basic mechanism of modding.

The condescension is not appreciated.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Daywalkah on May 28, 2010, 06:39:13 pm
LordShotGun: Shaostoul didn't make this guide for nothing, and I just updated the modding guides section of the wiki today so a link to the guide appears. (http://df.magmawiki.com/index.php/Shaostoul's_Guide)

And a mod thread is not necessarily a place to ask all of your questions, only if they're related to the topic of the thread. Hence Modders' Workshop, Shaostoul's Modding Guide, and Deon's old modding experience thread (that died unfortunately).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Dbuhos on May 29, 2010, 02:46:24 am
How to remove the puzzle things ? They annoy the fuck out of me.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Lancensis on May 29, 2010, 07:41:26 am
How to remove the puzzle things ? They annoy the fuck out of me.

Puzzle...boxes? Just go into the text file entity_default and delete all instances of [TOY:ITEM_TOY_PUZZLEBOX] and no civilization will be able to make, or bring them. If you want to remove them from existence itself, go to item_toy and delete the puzzlebox entry.

That was what you were asking, right?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Dbuhos on May 29, 2010, 07:50:05 am
Yup, they were everywhere ! :D
Thanks.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on May 29, 2010, 08:41:57 am
The link for the ASCII version in the op points to the wrong file. Currently, it points to
http://dffd.wimbli.com/file.php?id=2366
The ASCII version of 1.8 is at
http://dffd.wimbli.com/file.php?id=2404
Thank you. I think it was an error which lead to many people downloading non-ascii version :(.

How to remove the puzzle things ? They annoy the fuck out of me.

Puzzle...boxes? Just go into the text file entity_default and delete all instances of [TOY:ITEM_TOY_PUZZLEBOX] and no civilization will be able to make, or bring them. If you want to remove them from existence itself, go to item_toy and delete the puzzlebox entry.

That was what you were asking, right?
Hehe, these are default toys from DF. What's so wrong about them? Well, I think it's a matter of taste.

I think I already told you about that. And yeah, just replace the dwarf entry.


/facepalm

Well yeah you told me the same thing that the guy above said. Perhaps I should be more clear.

HOW DO I GET YOUR CASTE DWARVES INTO THE CIV FORGE MOD IN A SIMPLE STEP BY STEP PROCESS THAT SOMEONE WHO DOES NOT MOD COULD UNDERSTAND.
Sorry, I thought you know basics considering the amount of documentation, tutorials and helpful threads all around the forum. I didn't mean to insult you.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Dbuhos on May 29, 2010, 09:11:57 am
D:I know but they were everywhere. At last 2 per 10x10 space.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Lord Shonus on May 29, 2010, 10:56:21 am
Any chance of a raw-only download? My internet is acting up and I can't handle such a large file due to timeouts.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Grax on May 29, 2010, 11:07:07 am
Any chance of a raw-only download? My internet is acting up and I can't handle such a large file due to timeouts.

Here's the objects folder only - click any link:

http://www.enterupload.com/okykau37mcwj/genes18_raw.rar.html (http://www.enterupload.com/okykau37mcwj/genes18_raw.rar.html)
http://www.sendspace.com/file/zq0xs2 (http://www.sendspace.com/file/zq0xs2)
http://www.gigasize.com/get.php?d=lqhv2xtobpc (http://www.gigasize.com/get.php?d=lqhv2xtobpc)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: LordShotGun on May 29, 2010, 02:45:03 pm
LordShotGun: Shaostoul didn't make this guide for nothing, and I just updated the modding guides section of the wiki today so a link to the guide appears. (http://df.magmawiki.com/index.php/Shaostoul's_Guide)

And a mod thread is not necessarily a place to ask all of your questions, only if they're related to the topic of the thread. Hence Modders' Workshop, Shaostoul's Modding Guide, and Deon's old modding experience thread (that died unfortunately).

Sigh...I now understand that I did not make my abilities know. I do not explore this forum extensively and I don't know all the compilations of items. I generally stay on the dwarf wiki and was directed here by the modding page. Since I had a question on modding this thread's own mod project I don't see why I wouldnt post here.
Thank you, that it all I wanted to know. Now was that so hard? Sigh...I apologise for my previous posting that may have offended anyone but can you see how this could be at least slightly frustrating? This is not the first time I asked for help and I just got the same answer 3 times.
That's because if you are on a modding forum, it's assumed that you know the basic mechanism of modding.

The condescension is not appreciated.
The condescension is not appreciated.  :D

But yeah sorry for the "was that so hard" I was kinda frustrated since I DID post in other forum threads to get help with no success and only came here after I was either ignored or recived the same answer as I got here (I must have gotten the same answer about 5 times over the course of this whole episode)

Lastly at Deon, you did not offend me, if anything it was my fault for not clearifying how much I needed to know and my lack of experience in modding.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Daywalkah on May 29, 2010, 03:25:34 pm
I don't blame you for not finding the guide in the wiki under modding guides. As I said, I updated it recently so a link is available. For clarification, Genesis mod questions go in this thread, and general modding question can be asked in a thread you make yourself or the threads I mentioned before. I will help when I can, as the forum notifies me of any posts in all of those topics. If no one is answering at all, just PM me and I'll give your question a go. I don't consider myself great at modding the new version, but I know how to mod most everything that doesn't involve the body tissues and such.

BTW Deon, the new update is great. Though I hate your Gargoyles, evil little things.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: JusticeRings on May 29, 2010, 04:01:18 pm
I ended up on a map with nothing but 3 top layers of clay then solid magnetite with small pockets of rock salt all the way to the clown car. This a quirk of Genesis or DF itself?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Zargen on May 29, 2010, 09:11:56 pm
I dont know about you but that sounds awesome to me  ;)


Another thought. Nagas have four arms. Do they ever come at you with four weapons or do they stick with the one weapon - 3 shields scenario the whole time.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: JusticeRings on May 29, 2010, 09:26:56 pm
would be totally awesome if there was any flux. No flux in sight. So I am stuck with all Iron. have the dwarves trading me steel bars, but very very slowly.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Zargen on May 29, 2010, 09:29:26 pm
Iron ore walls. Iron ore buildings. iron ore roads. lol
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on May 30, 2010, 08:41:04 am
Ugh, are you sure you have no errors in errorlog.txt? I've never seen SOLID magnetite layers :P.
However I had huge areas of magnetite too, once my fort was fully built in a magnetite environment.

Quote
Another thought. Nagas have four arms. Do they ever come at you with four weapons or do they stick with the one weapon - 3 shields scenario the whole time.
AFAIK they can get only one weapon when their profession is generated. Other hands are usually filled with shields :P.

It would be awesome to have enemies with 4 weapons, and it would be even more awesome if they could use them at once.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Brian7772 on May 30, 2010, 01:54:23 pm
That's a quirk in DF. I've had entire layers of Mag before. I think in worldgen it just designates a HUGE deposit and you happened to put your fort on top of one.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Lord Shonus on May 30, 2010, 06:24:41 pm
Any chance of a raw-only download? My internet is acting up and I can't handle such a large file due to timeouts.

Here's the objects folder only - click any link:

http://www.enterupload.com/okykau37mcwj/genes18_raw.rar.html (http://www.enterupload.com/okykau37mcwj/genes18_raw.rar.html)
http://www.sendspace.com/file/zq0xs2 (http://www.sendspace.com/file/zq0xs2)
http://www.gigasize.com/get.php?d=lqhv2xtobpc (http://www.gigasize.com/get.php?d=lqhv2xtobpc)
Thank you. That should do nicely.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: coinich on May 31, 2010, 05:15:08 am
It says up top that archery is fixed, but does that mean the ineffectiveness of archery or the ability of dwarves to use it correctly?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Daywalkah on May 31, 2010, 08:44:11 am
The ineffectiveness of archery was the one fixed.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: JusticeRings on May 31, 2010, 01:53:57 pm
Only errors I have is repeated attempts by a vulture and a leech to clean themselves. So no errorlog that looks anything like it would effect magnetite.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Praetyre on May 31, 2010, 10:56:15 pm
Is the graphical 1.8 compatible with Dwarf Therapist? Loading it up with a new fort gives me this:
Quote
Unable to talk to Dwarf Fortress: Dwarf Fortress has either stopped
running, or your unloaded your game. Please re-connect when a fort is
loaded
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on June 01, 2010, 02:16:00 am
Both versions are the same version-wise. Are you sure your therapist has 0.31.04 compatible ini settings?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on June 01, 2010, 02:17:12 am
The ineffectiveness of archery was the one fixed.
Yep, the bolts are overall stronger and pierce armor better. The arrows are a bit stronger, but not that much. Elves use special materials for arrows though, so beware.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Praetyre on June 01, 2010, 04:08:51 am
Both versions are the same version-wise. Are you sure your therapist has 0.31.04 compatible ini settings?
It's version 0.5.2, and it contains a file called "v0.31.04.ini" in DwarfTherapist-0.5.2\etc\memory_layouts\windows, so I assume so.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on June 01, 2010, 08:47:16 am
The v0.31.04.ini from the 0.5.2 download is wrong.

Open it with a notepad (not wordpad/word!) and replace its contents with this:
Code: [Select]
[info]
checksum                = 0x4bf014fa
version_name            = v0.31.04

[addresses]
translation_vector      = 0x016bd3bc
language_vector         = 0x016bd38c
creature_vector         = 0x016786fc
dwarf_race_index        = 0x014a3ed4

[offsets]
word_table              = 0x0058
current_job_id          = 0x0008

[dwarf_offsets]
first_name              = 0x0000
nick_name               = 0x001C
last_name               = 0x0038
custom_profession       = 0x006c
profession              = 0x0088
race                    = 0x008C
position                = 0x0090
flags1                  = 0x00F8
flags2                  = 0x00FC
sex                     = 0x0110
id                      = 0x0114
squad_name              = 0x01D8
squad_leader_id         = 0x0268
birth_year              = 0x0298
money                   = 0x02F8
current_job             = 0x0390
strength                = 0x04f0
agility                 = 0x04f4
toughness               = 0x04f8
labors                  = 0x0774
happiness               = 0x0834
# soul things
souls                   = 0x0748
skills                  = 0x01FC
traits                  = 0x0224

[valid_flags_1]
size                    = 1
1/name                  = "Not from around these parts"
1/value                 = 0x80000000

[invalid_flags_1]
size                    = 7
1/name                  = "a zombie"
1/value                 = 0x00001000
2/name                  = "a skeleton"
2/value                 = 0x00002000
3/name                  = "a merchant or diplomat"
3/value                 = 0x00000040
4/name                  = "outpost liason"
4/value                 = 0x00000800
5/name                  = "an invader or hostile"
5/value                 = 0x00020000
6/name                  = "an invader or hostile"
6/value                 = 0x00080000
7/name                  = "an invader or hostile"
7/value                 = 0x000C0000

[invalid_flags_2]
size=2
1/name                  = "dead, Jim."
1/value                 = 0x00000080
2/name                  = "from the Underworld. SPOOKY!"
2/value                 = 0x00040000
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Cariyaga on June 01, 2010, 11:51:59 pm
Is there a listing of total changes and additions with this? The first post doesn't show everything...

Edit: Oh, and I play this.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Zargen on June 02, 2010, 02:54:39 am
lost adventurer tripe...Didn't think you could butcher those guys O.o
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: ChokingVictim on June 02, 2010, 01:41:39 pm
wrong thread
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Tarran on June 02, 2010, 02:29:41 pm
I've noticed that Microcline is not cyan, it's white! WHITE! HERESYYYYYY!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Haspen on June 02, 2010, 02:51:15 pm
I've noticed that Microcline is not cyan, it's white! WHITE! HERESYYYYYY!

Nah, it's [7:3:0] in the raws, so cyan % on light grey. But I didn't saw the new version yet, so I might be 'OMG HERESY!' as well in a moment :P
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Tarran on June 02, 2010, 02:56:11 pm
I've noticed that Microcline is not cyan, it's white! WHITE! HERESYYYYYY!

Nah, it's [7:3:0] in the raws, so cyan % on light grey. But I didn't saw the new version yet, so I might be 'OMG HERESY!' as well in a moment :P
Unmined it is a mix of white and cyan, mined it is just white.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Brian7772 on June 02, 2010, 03:31:17 pm
That's because Deon hates the color. We went over this before when I wanted a bright blue back.

Just go into the RAWS and change it back. No re-gen needed.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Z1000000m on June 03, 2010, 12:07:19 pm
after a serious fire that ate all of my cut down wood (jungle like forest), humans came with wood (weird, but fine) and a barrel of 10 liquid.

what is this "liquid"??
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on June 03, 2010, 03:56:57 pm
Did it have a space in its name? Like "liquid _"? I could miss a liquid name on some extract, I will have to double-check it though. I didn't see anything like that. Do you have a save with that?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Tarran on June 03, 2010, 05:14:48 pm
Deon, ever think about modding in Cobalt as a metal?

Spoiler (click to show/hide)

It's not pretty, but it's what I could do with my limited knowledge of metal editing. It's blue, and worth more than iron (because it's blue). Though it's not magma proof, and it's somewhat different from iron.

Feel free to add it in, edit it as you wish. If you wanted I could try to do other metals too (I have free time, might as well do something).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on June 03, 2010, 05:18:53 pm
It would be interesting. More metals wouldn't harm DF, with the amount of gems avaliable, actually it seems to be pretty dwarfy and cool :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: coinich on June 03, 2010, 05:32:19 pm
Deon, ever think about modding in Cobalt as a metal?

Spoiler (click to show/hide)

It's not pretty, but it's what I could do with my limited knowledge of metal editing. It's blue, and worth more than iron (because it's blue). Though it's not magma proof, and it's somewhat different from iron.

Feel free to add it in, edit it as you wish. If you wanted I could try to do other metals too (I have free time, might as well do something).

Odd, I was thinking of cobalt and if it could be useful just about 30 minutes before reading your post...
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Tarran on June 03, 2010, 05:42:01 pm
Go nuts with symptoms Deon. :P
Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: DeMasked on June 03, 2010, 05:55:59 pm
Deon, ever think about modding in Cobalt as a metal?

Spoiler (click to show/hide)

It's not pretty, but it's what I could do with my limited knowledge of metal editing. It's blue, and worth more than iron (because it's blue). Though it's not magma proof, and it's somewhat different from iron.

Feel free to add it in, edit it as you wish. If you wanted I could try to do other metals too (I have free time, might as well do something).

Odd, I was thinking of cobalt and if it could be useful just about 30 minutes before reading your post...
I dunno, all the different alloys seem a bit much to me... I haven't seen a use for any alloy except for mandates. Do certain alloys function better as weapon/armor material (than their parent metals/iron)?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Cariyaga on June 03, 2010, 10:35:23 pm
For what it's worth, I'd say more metals would be a good idea, especially if (I have no clue, don't have much/any experience with modding) one could create submenus for various metals.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Argonnek on June 04, 2010, 01:41:35 am
How would I co about planting a moonberry seed? Neither my aboveground nor my underground farms can grow them. Is my biome not "good" (alignment-wise) enough for them?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on June 04, 2010, 03:52:58 am
Moonberries grow in the same locations the sun berry can be grown. Your biome just doesn't have required parameters (I think it's GOOD).

For what it's worth, I'd say more metals would be a good idea, especially if (I have no clue, don't have much/any experience with modding) one could create submenus for various metals.
Submenus are a feature of the forge and they are generated automatically for all metals.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Coronel_Niel on June 04, 2010, 09:28:55 am
my plump helmets wont plant. I know how to plant them (mud down, plump helmets selected) but they arnt being planted.

They are selected, the seeds are there, but the planters wont do the job.

EDIT: Must be a version bug with planting a field accross mud and not mud or something, cos I made a new field and its fine. It wasn't your mod :) (Posted in here because I was ussing your mod and didn't find this in the original)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on June 04, 2010, 09:56:37 am
Yeah, the field should have all its tiles on mud. There's a bug which causes farms not to work when there's at least one tile without a mud..
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Coronel_Niel on June 04, 2010, 12:34:10 pm
Is it a 'feature' that I have 2 expedition leaders? Whats up there?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on June 04, 2010, 01:50:47 pm
It's a bug of 0.31.04 which will be fixed in 0.31.05. You can have up to ten or more.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: TheMirth on June 04, 2010, 02:41:34 pm
 :o Raptors! Agh! They're pouring in the front gate!  :'(

And I thought the flock of forest spiders who bit the head of my sgt. at arms was bad.

Restarting after all 7 of my expedition leaders got wiped. In other words, Thanks. :D
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on June 04, 2010, 02:44:33 pm
I'm glad you like it. Say thanks to Asfghn for raptors, it's her job. Also there're other guys you should say thanks to, they are all in the Credits in the first post :). I will update soon with some changes to megabeasts and new metals.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on June 04, 2010, 03:13:44 pm
Oh yeah, 0.31.05 is out. I should totally check if it's compatible.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Cariyaga on June 04, 2010, 03:57:01 pm
Quote
Is there a listing of total changes and additions with this? The first post doesn't show everything...

Bumping my question, since it was entirely ignored, along with my admission of playing this. <.< >.>
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Soulwynd on June 04, 2010, 03:58:17 pm
Any way to actually use ASCII mode?

I downloaded the ASCII version and it still uses that horrible awful ironhand.png file. If I switch to 16x16 curses, it uses weird characters for walls and grounds.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on June 04, 2010, 04:04:30 pm
Are you sure you've downloaded the deons_genesismod_1.8_ascii.zip?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Soulwynd on June 04, 2010, 04:08:45 pm
Are you sure you've downloaded the deons_genesismod_1.8_ascii.zip?
Yep. The init.txt points to ironhand.png which is the same one as in the other file.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on June 04, 2010, 04:27:47 pm
Ahha, I just forgot to change it for the other two parameters. You can change it to graphics_square_16x16 or curses and it should work fine.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Soulwynd on June 04, 2010, 04:39:54 pm
I did. It uses weird symbols for walls, like ú for example.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on June 04, 2010, 04:41:00 pm
Hm, it's for some stones. I think I just didn't change all inorganic files. I will give you a fix in a moment.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on June 04, 2010, 05:02:47 pm
Here it is.

Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Soulwynd on June 04, 2010, 05:44:41 pm
Thanks. :D

I've been enjoying your mod so far. I love the diversity.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: ProZocK on June 04, 2010, 05:52:42 pm
Now the the newest version(0.31.05) is up, I have to say, I cant see myself playing without the genesis mod. How can use the mod on the new version, I usually only download pre-packaged mods, but I just cant wait right now.

Thanks for this mod deon, you are the man.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Soulwynd on June 04, 2010, 05:54:55 pm
Yep. I starter earlier and thought it would be funny to test a sinister location. My dorfs ended up being chased by a gargoyle which killed everyone and every single wardog.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on June 04, 2010, 06:00:39 pm
Get your save and copy it in your /data/save of the new version. Oh, and don't forget to grab /data/init/init.txt and /data/art/ folders.

After that go into your data/init/init.txt and change [GRAPHICS:NO] to [GRAPHICS:YES].

Yep. I starter earlier and thought it would be funny to test a sinister location. My dorfs ended up being chased by a gargoyle which killed everyone and every single wardog.
Bone teeth are bad vs. stone flesh :P.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: ProZocK on June 04, 2010, 06:09:02 pm
(dumb question, just to be sure) If I actually dont care about my old save, do I still need to copy the save folder?
If I understand correctly, I should only move the /data/init/init.txt and /data/art/ folders, but what about all the new stuff you added like, for example the cave tortoises, isnt their information saved elsewhere?
And by following the rest of your instructions would i still have the new music you added? I really love it

Sorry for asking such noobish question, Im new on messing with stuff like this.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Argonnek on June 04, 2010, 06:21:16 pm
Moonberries grow in the same locations the sun berry can be grown. Your biome just doesn't have required parameters (I think it's GOOD).
I meant that I am unable to plant moonberries, not gather them. Or do I need to be in a good biome to plant them?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on June 04, 2010, 06:43:51 pm
(dumb question, just to be sure) If I actually dont care about my old save, do I still need to copy the save folder?
If I understand correctly, I should only move the /data/init/init.txt and /data/art/ folders, but what about all the new stuff you added like, for example the cave tortoises, isnt their information saved elsewhere?
And by following the rest of your instructions would i still have the new music you added? I really love it

Sorry for asking such noobish question, Im new on messing with stuff like this.
All the mod stuff is in /raw/objects folder, copy and overwrite. /data/art and init settings are for tileset graphics only.

Do you play with graphics or ascii?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: ProZocK on June 04, 2010, 07:18:42 pm
(dumb question, just to be sure) If I actually dont care about my old save, do I still need to copy the save folder?
If I understand correctly, I should only move the /data/init/init.txt and /data/art/ folders, but what about all the new stuff you added like, for example the cave tortoises, isnt their information saved elsewhere?
And by following the rest of your instructions would i still have the new music you added? I really love it

Sorry for asking such noobish question, Im new on messing with stuff like this.
All the mod stuff is in /raw/objects folder, copy and overwrite. /data/art and init settings are for tileset graphics only.

Do you play with graphics or ascii?

I usually play with ascii, but since I have started playing this in college, I find it easier to explain DF to people and try to get into it by playing with graphics, so right now I am using them.
Do I have to do anything different to make them work?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: ProZocK on June 04, 2010, 08:05:19 pm
Sorry for the double post, Ill just keep bothering you until you tell me to go away
Soooo
I did everything you asked, Copied and replaced the objects folder in the raw folder and the art folder in the data folder and changed the graphics option on the init file to yes.
I go to the testing arena, and even though i do get all the new stuff like balors and beholders, the game is in ascii, not the tileset.
Any idea what i did wrong?
Thanks for you patience
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: JusticeRings on June 04, 2010, 08:12:46 pm
short run down on how to get my 31.4 genesis game over to 31.5 without destroying it? much appreciated.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Tarran on June 04, 2010, 08:14:03 pm
short run down on how to get my 31.4 genesis game over to 31.5 without destroying it? much appreciated.
Replace the index in the data folder, replace all the main DF files, add the new option from the new init to the old init. Good to go.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Djohaal on June 04, 2010, 08:21:58 pm
Oh boy, deon you sure have a lot of stuff going on...
I plan on making a "DF+" mod with just some point add-ons to the core game in the not so far future (more like when we get a "final" more or less release of .31), I wonder if you would share some of the stuff in here  :D
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on June 04, 2010, 08:31:34 pm
Sorry for the double post, Ill just keep bothering you until you tell me to go away
Soooo
I did everything you asked, Copied and replaced the objects folder in the raw folder and the art folder in the data folder and changed the graphics option on the init file to yes.
I go to the testing arena, and even though i do get all the new stuff like balors and beholders, the game is in ascii, not the tileset.
Any idea what i did wrong?
Thanks for you patience
Are you sure you copied whole RAW folder, including GRAPHICS?
Did you go into the /data/init.txt and set [GRAPHICS:YES]?

short run down on how to get my 31.4 genesis game over to 31.5 without destroying it? much appreciated.
Okay. You take the whole /raw folder and /data/art/ and /data/init/init.txt; then you go to init.txt and switch GRAPHICS:NO to GRAPHICS:YES. Oh and also data/sounds/ for the soundtrack. Make sure to grab NOT the ascii version.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: ProZocK on June 04, 2010, 09:04:46 pm
Sorry for the double post, Ill just keep bothering you until you tell me to go away
Soooo
I did everything you asked, Copied and replaced the objects folder in the raw folder and the art folder in the data folder and changed the graphics option on the init file to yes.
I go to the testing arena, and even though i do get all the new stuff like balors and beholders, the game is in ascii, not the tileset.
Any idea what i did wrong?
Thanks for you patience
Are you sure you copied whole RAW folder, including GRAPHICS?
Did you go into the /data/init.txt and set [GRAPHICS:YES]?

short run down on how to get my 31.4 genesis game over to 31.5 without destroying it? much appreciated.
Okay. You take the whole /raw folder and /data/art/ and /data/init/init.txt; then you go to init.txt and switch GRAPHICS:NO to GRAPHICS:YES. Oh and also data/sounds/ for the soundtrack. Make sure to grab NOT the ascii version.

Ok, tried something different, I got a fresh install of your prepacked mod and of the new version.
I copied and overwritten the entire Data and Raw folders.
Now it says the main index file is corrupted or  missing.
I did it all again just to be sure, and got the same error.

May Armok bless you for you patience deon
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Tarran on June 04, 2010, 09:10:31 pm
Deon's mod uses DF 31.04.

So, you overwrited the 05 index with the 04 index in the main data folder, plus you also could have overwritten the 05 init.txt with the 04 init.txt (which you shouldn't do because it has a new option).

To fix it, you need the 05 versions of these files.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: ProZocK on June 04, 2010, 09:14:10 pm
Deon's mod uses DF 31.04.

So, you overwrited the 05 index with the 04 index in the main data folder, plus you also could have overwritten the 05 init.txt with the 04 init.txt (which you shouldn't do because it has a new option).

To fix it, you need the 05 versions of these files.

Ill try that!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Tarran on June 04, 2010, 09:21:35 pm
WAIT! I made a mistake, it's not init.txt that needs replacing. It's d_init.txt that needs replacing, you can use deon's init.txt. IGNORE THIS.

Also, you need to manually set up the tile set again.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: ProZocK on June 04, 2010, 09:28:28 pm
WAIT! I made a mistake, it's not init.txt that needs replacing. It's d_init.txt that needs replacing, you can use deon's init.txt.

It worked actually. The index file was not a problem anymore, but when i entered the game, no tileset again.
So i just opened both inits and copied everything related to graphics from one to another.
Worked like a charm!
Thanks a lot Sir!
And deon, if you are still putting the players brave enough to play the mod on the first post, might I be added? Genesis rules!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Tarran on June 04, 2010, 09:29:42 pm
I ninja-edited before you posted. Errrr. :P

Anyway, carry on everyone.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: ProZocK on June 04, 2010, 09:31:37 pm
I ninja-edited before you posted. Errrr. :P

Anyway, carry on everyone.

You ninja edited explained to me what I was thinking about doing...lol
You are psychic my good man.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: JusticeRings on June 05, 2010, 01:04:51 pm
"Okay. You take the whole /raw folder and /data/art/ and /data/init/init.txt; then you go to init.txt and switch GRAPHICS:NO to GRAPHICS:YES. Oh and also data/sounds/ for the soundtrack. Make sure to grab NOT the ascii version."

So I move all those files to a fresh install? or move those files from a fresh install into old folder?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on June 05, 2010, 01:22:39 pm
No, you take a fresh install and copy mod files there.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: JusticeRings on June 05, 2010, 09:20:22 pm
cant seem to get the graphics to go right. It appears in the normal ASCII and is small in the upper left corner, even though I moved all the settings from the old ini.txt over. Any suggestions?

EDIT: Okay I have the graphics working better but it wont use the normal 1280x800 screen size, its all squished into the top half of the screen even when I have black space off.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on June 05, 2010, 09:51:38 pm
You should set up your resolution in X and Y.

[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:1280]
[GRAPHICS_WINDOWEDY:800]
[GRAPHICS_FONT:ironhand.png]

in your init.txt
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: JusticeRings on June 05, 2010, 10:00:36 pm
its odd I wish I could show you, everything is about half the size it was in the last version, to small to see things clearly, with all the same settings, very confusing.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on June 05, 2010, 10:08:40 pm
If you mean the tiles are too small, zoom in with your mouse wheel.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: JusticeRings on June 05, 2010, 10:56:36 pm
And there is the problem. Thanks Deon. Your patience is legendary. Got my old save running proper in 31.5. By the way, your mod is awesome. And is just about the only way I play DF anymore. I just wish I could mix the iron forge one with it successfully ahwell.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on June 05, 2010, 11:03:29 pm
Heh, do you mean Ironworks? I can integrate it with the next release.

Mephansteras has made a separate download here: http://www.bay12forums.com/smf/index.php?topic=56692.0
but it conflicts with some of my files.

I already plan to add cobaltite and a few other new metals, so adding a merged version won't be a problem for me.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Tarran on June 05, 2010, 11:48:16 pm
I have several Ideas for Alters Deon.

Spoiler (click to show/hide)

What do you think? The percentages could be a little lower, but what do you think?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: JusticeRings on June 06, 2010, 12:13:24 am
Yeah Ironworks. I would really appreciate that, you waiting till the front page release to update?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on June 06, 2010, 12:37:23 am
I don't see a point of fire altar because coal is already very abundant, but the gem and metal stuff could work.

I would like metal transfusion to be an alchemistry stuff though.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: JusticeRings on June 06, 2010, 12:44:43 am
fire altar would remove the need to give people black lung, which takes effect WAY to quickly, after only mining 1-2 spots of coal my dudes are coughing up blood forever, it seems to me it should take much longer to get an ill effect from especially for dwarves who should be pretty tough.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Bitoru on June 06, 2010, 01:10:14 am
I really love this mod, so i made some shitty MS painty artwork to prove it.

Spoiler (click to show/hide)

FAAAAAAAAAAAABULOUS
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: ProZocK on June 06, 2010, 01:27:51 am
Hey Deon

Do you know that bug that makes Artifacts made from bones actually turn out made of Iron?
Well, in the mod, they are actually coming out as made of dark lignite, blowing up on the spot and giving people around them Black Lung disease.
Its pretty hardcore  :D!
In other notes
I just caught some Mammoths and 2 Firebirds, but when I try the tame large animal command, nothing shows up. I already have appointed the Dungeon Lord, are they supposed to be untamable or is something wrong in my game?

Thanks again!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Tarran on June 06, 2010, 01:36:18 am
I just caught some Mammoths and 2 Firebirds, but when I try the tame large animal command, nothing shows up. I already have appointed the Dungeon Lord, are they supposed to be untamable or is something wrong in my game?
Dungeon masters are broken currently. Even appointed they just won't work.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: ProZocK on June 06, 2010, 01:41:57 am
I just caught some Mammoths and 2 Firebirds, but when I try the tame large animal command, nothing shows up. I already have appointed the Dungeon Lord, are they supposed to be untamable or is something wrong in my game?
Dungeon masters are broken currently. Even appointed they just won't work.

Oh darn...any ideas on how can I make a good Mammoth meat industry them? Or any modding i can do in their data so that i can tame them without the need of the Dungeon master?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Tarran on June 06, 2010, 01:45:28 am
I just caught some Mammoths and 2 Firebirds, but when I try the tame large animal command, nothing shows up. I already have appointed the Dungeon Lord, are they supposed to be untamable or is something wrong in my game?
Dungeon masters are broken currently. Even appointed they just won't work.

Oh darn...any ideas on how can I make a good Mammoth meat industry them? Or any modding i can do in their data so that i can tame them without the need of the Dungeon master?
Modding them to be non-exotic is the only way to get them tamed. For meat, just drop some of them into a room that you can use to kill them whenever you want, let them breed, kill them off.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: ProZocK on June 06, 2010, 01:47:13 am
I just caught some Mammoths and 2 Firebirds, but when I try the tame large animal command, nothing shows up. I already have appointed the Dungeon Lord, are they supposed to be untamable or is something wrong in my game?
Dungeon masters are broken currently. Even appointed they just won't work.

Oh darn...any ideas on how can I make a good Mammoth meat industry them? Or any modding i can do in their data so that i can tame them without the need of the Dungeon master?
Modding them to be non-exotic is the only way to get them tamed. For meat, just drop some of them into a room that you can use to kill them whenever you want, let them breed, kill them off.
Okay, how would I go for making them non exotic and war trainable? What tags should i change?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Darkond2100 on June 06, 2010, 01:47:46 am
giving people around them Black Lung disease.
Its pretty hardcore  :D!
Which is also known as pneumonoultramicroscopicsilicovolcanoconiosis
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Tarran on June 06, 2010, 01:48:43 am
I just caught some Mammoths and 2 Firebirds, but when I try the tame large animal command, nothing shows up. I already have appointed the Dungeon Lord, are they supposed to be untamable or is something wrong in my game?
Dungeon masters are broken currently. Even appointed they just won't work.

Oh darn...any ideas on how can I make a good Mammoth meat industry them? Or any modding i can do in their data so that i can tame them without the need of the Dungeon master?
Modding them to be non-exotic is the only way to get them tamed. For meat, just drop some of them into a room that you can use to kill them whenever you want, let them breed, kill them off.
Okay, how would I go for making them non exotic and war trainable? What tags should i change?
[PET_EXOTIC] to [PET]
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Medicine Man on June 06, 2010, 01:51:40 am
Uh oh....I am playing as a steel dwarf and i have been attacked by a skinless monster pterosaur and it has deadly blood....what does deadly blood do?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: ProZocK on June 06, 2010, 01:55:39 am
Uh oh....I am playing as a steel dwarf and i have been attacked by a skinless monster pterosaur and it has deadly blood....what does deadly blood do?

For what I have read, it rots you.
I just caught some Mammoths and 2 Firebirds, but when I try the tame large animal command, nothing shows up. I already have appointed the Dungeon Lord, are they supposed to be untamable or is something wrong in my game?
Dungeon masters are broken currently. Even appointed they just won't work.

Oh darn...any ideas on how can I make a good Mammoth meat industry them? Or any modding i can do in their data so that i can tame them without the need of the Dungeon master?
Modding them to be non-exotic is the only way to get them tamed. For meat, just drop some of them into a room that you can use to kill them whenever you want, let them breed, kill them off.
Okay, how would I go for making them non exotic and war trainable? What tags should i change?
[PET_EXOTIC] to [PET]

Thank you sir
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Tarran on June 06, 2010, 01:55:56 am
Uh oh....I am playing as a steel dwarf and i have been attacked by a skinless monster pterosaur and it has deadly blood....what does deadly blood do?
No telling, you found a
Spoiler (click to show/hide)
which are completely randomized. So it could cause you blisters, rotting, no way to tell.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: ProZocK on June 06, 2010, 02:11:15 am
Ok, I changed the Pet exotic on the mammoths for just pet, and they are still not trainable. Do I have to wait for the game to gen new mammoths for it to work, and just get rid of the old ones i got?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Tarran on June 06, 2010, 02:24:26 am
Ok, I changed the Pet exotic on the mammoths for just pet, and they are still not trainable. Do I have to wait for the game to gen new mammoths for it to work, and just get rid of the old ones i got?
Did you change the save's raws? You have to change them to have any affect on that save.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: ProZocK on June 06, 2010, 02:33:39 am
Ok, I changed the Pet exotic on the mammoths for just pet, and they are still not trainable. Do I have to wait for the game to gen new mammoths for it to work, and just get rid of the old ones i got?
Did you change the save's raws? You have to change them to have any affect on that save.

Ahhh that was the problem, thank you again sir. You are on the fast track to becoming my hero!  :P
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Tarran on June 06, 2010, 02:37:08 am
Ok, I changed the Pet exotic on the mammoths for just pet, and they are still not trainable. Do I have to wait for the game to gen new mammoths for it to work, and just get rid of the old ones i got?
Did you change the save's raws? You have to change them to have any affect on that save.

Ahhh that was the problem, thank you again sir. You are on the fast track to becoming my hero!  :P
No problem. ;)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Nether on June 06, 2010, 07:15:47 am
Ok, I could not hold up anymore, I've downloaded it. Any Crash problems I should worry about?

EDIT: Hmmm. Given the fact that I'm used to a nearly spotless 40d right now this is so slow that I can't even get to the playing part in an hour time. (40d: 2 min's and a world's genned and I'm standing on an embark title found by the site finder.) I should not have touched it yet. Maybe another time. The titleset looks very good though.

Btw, I love this picture.
Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on June 06, 2010, 10:42:40 am
This works even faster than 40d for me. You should tweak 0.31.05 settings to achieve maximum perfomance with your processor/videocard.

fire altar would remove the need to give people black lung, which takes effect WAY to quickly, after only mining 1-2 spots of coal my dudes are coughing up blood forever, it seems to me it should take much longer to get an ill effect from especially for dwarves who should be pretty tough.
There's no blacklung anymore.

I really love this mod, so i made some shitty MS painty artwork to prove it.

Spoiler (click to show/hide)

FAAAAAAAAAAAABULOUS
Awesome! You should post it in DF General Discussion -> Fan Art thread :P.

I just caught some Mammoths and 2 Firebirds, but when I try the tame large animal command, nothing shows up. I already have appointed the Dungeon Lord, are they supposed to be untamable or is something wrong in my game?
Dungeon masters are broken currently. Even appointed they just won't work.
Eh, what? Does Dungeon Keeper you appoint still not enable exotic pet taming? I didn't experiment with it... I may change all pets to PET then until it's fixed.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Tarran on June 06, 2010, 01:08:31 pm
I just caught some Mammoths and 2 Firebirds, but when I try the tame large animal command, nothing shows up. I already have appointed the Dungeon Lord, are they supposed to be untamable or is something wrong in my game?
Dungeon masters are broken currently. Even appointed they just won't work.
Eh, what? Does Dungeon Keeper you appoint still not enable exotic pet taming? I didn't experiment with it... I may change all pets to PET then until it's fixed.
Yep, it won't work, at least I think. There have been several threads on replacing/un-buggifying the Dungeon master, I think they have all failed.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on June 06, 2010, 01:30:59 pm
Okay. I am working on 1.9 as we speak.

1) All animals to pets, at least until Dungeon Master is fixed.
2) I've decided to get rid of 1-hit-axe behaviour of most weapons so I lowered their contact surface by 10x or more. But I now use Arkkhal's material overhaul (with appropriate tweaks) and thus everything works fine for me.
3) I integrate Mephansteras's Ironworks mod.
4) New speech text for threats and some situations, tons of new engravings (integrating Umiman's Small Things mod plus my additions).
5) Tons of new cooked food types (my old Things You Eat mod).
6) New metals and materials (cobalt as metal and goethite (http://en.wikipedia.org/wiki/Goethite) as a new iron ore found in bogs and soil; oh yeah there're different mire and bog soil types with peat which cannot be turned into coke).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on June 06, 2010, 03:28:20 pm
Good news, I was able to change all internal organ tissues to heal much slower, and heart to bleen 5x more. Now pierced hearts do not heal mid-fight, and in most cases mean death in 3-5 turns. It greatly balances out previous nerf of overpowered weapons. I actually like it more: you are less likely to kill someone with a random blow, and more likely if you damage his vital organ.

Accepting suggestions by the way.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: JusticeRings on June 06, 2010, 03:32:49 pm
I am unable to forbid doors for some odd reason, tried everything on the keyboard plus what was supposed to work, anyone else getting this? And pathing to my well seems to be all sorts of messed up, they keep having thoughts of their not being a well, and there is.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: Deon on June 06, 2010, 03:35:20 pm
You may want to ask it in the Bug Reports forum with an attached save because I don't know what could cause it and it's not mod-related.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
Post by: JusticeRings on June 06, 2010, 03:37:35 pm
Aye aye, thanks.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.0 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Deon on June 06, 2010, 06:25:17 pm
2.0 is out. 3:30 AM here, really tired here folks. I struggled the whole half of the night trying to make everything to work as intended.

Just ASCII version for now. I will patch up and upload graphics version for you tomorrow after I take some sleep, I promise. I am honestly really tired now, doh.

I don't even have time/desire/strength/write-your-own-reason to make a full changelog.

Let me copy something from my previous posts...

Quote
1) All animals are pets, at least until Dungeon Master is fixed.
2) I've decided to get rid of 1-hit-axe behaviour of most weapons so I lowered their contact surface by 10x or more. But I now use Arkkhal's material overhaul (with appropriate tweaks) and thus everything works fine for me.
3) I integrate Mephansteras's Ironworks mod.
4) New speech text for threats and some situations, tons of new engravings (integrating Umiman's Small Things mod plus my additions).
5) Tons of new cooked food types (my old Things You Eat mod).
6) New metals and materials (cobalt as metal and goethite as a new iron ore found in bogs and soil; oh yeah there're different mire and bog soil types with peat which cannot be turned into coke).

Plus D_E's works:
- Better balor. An awesome guy with a whip and a blade which spray molten iron. Also he has shome shadows around him which protect him from a few first strikes (but fall off quite fast :P).
- Illithid empire, with a crazy setup of different castes, I am really astonished.

Have fun. See you tomorrow!

P.S. Also a rework of an old Deej's mod "Soil is fun". The peat is gone. There're other types of new soil (swamp peat, raised mire, black bog etc.) which may contain a peat (as a stone) which you can smelt into coke, also they host a new mineral "goethite", which is an ore of iron. That's right, an iron in your soil! It has only 50% chance to produce iron though, and with the new Ironworks feature (iron cannot be used for armors/weapons until transformed into wrought iron) it is OK for me.

P.P.S. This is a rare case when I remove something. I removed the Crematorium building because Kiln does the same job greatly. Also usually I never build kiln, so this is another reason to do so.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.0 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Tarran on June 06, 2010, 06:29:25 pm
What, a new version already?

There goes my fortress. :P

Anyway, good job!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.0 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Deon on June 06, 2010, 06:29:51 pm
Do you use ASCII or graphics? I could make a graphics version for you but I am really deadly tired.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.0 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Tarran on June 06, 2010, 06:32:08 pm
Do you use ASCII or graphics? I could make a graphics version for you but I am really deadly tired.
ASCII. What I mean is that all these new changes will render my fortress outdated. And I just can't stand having my fortresses outdated.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.0 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Deon on June 06, 2010, 06:33:23 pm
Heh, I still play two fortresses from 1.5 and 1.64.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.0 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Cariyaga on June 06, 2010, 10:42:06 pm
I suggest a compendium of changes from standard. Because I dunno what's what.

Also, yay new version!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.0 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Acanthus117 on June 06, 2010, 11:14:33 pm
NEW VERSION YESS
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.0 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: JusticeRings on June 06, 2010, 11:34:12 pm
cant wait for graphics version, woo.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.0 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Nether on June 07, 2010, 01:09:42 am
Thanks, I'll try to find out how to get it faster soon. :) Just don't have too much time on my sleeve right now so I hoped for some quick playing.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.0 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Deon on June 07, 2010, 01:36:38 am
I suggest a compendium of changes from standard. Because I dunno what's what.

Also, yay new version!
Eh, most of changes are in the first post, also there's an XML file with all the plants and workshops (DF_Genesis_manual.xml). I cannot add more explanation without translating all raws :). Look, there're all castes and creatures (well, most of them) in the first post, there're explanations of additional features and changes to metals, and there are all plants with their extracts and products and all workshops with their reactions in the xml file.

So, what else? If you want to know something more specific, just ask.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.0 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Tarran on June 07, 2010, 02:06:14 am
You have any other metals in mind that you want to add Deon?

Here's what I would like in, in order of highest to lowest:
(High) Chromium. (To actually get Chromium, Chromite and Aluminum should be melted together in a reaction, leaving only Chromium [I guess?]).
(High)   Stainless steel (Directly related to Chromium).
(Medium) Tungsten. Ore: Wolframite/Scheelite (Gems, ores though reaction). Uses methods beyond dwarves current technology. Pah.
(Low) Rhodium (Sometimes found when melting Platinum).
(Low) Palladium (Sometimes found when melting Platinum).

I mean, it can't hurt to add these right?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.0 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Deon on June 07, 2010, 02:53:33 am
I thought about chromium and stainless steel, I have them both in my Wasteland mod.
Palladium and Rhodium feel nice :P. Also everything which is beyond dwarven technology may be gained through... Alchemy! :) That's right. Or altars of the gods which are still undeveloped (I still have only two).

The graphics version is ready. It uses new Ironhand's set. You will have to adapt to it, but I assure you that you will love it :). And I changed it a bit, but just 3-4 tiles.

Wait till I upload it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.0 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Deon on June 07, 2010, 03:24:14 am
And all right, the graphics version is up. Have fun!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.0 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Tarran on June 07, 2010, 03:28:41 am
I just had a new idea of a trap weapon.

A Slab. That's right, a Slab. Three pieces of metal forged into one large cube of metal. Crude but effective. What do you think?
Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.0 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Deon on June 07, 2010, 03:52:04 am
Yeah, I thought that it's about time to add new trap components. I thought about bear traps and rotating saws too.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.0 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Adultratedhydra on June 07, 2010, 04:23:32 am
The mod is great, enjoying it immensely.

even while all of my miners slowly die after digging through coal.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.0 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Medicine Man on June 07, 2010, 04:26:52 am
waaaahhh!It keeps on timing out when i try to download it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.0 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Tarran on June 07, 2010, 04:29:31 am
waaaahhh!It keeps on timing out when i try to download it.
The problem is on your side I'm afraid. It works fine for me.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.0 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Deon on June 07, 2010, 04:33:21 am
The mod is great, enjoying it immensely.

even while all of my miners slowly die after digging through coal.
What. You're the 10th man who says that.

THERE IS NO BLACK LUNG. Really. And no spoon too. Make a clean install, man :P.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.0 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Tarran on June 07, 2010, 04:35:11 am
The mod is great, enjoying it immensely.

even while all of my miners slowly die after digging through coal.
What. You're the 10th man who says that.

THERE IS NO BLACK LUNG. Really. And no spoon too. Make a clean install, man :P.
Then what's the point of inorganic_blacklung.txt?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.0 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Deon on June 07, 2010, 04:35:34 am
It's even not there. Check the download.

EDIT: Tarran, god save your soul. I occasionally included it. DOH. I will delete it now and re-upload 2.01 with a few additions to speech files :P.

That's what I get for not sleeping the whole night making mod :/.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.0 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Tarran on June 07, 2010, 04:37:42 am
That's what I get for not sleeping the whole night making mod :/.
Yeah, staying up though the night is not a good idea. :P
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.0 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Adultratedhydra on June 07, 2010, 04:48:35 am
It's even not there. Check the download.

EDIT: Tarran, god save your soul. I occasionally included it. DOH. I will delete it now and re-upload 2.01 with a few additions to speech files :P.

That's what I get for not sleeping the whole night making mod :/.

Ah so inorganic_blacklung isnt supposed to be in the raw's anymore?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.0 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Deon on June 07, 2010, 04:51:31 am
Yep. I am reuploading the fix right now. I basically remove all contents of blacklung, this will overwrite existing one in case it's there.

Also there're some new speech stuff, but it's for adventure mode mostly.

P.S. Done.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.1 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Medicine Man on June 07, 2010, 04:58:28 am
Do balors have a sword that does molten iron damage?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.1 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Medicine Man on June 07, 2010, 05:01:51 am
When i run dwarf fortress [with mod of course] the window is so small i cannot see anything in it,how can i make it larger?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.1 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: coinich on June 07, 2010, 05:08:33 am
Excellent mod, thanks.  I love it, though occasionally the extra complexity makes things a tad bit convoluted...
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.1 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Deon on June 07, 2010, 05:21:54 am
When i run dwarf fortress [with mod of course] the window is so small i cannot see anything in it,how can i make it larger?
Do you play ASCII version? Go into your /data/init.txt, you can change resolution and font there.

Also you can resize your DF window with mouse and zoom with mousewheel.

Excellent mod, thanks.  I love it, though occasionally the extra complexity makes things a tad bit convoluted...
Yeah I know what you mean, but I guess common DF seems too "simple" for me in some things so I wanted more complexity :). I hope my XML documentation helps you a bit.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.1 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Adultratedhydra on June 07, 2010, 05:25:45 am

Yeah I know what you mean, but I guess common DF seems too "simple" for me in some things so I wanted more complexity :). I hope my XML documentation helps you a bit.

heh. ive had the idea of creating an insanely complex DF mod since the new version came out. like adding reactions and the like for things that require tools(hammers for weapons/armor etc) but its difficult to guage wether there would be interest in that.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.1 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Zargen on June 07, 2010, 06:43:19 am
Had a quick question for you guys. Deon and others, remember the Iron Crab creature I was working on? I went back and looked at it again and I got to thinking - it's missile attack is pretty weak. Even though it spits liquid globs of iron at foes it doesn't negligible damage at best. Tested it against a kobold - just a small bruise. Hardly worth mentioning. Any way to tweak it's blobs of liquid iron to burning damage as well as blunt? It's melee attack is still ferocious as all holy hell, but it's main purpose is as an artillery pet piece. Heres the raw again.

Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.1 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Medicine Man on June 07, 2010, 08:35:24 am
Deon i have adjusted the resolution [nothing else] and it is just a black screen.[i run the no graphic version i think its called the acsii version]
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.1 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Deon on June 07, 2010, 08:41:20 am
Can you show me contents of your /data/init/init.txt?

This is how it works for me:

Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.1 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Medicine Man on June 07, 2010, 08:48:43 am
Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.1 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: D_E on June 07, 2010, 09:27:05 am
Minor bug report:

I believe you're missing the "play gateball" reaction, and the crematorium seems to have been left in, but its rxns moved to the Klin.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.1 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Deon on June 07, 2010, 09:56:54 am
Gateball is not playable because it's like a football, but there's no point to play it single :P. I told it a few dozens pages back.

Thanks for the info about crematorium, I definitely forgot it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.1 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Deon on June 07, 2010, 09:57:49 am
Had a quick question for you guys. Deon and others, remember the Iron Crab creature I was working on? I went back and looked at it again and I got to thinking - it's missile attack is pretty weak. Even though it spits liquid globs of iron at foes it doesn't negligible damage at best. Tested it against a kobold - just a small bruise. Hardly worth mentioning. Any way to tweak it's blobs of liquid iron to burning damage as well as blunt? It's melee attack is still ferocious as all holy hell, but it's main purpose is as an artillery pet piece. Heres the raw again.

Spoiler (click to show/hide)

Sadly glob attacks are really weak now.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.1 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Deon on June 07, 2010, 10:09:55 am
- 2.2: crematorium removed totally; added apatite and two new lead ores which appear in it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.2 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: ProZocK on June 07, 2010, 10:35:46 am
Hey Deon, you havent fixed the issues of Cave tortoises not being able to breed yet, just to let you know.
I love the new tileset too!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.2 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Coronel_Niel on June 07, 2010, 11:28:01 am
Just a note:

Main page says 2.1 and directs to 2.2. Really confusing :)

Great mod, following this for future release's
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.2 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Deon on June 07, 2010, 12:11:53 pm
Hey Deon, you havent fixed the issues of Cave tortoises not being able to breed yet, just to let you know.
I love the new tileset too!
Aw crap. I fixed but then copied an old file. Oh snap. Thanks for reminding me.

Just a note:

Main page says 2.1 and directs to 2.2. Really confusing :)

Great mod, following this for future release's
Fixed, thanks :P.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.2 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Medicine Man on June 07, 2010, 12:23:21 pm
Deon all i see when i start up the mod [yes it is put in correctly] all i see is a black screen.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.2 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Deon on June 07, 2010, 12:24:42 pm
Did you use the init I gave you? Did you try the graphical version?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.2 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Tarran on June 07, 2010, 02:43:06 pm
I have an idea for another dragon. Brown Dragon, a dragon that shoots molten globs of iron, or fireballs.
Spoiler (click to show/hide)

Not exactly the most dangerous dragon out there, but it can be dangerous at range. It's breath attack is not that good, any ideas how to make it more dangerous?

PRE-POST-EDIT: No, I did not steal the idea of molten globs of iron from Zargen. I'd already finished the Brown Dragon before I even saw his post.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.2 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: ProZocK on June 07, 2010, 03:03:03 pm
BREAKING NEWS

Nigthwings will Frell you up. Frell you GOOD.

Just though you should now.

And I miss Farscape too...


Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.2 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Tarran on June 07, 2010, 03:31:35 pm
Can you integrate this mod?

http://www.bay12forums.com/smf/index.php?topic=58806.0

Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.2 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Z1000000m on June 07, 2010, 04:15:31 pm
Damn you Deon, everytime I try to quit df because it keeps crashing, you put some new and cool stuff into the mod :|

Seriously though, that behemot is nearly a df_v2
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.1 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: D_E on June 07, 2010, 05:32:24 pm
Gateball is not playable because it's like a football, but there's no point to play it single :P. I told it a few dozens pages back.

Thanks for the info about crematorium, I definitely forgot it.

While we're on the subject of things mentioned a few dozen pages back (;)), how do you feel about the current training building setup?  Right now, you can train a variety of useful skills for essentially no cost.  Which is fine.  But it does sort of constrain the design space for training reactions (One of the exports I had in mind for the surface illithid civ was expendable psychic training aids).

So, if I modded things so that the theater dwarves periodically needed new plays to perform, which had to be composed by prose-dwarves laboring in the library or at their desks, and made the training dummies mechanized and made them periodically consume mechanisms, etc, would you use it?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.2 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Bitoru on June 07, 2010, 05:45:44 pm
How am i supposed to use the training dummies?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.2 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Deon on June 07, 2010, 06:10:19 pm
Gateball is not playable because it's like a football, but there's no point to play it single :P. I told it a few dozens pages back.

Thanks for the info about crematorium, I definitely forgot it.

While we're on the subject of things mentioned a few dozen pages back (;)), how do you feel about the current training building setup?  Right now, you can train a variety of useful skills for essentially no cost.  Which is fine.  But it does sort of constrain the design space for training reactions (One of the exports I had in mind for the surface illithid civ was expendable psychic training aids).

So, if I modded things so that the theater dwarves periodically needed new plays to perform, which had to be composed by prose-dwarves laboring in the library or at their desks, and made the training dummies mechanized and made them periodically consume mechanisms, etc, would you use it?

Hm, a chance to consume a reagent would be okay, but it means that each time it's used you would get a non-quality product (because you can't make a chance to preserve reagent, and new products do not have quality), that's why I didn't make it. Plus it would be too complex, people already can't get it to work :). It would be a nice optional thing though.

How am i supposed to use the training dummies?
Assign a dwarf to a training dummy, make sure you have a training weapon, go into dummy menu and tell them to train. It's written in the XML file too.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.2 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Medicine Man on June 07, 2010, 09:19:51 pm
Did you use the init I gave you? Did you try the graphical version?
Yes i did use the init but still the same thing happened and is it possible to download the graphic version in parts?because it keeps on timing out on me [by parts i mean graphics,objects and data seperatly.]
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.2 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Praetyre on June 07, 2010, 09:36:15 pm
I know you're probably bogged down at the moment, but would you be willing to consider adding new human civilizations in future? I have some old 40d-era raws I cooked up floating around for material (they are fantasy counterpart cultures to the tribal kingdoms of Africa and the desert kingdoms of the Middle East), along with graphics for them (custom made Chariot ones and repurposed Haradrim graphics from your Middle Earth mod).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.2 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Medicine Man on June 07, 2010, 09:45:11 pm
Does this mod work with dwarf fortress version 31.03 or do i have to download 31.05?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.2 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: JusticeRings on June 07, 2010, 09:54:56 pm
should work with all. no raw changes since 31.03
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.2 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Deon on June 07, 2010, 10:16:59 pm
It works for 0.31.03 if you take /data/speech/ and /raw/ folders of this mod and replace them in 0.31.03. However 0.31.03 has some nasty bugs with smelting and other crashing errors so I don't see why don't you want to use 0.31.05.

Also graphical version is full, I mean it doesn't require additional downloads, it contains DF in iteself.

Did you use the init I gave you? Did you try the graphical version?
Yes i did use the init but still the same thing happened and is it possible to download the graphic version in parts?because it keeps on timing out on me [by parts i mean graphics,objects and data seperatly.]
I can find a different hosting for you and upload it in parts. You have to wait a bit though because I have an exam in two hours. When I come back home I will help you with it.

I know you're probably bogged down at the moment, but would you be willing to consider adding new human civilizations in future? I have some old 40d-era raws I cooked up floating around for material (they are fantasy counterpart cultures to the tribal kingdoms of Africa and the desert kingdoms of the Middle East), along with graphics for them (custom made Chariot ones and repurposed Haradrim graphics from your Middle Earth mod).
Sure. However Chariot's graphics have different style (simple) which really contrasts with Sphr's tiles. I will have to tweak/redraw them.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.2 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Praetyre on June 07, 2010, 10:40:48 pm
I also have a much more minor addition for the Osman's, one I made to my own private Oriental human subrace. It gave them the glorious conical hat of straw as a common helm, which fit quite well with my privately adapted graphics (which happen to be the same as yours, might have come in an earlier version of this mod under another name). Just a minor cosmetic addition, but it did give them some flavour, and something to build off in future versions where clothing is more fleshed out.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.2 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Cheddarius on June 07, 2010, 11:15:07 pm
This mod seems incredible. As soon as I get some free time, I will play this.

Is this the most complete mod out there (e.g. assimilates other mods), except for Dig Deeper?
Is there some mod that has every popular mod rolled into one?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.2 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Medicine Man on June 07, 2010, 11:21:54 pm
Deon don't bother uploading it in parts for me because it finally downloaded without timing out! a fistfull of metal for you \m/ [its mostly aluminum but you might find some iron]
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.2 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: jnecros on June 07, 2010, 11:27:07 pm
BREAKING NEWS

Nigthwings will Frell you up. Frell you GOOD.

Just though you should now.

And I miss Farscape too...

yeah
damn great show that
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.2 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Medicine Man on June 07, 2010, 11:45:35 pm
I wonder if Deon will add steel crabs?damn they would be hard for a dwarf to rid them from his beard :D [sorry if that was offensive no i am really sorry]
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.2 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Deon on June 08, 2010, 12:26:27 am
I know you're probably bogged down at the moment, but would you be willing to consider adding new human civilizations in future? I have some old 40d-era raws I cooked up floating around for material (they are fantasy counterpart cultures to the tribal kingdoms of Africa and the desert kingdoms of the Middle East), along with graphics for them (custom made Chariot ones and repurposed Haradrim graphics from your Middle Earth mod).
That graphic set is from my long-dead mod DFC (dwarf fortress complete) where they were called nippons. Sure hats would be cool.

This mod seems incredible. As soon as I get some free time, I will play this.

Is this the most complete mod out there (e.g. assimilates other mods), except for Dig Deeper?
Is there some mod that has every popular mod rolled into one?
Eh, I see no reason to mix mods because they do basicly the same in different fashion. The only cool stuff could be a separate creature pack, but you can just take different creature_genesis_***.txt files (don't forget the body file) for that.

Civilization forge has a lot of races and while it has less workshops and no specific dwarven castes (and I think less creatures and plants) it has more distinct races. Chocolate mod has its own awesome parts. So yeah.

I wonder if Deon will add steel crabs?damn they would be hard for a dwarf to rid them from his beard :D [sorry if that was offensive no i am really sorry]
Sure, why not.


RUNNING TO EXAM! It's in 35 minutes. See ya soon (I hope) :P.
Title: death by booze.
Post by: Medicine Man on June 08, 2010, 01:27:43 am
Oh the horror of my worst death ever!My steel dwarf was a legendary wrestler/hammerdwarf/observer and more and he found an ettin in a cave entrance so he killed it [pretty damn tough ettin too i had broken all of its bones and all of its wounds were spraying blood and it had a cyan heart/stomach/pancreas and left brain and it survived for about 6 minutes of spamming wait]its cave was SURROUNDED by booze [i have seen booze around a cave but not this much before]moats of booze,booze rivers and more but that ettin was a worthy opponant so i had to burn its corpse and get its bones [forgetting that alchohol is flamable] and when he woke up FWOOOSH!Burning hot booze EVERYWHERE!he soon bled out but at least he had the dwarf dream death,death by booze.Beer battered dwarf anyone?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.2 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Medicine Man on June 08, 2010, 01:40:40 am
God damn i am loving playing as god brain ganglions because they have force fields and turn peoples blood into FIYAH!!!Also are god brain ganglions meant to be able to bite?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.1 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: coinich on June 08, 2010, 04:22:33 am
When i run dwarf fortress [with mod of course] the window is so small i cannot see anything in it,how can i make it larger?
Do you play ASCII version? Go into your /data/init.txt, you can change resolution and font there.

Also you can resize your DF window with mouse and zoom with mousewheel.

Excellent mod, thanks.  I love it, though occasionally the extra complexity makes things a tad bit convoluted...
Yeah I know what you mean, but I guess common DF seems too "simple" for me in some things so I wanted more complexity :). I hope my XML documentation helps you a bit.

I figured out much of it, but I didn't realize there were XMLs to read through, thanks.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.2 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Zargen on June 08, 2010, 04:28:37 am
If Deon bothers to add the modified iron crab pet, I'll advise everyone by telling them that they burn -everything- they touch. If something lays down on their tile - melts. If they latch on to something - melts. Oddly it's spit attack doesnt cause burns though. And they make great pets to have around on tundra! Melts the snow...Just dont bring them onto a glacier....BAD idea.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.2 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Medicine Man on June 08, 2010, 04:42:28 am
Here is a few questions for deon,is it possible to have a pet on adventure mode?and what are the advantages and disadvantages of the illithid races??Also this is the best mod i have played EVER.also i have got another question:why are there so many raptors and giant ants?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.2 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Flaede on June 08, 2010, 05:36:31 am
wow. this mod is vast! and it really pushes the boundaries. I'm going to try playing it, but it has also inspired me to start modding again myself. I was a bit put off by the new version's raws' complexity. Just skimmed through most of this thread thinking about modding possibilities. I may have missed answers skimming, but I have a couple of questions:

Earlier you talked about liquids as bodies being vulnerable. Are gas bodies the same way?

How does using multiple creature types in a civ work - are they evenly distributed, or distributed according to the creature raw?

EDIT: and a third question, about your mod itself: why not use the MAGIC_NATURE skill for the altar of nature?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.2 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Praetyre on June 08, 2010, 07:54:02 am
Here ya go, for the hat:
Code: [Select]
[ITEM_HELM:ITEM_HELM_ORIENTAL_SUNHAT]
[NAME:conical sun hat:conical sun hats]
[WEIGHT:10]
[VALUE:10]
[BLOCKPOWER:5]
[LAYER:OVER]
[COVERAGE:40]
[LAYER_SIZE:10]
[LAYER_PERMIT:100]
[MATERIAL_SIZE:2]
[SOFT]
[LEATHER]
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.2 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Adultratedhydra on June 08, 2010, 08:49:43 am
Hey having a blast with this mod, changed some raw's to play as the nords =P making a tundra aboveground village. im running into a strange problem though. im getting the occasional unexplained crash. no error message but it freezes, Stonesense and DT throw up error messages and DF just stops. i dont know if its the mod or something with my install but has anyone else had an unexplained crash?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.2 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Knight Otu on June 08, 2010, 09:19:18 am
Hey having a blast with this mod, changed some raw's to play as the nords =P making a tundra aboveground village. im running into a strange problem though. im getting the occasional unexplained crash. no error message but it freezes, Stonesense and DT throw up error messages and DF just stops. i dont know if its the mod or something with my install but has anyone else had an unexplained crash?
There's a few causes of crashes in vanilla. Some that're apparently fixed for next version are linked to nearly depleted soap and glob items in the stock list.

How does using multiple creature types in a civ work - are they evenly distributed, or distributed according to the creature raw?
Each creature entry in an entity gets its own civilization whenever possible. I've seen it mentioned that a random creature is chosen, but that's not the case. The cap on the number of civilizations is still observed, which might give that impression.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.2 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Z1000000m on June 08, 2010, 11:11:54 am
Ok, so i dled the newest version of the mod

peat fix and added ores are working but there are several issues

1) cant bring anything aside the copper picks and axes , this is probably intentional , but i dont think its justified, if someone likes playing ith undwarfly 10k e-points, let him
2) cant get any weapons on embark aside copper ones, brass mace and one thing I forgot. Whats the point of that?
3) I cant find the added steel workshops anywhere.
4) stones screen is broken, cant see like 80% of the rocks and can see metals (intentional?), efectively rending useless all of the pitchblende stones i took with me.

also, is swampy peat the same as the normal peat?

edit: ilmenite is now the cheapest iron ore, one rock is still worth 3 ducks

i just saw the " material fix"thingy , i will see if any of the above have anything to do with it
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.2 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Coronel_Niel on June 08, 2010, 12:47:30 pm
Spoiler (click to show/hide)

Sorry for the size and white bits, cant help that.

No custom smelters here. The problem is the race doesn't have the BUILDING entities, only the reaction ones.

Add:

   [PERMITTED_BUILDING:FORGE_FINISHING]
   [PERMITTED_BUILDING:FORGE_FINISHING_MAGMA]
   [PERMITTED_BUILDING:CRUCIBLE]
   [PERMITTED_BUILDING:CRUCIBLE_MAGMA]
   [PERMITTED_BUILDING:BLAST_FURNACE]
   [PERMITTED_BUILDING:BLAST_FURNACE_MAGMA]
   [PERMITTED_BUILDING:FURNACE_CHARCOAL]

Should work
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.2 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Z1000000m on June 08, 2010, 01:54:37 pm
Why is that?

are dorfs not supposed to use them?
or just deon had one more than he should? :P
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.2 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Coronel_Niel on June 08, 2010, 02:27:31 pm
Suppose he had to go to an exam or it was very late that he made this. He's doing 3 major projects at once and needs some rest too. I don't blaim him at all, he is overworked.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.2 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Deon on June 08, 2010, 02:33:20 pm
Wow. Yeah it was an exam and a night without sleep doooh. I will check everything tonight and patch it. Btw exam didn't go well, eh at least I didn't fail it :P.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.2 ϟ] - Ironworks, Soil Is Fun, Illithids, Balor+
Post by: Deon on June 08, 2010, 03:01:39 pm
Screw the sleep :D.

Okay, sorry for the troubles. 2.3 fix is up. I was just really tired and busy at the same time, thus the bugs slipped through.

Quote
- 2.3: fixed missing ironworks buildings; fixed stone/metal template value causing weird stuff like unavaliability of certain items; fixed ilmenite and goethite values; cave turtoises are breedable.
Also thank you very much for finding all these bugs, especially to Z1000000m.
Now you can have bronze, wrought iron or copper picks, as well as other stuff. Stone sharpness is fixed so it's ok now too. I've increased ilmenite value and decreased goethite value a bit.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: afoninv on June 08, 2010, 03:14:30 pm
Just AS SOON as I've downloaded Genesis 2.2... 2.3 is up. First download is mine =)
And thanks for your great work! I like it how you make even the buggiest vanilla releases playable.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: Z1000000m on June 08, 2010, 03:15:03 pm
 You might want to tweak the god brains
I assume the force fields are there to make tentacle hits less probable, but are they suposed to be indestructible? An adamantine axe can only dent it. Nothing i tried worked. Maybe make them drop after taking enough damage?
Steel skeleton dwarfs, balors, hordes of diffrent monsters, nothing can beat them. (Please dont tell me those things will siege, it would be worse than a BC attack :s)
Also you might want (assuming its possible) to change the balors shadows. They drop and lay around, being trash. Is it possible to make them vanish, while generating gas called "darkness" or something? Its not a big issue really, but shadows laying around makes next to no sense ;)

Edit: I tried giving adam set to dwarf, it shows up as "large adamantine stuff", is it normal for arena?


anyway, hurray for the fast fix
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: Deon on June 08, 2010, 03:23:49 pm
I will look into balor shadows, it seemed funny to me too but I didn't have time to change it.

I tested most illithids but didn't try elder brains. Doh. Thanks for 26 castes, D_E :P. I will definitely make the stuff weaker.

Large stuff is not normal. I just tried it and it's not large for me. Are you doing it under some specific conditions?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: Z1000000m on June 08, 2010, 04:41:44 pm
any creature i choose and then give it armor seems to trigger the "large"
they still use it , so its not really a problem

also, i finally found a creature capable of taking down a gel cube. It seems like it can only be killed by colliding with an obstacle. Bronze collosi get the job done.

(too bad 9 of 10 got killed after getting pushed in the soulgem. Lol.)

edit2: Bronze co26l charges at the gel cube15
gelcube15 looks suprised by the ferocity bronzecol26 onslaugh!

i effin died after reading this... :D
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: D_E on June 08, 2010, 06:04:30 pm
As long as the POP_RATIO stuff is working properly, the odds of a god-brain being generated are one in several thousand per illithid you encounter.  Assuming you see several hundred illithids per game, you might encounter one god-brain per ~10 games.  At that level of rarity, I felt that their level of overpowered-ness is appropriate.

Should you end up fighting one, you can still do it in by encasing it in hardening magma* or collapsing part of your fortress on top of it.  Drastic, I know, but I think appropriate.

I'll look in to fixing the balor shadows.

*You HAVE been funding Project: *BEEP* the World (http://1d4chan.org/wiki/Boatmurdered), right?

You might want to tweak the god brains
I assume the force fields are there to make tentacle hits less probable, but are they suposed to be indestructible? An adamantine axe can only dent it. Nothing i tried worked. Maybe make them drop after taking enough damage?
Steel skeleton dwarfs, balors, hordes of diffrent monsters, nothing can beat them. (Please dont tell me those things will siege, it would be worse than a BC attack :s)
Also you might want (assuming its possible) to change the balors shadows. They drop and lay around, being trash. Is it possible to make them vanish, while generating gas called "darkness" or something? Its not a big issue really, but shadows laying around makes next to no sense ;)

Edit: I tried giving adam set to dwarf, it shows up as "large adamantine stuff", is it normal for arena?


anyway, hurray for the fast fix
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: Medicine Man on June 08, 2010, 07:48:06 pm
I have just got a question,Should i download 2.3?i have a really good world with an illithid city somewhere so i can play as god brain ganglions.the only problem about god brain ganglions is they are so tough it takes out all challenge but some things still can dent their force fields.[megabeasts]
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: JusticeRings on June 08, 2010, 08:31:50 pm
I dunno, it gets a little annoying if a purely military fortress stands no chance whatsoever, no matter how rare the occurrence. at least for me.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: D_E on June 08, 2010, 10:51:28 pm
At least in this version, none of the illithids have Building_Destroyer tags.  So there is also the less dramatic option of baring all the doors and waiting for it to wander off.  Actually I think I forgot the [TRAPAVOID] tag, so you can just shove it in a cage and forget about it.  That's definitely not intentional, though.

Quote
it gets a little annoying if a purely military fortress stands no chance whatsoever

I guess I don't know what you mean by a purely military fortress.  A collapsing ceiling trap is pretty easy to set up, you don't actually need a Boatmurdered style doomsday trap (the Boatmurdered trap wouldn't kill it, anyway).  It's slow, so in an emergency you could probably distract it while you walled up any exposed entrances.

Ballistas might also be able to kill it.  I'm not sure how that damage calculation is handled.

Still, I'll change it so that a properly set up military fortress will be able to kill it (or at least drive it off.  Not sure how the AI is set up).  It will be that way in the next version that I put up.  That said, meleeing it will still be suicidal.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: JusticeRings on June 08, 2010, 11:00:17 pm
Eh, I will just edit it out I guess. Whats the fastest way?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: D_E on June 08, 2010, 11:08:56 pm
One moment, please ...
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: JusticeRings on June 08, 2010, 11:21:51 pm
Oh and to clarify what I mean by a purely military fortress. I mean no traps or roof falls or anything, been something I have been trying more and more. Got sick of the invincible trap set ups of doom, and find it more fun to train troops.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: D_E on June 08, 2010, 11:25:08 pm
Go to this page:  http://dffd.wimbli.com/file.php?id=2467 (http://dffd.wimbli.com/file.php?id=2467), download the creature file found there and put it in your raw folder, overwriting the previous version of the file.  This file removes the god-brain completely and slightly tones down the void-master mindflayer (no dragonbreath, several breath attacks switched from wide-angle to directed, some syndrom onsets delayed slightly).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: Nat on June 08, 2010, 11:26:23 pm
I just started playing this mod, after spending 3 hours reading the whole thread and learning about the hilarious diseases.

Anyway, I'm adventuring as a steel axedwarf, and I picked up a nord axeman and a nord hammerman and went around the place killing dragons and hydras and such for the dwarf king. I don't know if it was a lost adventurer or one of the mummies by a red dragon cave that breathed flies everywhere but the hammerman's neck, brain, upper and lower spine all rotted and he started vomiting everywhere which was fairly entertaining.

Eventually the dwarf king sent me to a dark fortress he's at war with to go kill a high priest, so I went to do that. Turns out that the fortress is populated by dwarves, I'm guessing because of overzealous goblin babysnatching.

Anyway, the priest got the axe and I freed about 10 prisoners and went home. On the way I was attacked by gargoyles (And there's a LOT of gargoyles in the dwarven kingdom) and I suddenly realised that freeing those prisoners might have been a mistake, because of the obsidian dwarf child and the 2 aspid dwarf children breathing fire and aspid stuff everywhere.

The aftermath wasn't as bad as I thought, but the two nord warriors became paralysed and suffocated. I'm not sure if that was because of aspid breath or the diseases they had picked up earlier. So I went and looted their stuff and started getting You are melting! messages. Turns out a stray fireball managed to set fire to my upper body fat. I managed to survive that burning away (bled a lot though) and now my upper body fat is gone. :(

In summary, I have to say I love this mod, even though I haven't even seen a fraction of what's in it yet.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: JusticeRings on June 08, 2010, 11:36:25 pm
Thanks D_E I appreciate it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: D_E on June 09, 2010, 01:15:57 am
Also you might want (assuming its possible) to change the balors shadows. They drop and lay around, being trash. Is it possible to make them vanish, while generating gas called "darkness" or something? Its not a big issue really, but shadows laying around makes next to no sense ;)

An update on the balor issue:  I haven't been able to find a way to do this (although I have learned a new trick), so I'm currently leaning towards simply renaming the shadows to something that is less silly to leave lying around.  "Cloak of shadows" perhaps?  "Ashes?"  "You hit the balor in the ashes, breaking away the billowing cloud of shadows?"  (I think I can make it say that using my new trick).  DARN
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: D_E on June 09, 2010, 02:08:03 am
well, here's something.  I'm not 100% satisfied with it yet, I may adjust the temperature of the balor's flames:

Creature
Code: [Select]
[OBJECT:CREATURE]

[CREATURE:BALOR_DETAILED]
[DESCRIPTION:A dark aura of power surrounds this towering humanoid with huge bat wings. Lurid flames dance over its skin.]
[NAME:balor:balors:balor]
[CASTE_NAME:balor:balors:balor]
[CREATURE_TILE:'B'][COLOR:4:0:1]
[FIXED_TEMP:11500]
[HOMEOTHERM:11500]
[PETVALUE:10000]
[PET_EXOTIC]
[TRAINABLE]
[BIOME:ANY_LAND]
[FREQUENCY:5]
DRAGONFIREBREATH [FIREIMMUNE_SUPER][FIREIMMUNE]
[FANCIFUL]
[MEGABEAST]
[ATTACK_TRIGGER:100:10000:100000]
[SPHERE:FIRE]
[SPHERE:DARKNESS]
[SPHERE:WAR]
[NOFEAR][NOPAIN][NOBREATHE]
[BUILDINGDESTROYER:2]
[CANOPENDOORS]
[TRAPAVOID]
[LOCKPICKER]
[LIKES_FIGHTING]
[GRASSTRAMPLE:50]
[EXTRAVISION]
[BONECARN]
[PREFSTRING:vile appearance]
[BODY:BALOR_HEART:BALOR_HUMANOID:BALOR_SHADOWS:BRAIN:HUMANOID_JOINTS:2EYES]
[BODYGLOSS:CLAW_HAND:HOOF]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[REMOVE_MATERIAL:SKIN]
[REMOVE_MATERIAL:LEATHER]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
[USE_MATERIAL_TEMPLATE:SHADOW:SHADOW_TEMPLATE]
[SYNDROME]
[SYN_NAME:balor cough]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:BALOR:ALL]
[SYN_INHALED]
[CE_COUGH_BLOOD:SEV:3000:PROB:100:RESISTABLE:START:50:PEAK:1000]

USE_MATERIAL_TEMPLATE:FLAMING_OIL:OIL_TEMPLATE didn't work

[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]
[REMOVE_TISSUE:SKIN]
[REMOVE_TISSUE:HAIR]
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
[TISSUE:SHADOW]
[TISSUE_NAME:shadows and burining ash:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SHADOW]
[TISSUE_MAT_STATE:GAS]
[RELATIVE_THICKNESS:1]
[TISSUE_SHAPE:LAYER]
[TISSUE:OBSIDIAN]
[TISSUE_NAME:obsidian:obsidian]
[TISSUE_MATERIAL:INORGANIC:OBSIDIAN]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE:IRON]
[TISSUE_NAME:iron:iron]
[TISSUE_MATERIAL:INORGANIC:IRON]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE:FLAME_HEART]
[TISSUE_NAME:inner fire:inner fire]
[FUNCTIONAL]
[STRUCTURAL]
[THICKENS_ON_STRENGTH]
[ARTERIES]
[SCARS]
[MUSCULAR]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:MUSCLE]
[RELATIVE_THICKNESS:3]
[HEALING_RATE:100]
[VASCULAR:5]
[PAIN_RECEPTORS:0]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[BODY_DETAIL_PLAN:BALOR_PLAN]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]
[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[USE_MATERIAL_TEMPLATE:FIRE:FLAME_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:FIRE:GAS]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[PUS:LOCAL_CREATURE_MAT:FIRE:GAS]
[BODY_SIZE:0:0:20000]
[BODY_SIZE:1000:0:2500000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[SECRETION:INORGANIC:IRON:LIQUID:BY_CATEGORY:MOLTEN_SWORD:IRON]
[SECRETION:INORGANIC:BRIMSTONE:SOLID:BY_CATEGORY:FOOT:SCALE]
[SECRETION:INORGANIC:IRON:LIQUID:BY_CATEGORY:MANY_WHIP:IRON]
[ATTACK:WHIP:CHILD_BODYPART_GROUP:BY_CATEGORY:MANY_WHIP_HANDLE:BY_CATEGORY:MANY_WHIP]
[ATTACK_SKILL:WHIP]
[ATTACK_VERB:swing your many-thonged whip.  You strike:swings its many-thonged whip.  It strikes]
[ATTACK_CONTACT_PERC:10]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[SPECIALATTACK_INJECT_EXTRACT:INORGANIC:IRON:LIQUID:100:100]
[ATTACK_FLAG_CANLATCH]
[ATTACK:SLASH:BODYPART:BY_CATEGORY:MOLTEN_SWORD]
[ATTACK_SKILL:SWORD]
[ATTACK_VERB:slash:slashes]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:50]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[SPECIALATTACK_INJECT_EXTRACT:INORGANIC:IRON:LIQUID:100:100]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:claw:claws]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ALL_ACTIVE]
[SWIMS_INNATE][SWIM_SPEED:2500]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]
[TL_COLOR_MODIFIER:GREEN:1]
[TLCM_NOUN:scales:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:20]
COLDDAM_POINT:NONE
HEATDAM_POINT:NONE
IGNITE_POINT:NONE
IF_EXISTS_SET_MELTING_POINT:55000
IF_EXISTS_SET_BOILING_POINT:57000
SPEC_HEAT:30000


Material
Code: [Select]
[MATERIAL_TEMPLATE:SHADOW_TEMPLATE]
[STATE_COLOR:ALL_SOLID:BLACK]
[STATE_NAME:ALL_SOLID:black ash]
[STATE_ADJ:ALL_SOLID:black ash]
[STATE_COLOR:LIQUID:BLACK]
[STATE_NAME:LIQUID:black ash]
[STATE_ADJ:LIQUID:black ash]
[STATE_COLOR:GAS:BLACK]
[STATE_NAME:GAS:shadows and burining ash]
[STATE_ADJ:GAS:shadows and burining ash]
[DISPLAY_COLOR:0:7:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:4181]
[IGNITE_POINT:10250]
[MELTING_POINT:10000]
[BOILING_POINT:10001]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:10]
[LIQUID_DENSITY:10]
[MOLAR_MASS:1]
[IMPACT_YIELD:10]
[IMPACT_FRACTURE:10]
[IMPACT_ELASTICITY:50]
[COMPRESSIVE_YIELD:10]
[COMPRESSIVE_FRACTURE:10]
[COMPRESSIVE_ELASTICITY:50]
[TENSILE_YIELD:10]
[TENSILE_FRACTURE:10]
[TENSILE_ELASTICITY:50]
[TORSION_YIELD:10]
[TORSION_FRACTURE:10]
[TORSION_ELASTICITY:50]
[SHEAR_YIELD:20] used data for human skin
[SHEAR_FRACTURE:20]
[SHEAR_ELASTICITY:50]
[BENDING_YIELD:10]
[BENDING_FRACTURE:10]
[BENDING_ELASTICITY:50]
[MAX_EDGE:0]
[ABSORPTION:100]
This lets the game know to use this item to determine the exact material type for the leather product in the tanning reaction.
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]
This lets the game know that an animal was likely killed in the production of this item.
[IMPLIES_ANIMAL_KILL]
[ROTS]



Body:
Code: [Select]
[BODY:BALOR_HUMANOID]
[BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER][INTERNAL]
[DEFAULT_RELSIZE:1000]
[BP:HD:head:STP][CON:UB][HEAD][CATEGORY:HEAD][INTERNAL]
[DEFAULT_RELSIZE:300]
[BP:RWING:right wing:STP][CONTYPE:UPPERBODY][LIMB][RIGHT][FLIER][CATEGORY:WING][INTERNAL]
[DEFAULT_RELSIZE:500]
[BP:LWING:left wing:STP][CONTYPE:UPPERBODY][LIMB][LEFT][FLIER][CATEGORY:WING][INTERNAL]
[DEFAULT_RELSIZE:500]
[BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER][INTERNAL]
[DEFAULT_RELSIZE:1000]
[BP:TAIL:tail:STP][CONTYPE:LOWERBODY][CATEGORY:TAIL][INTERNAL]
[DEFAULT_RELSIZE:100]
[BP:RHORN:right horn:STP][CONTYPE:HEAD][RIGHT][SKELETON][CATEGORY:HORN][INTERNAL]
[DEFAULT_RELSIZE:100]
[BP:LHORN:left horn:STP][CONTYPE:HEAD][LEFT][SKELETON][CATEGORY:HORN][INTERNAL]
[DEFAULT_RELSIZE:100]
[BP:RUA:right upper arm:STP][CON:UB][LIMB][RIGHT][CATEGORY:ARM_UPPER][INTERNAL]
[DEFAULT_RELSIZE:200]
[BP:LUA:left upper arm:STP][CON:UB][LIMB][LEFT][CATEGORY:ARM_UPPER][INTERNAL]
[DEFAULT_RELSIZE:200]
[BP:RLA:right lower arm:STP][CON:RUA][LIMB][RIGHT][CATEGORY:ARM_LOWER][INTERNAL]
[DEFAULT_RELSIZE:200]
[BP:LLA:left lower arm:STP][CON:LUA][LIMB][LEFT][CATEGORY:ARM_LOWER][INTERNAL]
[DEFAULT_RELSIZE:200]
[BP:RH:right hand:STP][CON:RLA][GRASP][RIGHT][CATEGORY:HAND][INTERNAL]
[DEFAULT_RELSIZE:80]
[BP:LH:left hand:STP][CON:LLA][GRASP][LEFT][CATEGORY:HAND][INTERNAL]
[DEFAULT_RELSIZE:80]
[BP:MSWD:molten sword:STP][CON:RH][RIGHT][CATEGORY:MOLTEN_SWORD]
[DEFAULT_RELSIZE:200]
[BP:WHIP:whip of many thongs:STP][CON:RH][RIGHT][CATEGORY:MANY_WHIP_HANDLE][INTERNAL]
[DEFAULT_RELSIZE:80]
[BP:WHIP_1:whip thong:STP][CON:WHIP][RIGHT][CATEGORY:MANY_WHIP][SMALL]
[DEFAULT_RELSIZE:100]
[BP:WHIP_2:whip thong:STP][CON:WHIP][RIGHT][CATEGORY:MANY_WHIP][SMALL]
[DEFAULT_RELSIZE:100]
[BP:WHIP_3:whip thong:STP][CON:WHIP][RIGHT][CATEGORY:MANY_WHIP][SMALL]
[DEFAULT_RELSIZE:100]
[BP:WHIP_4:whip thong:STP][CON:WHIP][RIGHT][CATEGORY:MANY_WHIP][SMALL]
[DEFAULT_RELSIZE:100]
[BP:WHIP_5:whip thong:STP][CON:WHIP][RIGHT][CATEGORY:MANY_WHIP][SMALL]
[DEFAULT_RELSIZE:100]
[BP:WHIP_6:whip thong:STP][CON:WHIP][RIGHT][CATEGORY:MANY_WHIP][SMALL]
[DEFAULT_RELSIZE:100]
[BP:WHIP_7:whip thong:STP][CON:WHIP][RIGHT][CATEGORY:MANY_WHIP][SMALL]
[DEFAULT_RELSIZE:100]
[BP:WHIP_8:whip thong:STP][CON:WHIP][RIGHT][CATEGORY:MANY_WHIP][SMALL]
[DEFAULT_RELSIZE:100]
[BP:WHIP_9:whip thong:STP][CON:WHIP][RIGHT][CATEGORY:MANY_WHIP][SMALL]
[DEFAULT_RELSIZE:100]
[BP:RUL:right upper leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_UPPER][INTERNAL]
[DEFAULT_RELSIZE:500]
[BP:LUL:left upper leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_UPPER][INTERNAL]
[DEFAULT_RELSIZE:500]
[BP:RLL:right lower leg:STP][CON:RUL][LIMB][RIGHT][CATEGORY:LEG_LOWER][INTERNAL]
[DEFAULT_RELSIZE:400]
[BP:LLL:left lower leg:STP][CON:LUL][LIMB][LEFT][CATEGORY:LEG_LOWER][INTERNAL]
[DEFAULT_RELSIZE:400]
[BP:RF:right foot:right feet][CON:RLL][STANCE][RIGHT][CATEGORY:FOOT][INTERNAL]
[DEFAULT_RELSIZE:120]
[BP:LF:left foot:left feet][CON:LLL][STANCE][LEFT][CATEGORY:FOOT][INTERNAL]
[DEFAULT_RELSIZE:120]


[BODY:BALOR_HEART]
[BP:HEART:obsidian heart:STP][CATEGORY:BALOR_HEART][SMALL]
[DEFAULT_RELSIZE:100]

[BODY:BALOR_SHADOWS]
[BP:SHADOW_01:shadowy cloak of ash:STP][CONTYPE:UPPERBODY][CATEGORY:SHADOW][SMALL]
[DEFAULT_RELSIZE:100]
[BP:SHADOW_02:shadowy cloak of ash:STP][CONTYPE:UPPERBODY][CATEGORY:SHADOW][SMALL]
[DEFAULT_RELSIZE:100]
[BP:SHADOW_03:shadowy cloak of ash:STP][CONTYPE:UPPERBODY][CATEGORY:SHADOW][SMALL]
[DEFAULT_RELSIZE:100]
[BP:SHADOW_04:shadowy cloak of ash:STP][CONTYPE:UPPERBODY][CATEGORY:SHADOW][SMALL]
[DEFAULT_RELSIZE:100]
[BP:SHADOW_05:shadowy cloak of ash:STP][CONTYPE:UPPERBODY][CATEGORY:SHADOW][SMALL]
[DEFAULT_RELSIZE:100]

[BP:SHADOW_06:shadowy cloak of ash:STP][CONTYPE:UPPERBODY][CATEGORY:SHADOW][SMALL]
[DEFAULT_RELSIZE:100]
[BP:SHADOW_07:shadowy cloak of ash:STP][CONTYPE:UPPERBODY][CATEGORY:SHADOW][SMALL]
[DEFAULT_RELSIZE:100]
[BP:SHADOW_08:shadowy cloak of ash:STP][CONTYPE:UPPERBODY][CATEGORY:SHADOW][SMALL]
[DEFAULT_RELSIZE:100]
[BP:SHADOW_09:shadowy cloak of ash:STP][CONTYPE:UPPERBODY][CATEGORY:SHADOW][SMALL]
[DEFAULT_RELSIZE:100]
[BP:SHADOW_10:shadowy cloak of ash:STP][CONTYPE:UPPERBODY][CATEGORY:SHADOW][SMALL]
[DEFAULT_RELSIZE:100]

[BP:SHADOW_11:shadowy cloak of ash:STP][CONTYPE:UPPERBODY][CATEGORY:SHADOW][SMALL]
[DEFAULT_RELSIZE:100]
[BP:SHADOW_12:shadowy cloak of ash:STP][CONTYPE:UPPERBODY][CATEGORY:SHADOW][SMALL]
[DEFAULT_RELSIZE:100]
[BP:SHADOW_13:shadowy cloak of ash:STP][CONTYPE:UPPERBODY][CATEGORY:SHADOW][SMALL]
[DEFAULT_RELSIZE:100]
[BP:SHADOW_14:shadowy cloak of ash:STP][CONTYPE:UPPERBODY][CATEGORY:SHADOW][SMALL]
[DEFAULT_RELSIZE:100]
[BP:SHADOW_15:shadowy cloak of ash:STP][CONTYPE:UPPERBODY][CATEGORY:SHADOW][SMALL]
[DEFAULT_RELSIZE:100]

[BP:SHADOW_16:shadowy cloak of ash:STP][CONTYPE:UPPERBODY][CATEGORY:SHADOW][SMALL]
[DEFAULT_RELSIZE:100]
[BP:SHADOW_17:shadowy cloak of ash:STP][CONTYPE:UPPERBODY][CATEGORY:SHADOW][SMALL]
[DEFAULT_RELSIZE:100]
[BP:SHADOW_18:shadowy cloak of ash:STP][CONTYPE:UPPERBODY][CATEGORY:SHADOW][SMALL]
[DEFAULT_RELSIZE:100]
[BP:SHADOW_19:shadowy cloak of ash:STP][CONTYPE:UPPERBODY][CATEGORY:SHADOW][SMALL]
[DEFAULT_RELSIZE:100]
[BP:SHADOW_20:shadowy cloak of ash:STP][CONTYPE:UPPERBODY][CATEGORY:SHADOW][SMALL]
[DEFAULT_RELSIZE:100]

[BP:SHADOW_21:shadowy cloak of ash:STP][CONTYPE:UPPERBODY][CATEGORY:SHADOW][SMALL]
[DEFAULT_RELSIZE:100]
[BP:SHADOW_22:shadowy cloak of ash:STP][CONTYPE:UPPERBODY][CATEGORY:SHADOW][SMALL]
[DEFAULT_RELSIZE:100]
[BP:SHADOW_23:shadowy cloak of ash:STP][CONTYPE:UPPERBODY][CATEGORY:SHADOW][SMALL]
[DEFAULT_RELSIZE:100]
[BP:SHADOW_24:shadowy cloak of ash:STP][CONTYPE:UPPERBODY][CATEGORY:SHADOW][SMALL]
[DEFAULT_RELSIZE:100]
[BP:SHADOW_25:shadowy cloak of ash:STP][CONTYPE:UPPERBODY][CATEGORY:SHADOW][SMALL]
[DEFAULT_RELSIZE:100]


Detail plan is unchanged.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: Tarran on June 09, 2010, 02:09:56 am
Lots of text.
Please spoiler it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: Deon on June 09, 2010, 03:15:13 am
It's not as big as it could be. :P

I will release a patch soon which tones down illithids and patches balor to have ashen veils (I like it more than ashes :P). Save compatible of course.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: alexandertnt on June 09, 2010, 05:53:02 am
This is a great mod, love the workshops.

I do not believe this has been mentioned (I searched) but one of the gargoyle's prefstring is "feathery wings". Is this supposed to be like this?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: Deon on June 09, 2010, 07:36:51 am
Hah, no. Thanks for mentioning.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: Flaede on June 09, 2010, 09:01:24 am
I think I asked, but at the risk of repetition: why does the nature shrine not use nature magic skill?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: Deon on June 09, 2010, 09:26:22 am
You mean the druid skill? Right now all altars use Alchemy. I was just afraid that it may be a bugged skill from the past. I should check it though :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: Flaede on June 09, 2010, 09:32:38 am
Good point. It was working with weapons in 40d, but I don't know about reactions.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: Coronel_Niel on June 09, 2010, 10:03:47 am
Side note:

Peat isnt mined out in settlements, must be becuase its a new stone. I have a strange combo of master engraved peat in a cistern in a westman town. Funny tho :)

EDIT:
And water too. Thats water, in walls, that are masterfully engraved. In a hole in the ground.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: Deon on June 09, 2010, 10:10:48 am
Side note:

Peat isnt mined out in settlements, must be becuase its a new stone. I have a strange combo of master engraved peat in a cistern in a westman town. Funny tho :)

EDIT:
And water too. Thats water, in walls, that are masterfully engraved. In a hole in the ground.
Eh, what? Do you mean damp peat? Yeah peat is a stone now, it makes it into a resource you can burn into coke.
There can't be water IN walls.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: Z1000000m on June 09, 2010, 11:57:53 am
i just tried out the new metallurgy, loving it so far

Could change the text a bit? im playing on a 1680 wide monitor (i think thats pretty wide indeed) and i cant see which one of the make steel (blast furnace) is using ore and which is using bars (without using tab to get that minimap looking thing)
Can't it be just "Make 6 steel bars (ore/bars) instead?

EDIT:

Cant order wooden beds to be dismantled in the furn workshop, using manager doesn't work either.
E2
It seems like the dwarfs ignore the beds. There are 3 low value bed in my furn stockpile. I can place them, but ordering using manager results in job cancelation.
E3 one from the version before (still in) after an upgrade, the forts record keeper isnt promoted to treasurer, the treasurer position is vacant and you have to assing him again
E4: wasnt sandy loam a sand soil a version before? Its not now..
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: Deon on June 09, 2010, 12:19:09 pm
I will look in them all. The bed not being dismantled is weird. It was working in my test. I don't know what could break it, I will make sure to make it to work.

That's the bookkeeper -> treasurer -> grand treasurer -> hoardmaster line:
Spoiler (click to show/hide)

It was definitely working and it is set up right so you could strike some 0.31.05 bug there.

Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: Z1000000m on June 09, 2010, 12:25:48 pm
I dont think so, i am 100% positive that i remember that from the 04 with genmod
I have no idea if thats also like that vanilla, i dont play it :P
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: Coronel_Niel on June 09, 2010, 12:30:24 pm
Ahh I see. Now I have masterfully decorated stones... (thought it was a wall...)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: Talmanaze on June 09, 2010, 01:15:33 pm
Dang, I issed a DF Update :o

But I won't with this one!!!

now I gonna have to wait for you to set-up a 0.31.06 version... :/


But otherwise, looks great! Thanks for Making this mod! ;D
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: Deon on June 09, 2010, 02:21:10 pm
I am pretty sure that you can just grab your save and stick it in 0.31.06, or copy raw files and set up graphics. The versions are totally compatible.

Also I think I should rename peat to compact peat to avoid further confusion. Which name would you suggest?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: JusticeRings on June 09, 2010, 02:36:02 pm
compact or maybe petrified sounds good.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: Deon on June 09, 2010, 02:40:25 pm
It should be compact then. Because if it was petrified, minerals would replace organic components and it wouldn't be transformable into fuel.

I also think about making petrified wood into gem (btw in RL it's a state gem of Washington) and add a reaction to transform it into wood in the Altar of Nature.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: JusticeRings on June 09, 2010, 02:53:16 pm
Ah, I was thinking you were going for some sort of oil/natural gas feel with the peat because I am pretty sure both form in peat bogs.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: Nether on June 09, 2010, 04:40:22 pm
I am pretty sure that you can just grab your save and stick it in 0.31.06, or copy raw files and set up graphics. The versions are totally compatible.

Also I think I should rename peat to compact peat to avoid further confusion. Which name would you suggest?
Does this mean I can just take your ASCII version and copy the raw folder to a new install of DF .06? I'll be giving it another try with partial print on I think.
I have no idea how I can get it faster, but according to the wiki the partial print thing should work from .05 and up.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: crazz2323 on June 09, 2010, 04:59:44 pm
Does this work with the windows SDL Version of DF .06 as well? Not just the legacy version? I want all the newly merged graphics etc. If so how do I install it to ensure I'm using the DF .06 graphics to its fullest?

Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: Deon on June 09, 2010, 05:13:58 pm
Okay, I told it earlier but no harm to repeat it again.

1) You grab the whole /raw/ folder and replace the DF raws. Also you grab /data/speech/ folder and replace those too.
2) You get /data/art/ironhand.png and copy it to /data/art/ of 0.31.06
3) You open init.txt of 0.31.06 and set up ironhand.png as a default font and required resolution. If you don't know how to do it, open init.txt of the current Genesis mod and check it.

I am pretty sure that you can just grab your save and stick it in 0.31.06, or copy raw files and set up graphics. The versions are totally compatible.

Also I think I should rename peat to compact peat to avoid further confusion. Which name would you suggest?
Does this mean I can just take your ASCII version and copy the raw folder to a new install of DF .06? I'll be giving it another try with partial print on I think.
I have no idea how I can get it faster, but according to the wiki the partial print thing should work from .05 and up.
Exactly, but don't forget to grab /data/speech/ folder too.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: crazz2323 on June 09, 2010, 05:48:29 pm
Thanks for the reply! I wasn't sure what you were referring to in your previous post. I used to just extract your zip into my clean install of DF and that was that. I had no idea you only do those few steps for the SDL windows version. One question however, and if you don't want to help I understand because I suppose this should be on the DF forums but I have a resolution of 1920x1200 wide screen LCD and DF is really tiny. I noticed in your ini the graphics are turned on for example:
[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:1280]
[GRAPHICS_WINDOWEDY:800]
[GRAPHICS_FONT:ironhand.png]
[GRAPHICS_FULLSCREENX:0]
[GRAPHICS_FULLSCREENY:0]
[GRAPHICS_FULLFONT:ironhand.png]
[GRAPHICS_BLACK_SPACE:YES]

but in DF's version it is off in the ini. I assume I do not want it on so it will use the new SDL grapical version? Anyway, my point is if I set what I can set outside of those options above like these options:
[WINDOWEDX:1680]
[WINDOWEDY:1050]
[FONT:curses_640x300.png]

and having [BLACK_SPACE:YES]  why do I get a tiny picture in the top left corner of my window instead of it filling out the resized window? Even if I touch no settings and just drag the window to the size I want the picture is tiny. What do I need to do?

**** OK I think I understand now. It is OK to have [GRAPHICS:YES], that just lets you use the tilesets right? So by having it set to yes, I do dont lose the SDL version right? If its ok, then I got the graphics set the way I want.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: Deon on June 09, 2010, 06:43:31 pm
GRAPHICS:ON or OFF only determine do you use creature graphics or not, nothing else.

Quote
and having [BLACK_SPACE:YES]  why do I get a tiny picture in the top left corner of my window instead of it filling out the resized window? Even if I touch no settings and just drag the window to the size I want the picture is tiny. What do I need to do?
Scroll your mouse wheel to get a desired zoom level.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: crazz2323 on June 09, 2010, 06:51:06 pm
Thanks! I do have another question if you don't mind. Do you still plan to have other graphic tile sets like Mike Mayday's or some of the others that you had before? I choose the graphical version of your downloads and unless I'm doing something wrong, the graphics options you used to have looked much nicer (no offense).

If not can i change it to Mayday's myself?


*** Nevermind i was doing something wrong! I never added the ironhand to both places in the graphics settings just one! Sorry! It looks great!

Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: Deon on June 09, 2010, 07:45:15 pm
I may do it later but with the constant updates I just don't have time for now.

Anyway, the graphics look like this:
(http://i.piccy.info/i5/14/64/186414/water.png)

Also I've spent a lot of time mapping different colors and tiles of leaves/stems/grains/flowers for each plant so I would like graphics-lovers to appreciate it :P.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: Medicine Man on June 09, 2010, 07:57:21 pm
Hey deon I found a glitch I was playing as a void master mind flayer and I cut off a giant ants head with my reaper sword [doom was injected] and it was still alive.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: Deon on June 09, 2010, 08:16:00 pm
How? o_O. Did you happen to get a save?

P.S. Omg. I forgot to fix an old body stuff. Giant ants have two heads. Oh god silly me, fixing now. Just pretend that they teleported from Fallout world :P.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: ProZocK on June 09, 2010, 08:52:09 pm
I may do it later but with the constant updates I just don't have time for now.

Anyway, the graphics look like this:
(http://i.piccy.info/i5/14/64/186414/water.png)

Also I've spent a lot of time mapping different colors and tiles of leaves/stems/grains/flowers for each plant so I would like graphics-lovers to appreciate it :P.

Believe me, the graphics are awesome. Honestly the best I have ever used.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: JusticeRings on June 09, 2010, 10:02:20 pm
We have a graphics 31.6 up yet?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: Praetyre on June 10, 2010, 12:18:43 am
Since his Botany and Dendrology mods are already implemented, would it be possible to see Chariot's Cuisine, Angler and Zoo (minus the overlapping creatures, of course, and assuming stylistic conflicts between his graphics and Ironhand's are not too much of an issue) implemented in future?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: Deon on June 10, 2010, 01:16:59 am
Well, why not. Cuissine is a food mod, right? I have my own Things You Eat which adds 25+ new items already included.

We have a graphics 31.6 up yet?
If you follow my advice to Crazz on the previous page, you'll see how to easily port it to 0.31.06.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: Coronel_Niel on June 10, 2010, 01:24:03 am
(To port a save)

Copy Graphics Over
Copy Init Over
Copy Save Over
Copy objects
Done

(Copy the graphics folder + init for graphics)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: Nether on June 10, 2010, 02:36:46 am
We have a graphics 31.6 up yet?
If you follow my advice to Crazz on the previous page, you'll see how to easily port it to 0.31.06.
It utterly failed for me as DF did not even bother to start anymore XD Maybe it was the PARTIAL:2 setting, but when I changed it back to STANDARD it did'nt work either :(

EDIT: What is the difference between Legacy and SDL versions?
EDIT2: Legacy does not work and SDL does, weird.
EDIT3: Sadly, even partial:2 does not work and my game is slow as hell :(
 I'll await another update then.
 In the meanwhile I am very interested in how you got it working faster as 40d, Deon. Care to share? ^^
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: coinich on June 10, 2010, 05:00:17 am
It seems that farms cannot be built on peat.  How come?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: Flaede on June 10, 2010, 05:04:45 am
It seems that farms cannot be built on peat.  How come?

Peat is now a stone. So as to leave something behind when mined.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: Deon on June 10, 2010, 05:36:28 am
[RESIZABLE:NO]
[ARB_SYNC:YES]
[PRINT_MODE:PARTIAL:5]
[SINGLE_BUFFER:YES]

It works good for me.

It seems that farms cannot be built on peat.  How come?

Peat is now a stone. So as to leave something behind when mined.
Yeah I will rename it to a Compact Peat to avoid further confusion in the next version.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: afoninv on June 10, 2010, 09:13:18 am
Re: Peat.
Is it me, or Peat is intended to not show up in Stockpile 'Stones' menu? Every time I make a stones stockpile for a specific ore (like disabling everything but platinum nuggets), my haulers keep filling it with peat.

<slowninja'd for clarity>
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: Haspen on June 10, 2010, 09:22:12 am
Re: Peat.
Is it me, or Peat really should not show up in Stockpile 'Stones' menu? Every time I make a stones stockpile for a specific ore (like disabling everything but platinum nuggets), my haulers keep filling it with peat.

It seems that farms cannot be built on peat.  How come?

Peat is now a stone. So as to leave something behind when mined.
Yeah I will rename it to a Compact Peat to avoid further confusion in the next version.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: afoninv on June 10, 2010, 09:37:06 am
Haspen:
Yep, I know it's a stone. But in this case the 'Peat' entry should appear in the Stockpile menu under 'Stone' category, and it does not, at least in my game. So any stone stockpile will be cluttered with peat, even if I don't want it to. Am I missing something?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: Roses on June 10, 2010, 11:51:26 am
Loving your mod so far Deon, just had a quick questions about the raws. I noticed that a bunch of the files have genesis or custom or some other delineation in their names, does this mean that the files with the standard names have not been modified? or do those names just represent the new features? I only ask because I have a couple changes I made that I wanted to include but am not sure if I can just copy over the existing files.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: afoninv on June 10, 2010, 11:54:33 am
I noticed that a bunch of the files have genesis or custom or some other delineation in their names, does this mean that the files with the standard names have not been modified?
I took a glance on the raws myself - some standard raw files have meen modified: entities, shape descriptors, bodies, body plan, variations, some crits, plants, materials, metals, gems, stone layers, weapons, reactions, tissues... In fact, alot of changes to standard raws.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: Coronel_Niel on June 10, 2010, 12:02:04 pm
And some standard files are in genesis files (ie, dwarfs are not in creature_standard but a genesis file) Normal reactions are in a standard file but edited for ironworks.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: afoninv on June 10, 2010, 12:03:33 pm
And some standard files are in genesis files (ie, dwarfs are not in creature_standard but a genesis file) Normal reactions are in a standard file but edited for ironworks.
Normal reactions are modified too, no?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: Roses on June 10, 2010, 12:08:34 pm
That's what I thought, now starts the long process of merging! Anyone know of a fast way to check for duplicates? Usually just start up a game and check the error files.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: Coronel_Niel on June 10, 2010, 12:26:39 pm
Spoiler (click to show/hide)

Who let the obsidian dwarf in the millitary?? The elves are gana be PISSED.

On the up side, refuse got burnt.

If you look at that little area in the top left, the people in there survived. Buildings are the only cover.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: Deon on June 10, 2010, 01:18:34 pm
That's what I thought, now starts the long process of merging! Anyone know of a fast way to check for duplicates? Usually just start up a game and check the error files.
Winmerge program is your friend... And I used creature_genesis_*** naming to easier track creature types.

Anyway I will upload 0.31.06 with all new material fixes from the 06 shortly.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: Roses on June 10, 2010, 01:37:28 pm
Man, never knew about winmerge. That thing is pure adamantium. Thanks for everyone's help. Keep up the great work!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.4 ϟ] - Music is back!
Post by: Deon on June 10, 2010, 01:51:57 pm
Please do not download right now. I re-submit files, it should be ready in 5-10 min.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.4 ϟ] - Music is back!
Post by: Nether on June 10, 2010, 02:13:27 pm
I'll wait for you and then retry the graphic adaptions :) Thanks for responding!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.4 ϟ] - Music is back!
Post by: Deon on June 10, 2010, 02:14:18 pm
Yeah, in the current version balors are immortal. D_E screwed with body so it has only a heard with weapons, and no other stuff. I mean it is but it's not connected so you cannot damage it. I am patching it as we speak.

I don't know why is the balor INSIDE of the obsidian heart, but it makes it unkillable.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.4 ϟ] - Music is back!
Post by: Z1000000m on June 10, 2010, 02:35:46 pm
i wanted to post this earlier

meat doesn't show up in the kitchen menu
meaning i cant cook it
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.4 ϟ] - Music is back!
Post by: Deon on June 10, 2010, 02:43:27 pm
Yeah yeah, that's another bug from the material mod which I forgot to fix and do it now. 2.5 is almost ready. Thanks for the heads-up anyway.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.4 ϟ] - Music is back!
Post by: Nether on June 10, 2010, 02:59:09 pm
yay ^^ I'm happily awaiting a new release :D
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.4 ϟ] - Music is back!
Post by: Deon on June 10, 2010, 02:59:30 pm
- 2.5: new version of DF; stronger teeth/nails/horns/hoofs; animals now can carry much more items; tree tiles redrawn a bit; the soundtrack is back. Multiple material fixes.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.4 ϟ] - Music is back!
Post by: Nether on June 10, 2010, 03:04:36 pm
- 2.5: new version of DF; stronger teeth/nails/horns/hoofs; animals now can carry much more items; tree tiles redrawn a bit; the soundtrack is back. Multiple material fixes.
The graphics link shows .06 in the name, but .05 in the description. For the ascii one (I'm interested in this one!) there is only .05, sadly.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.5 ϟ] - Music is back!
Post by: Deon on June 10, 2010, 03:05:41 pm
Sorry, I forgot to change the name in a hurry to release the patch. I'll fix it now.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.5 ϟ] - Music is back!
Post by: Nether on June 10, 2010, 03:06:36 pm
Sorry, I forgot to change the name in a hurry to release the patch. I'll fix it now.
Great, you're wonderously quick to respond! thanks!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.5 ϟ] - Music is back!
Post by: afoninv on June 10, 2010, 03:07:13 pm
Awesome!
***
Does anyone know if these changes make 2.5 save-incompatible with 2.3?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.5 ϟ] - Music is back!
Post by: Deon on June 10, 2010, 03:11:56 pm
Let me think... It's compatible except for one thing.

Do not copy creature_z_illithid.txt because I removed elder brains. Everything else it totally compatible, it's mostly material fixes and tweaks to body structures, plus the music is back.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.5 ϟ] - Music is back!
Post by: Nether on June 10, 2010, 03:13:20 pm
Yay, it is downloading :D

Now I can get back to homework ^^
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Deon on June 10, 2010, 03:17:42 pm
No you can't. I hurry too much because I worry that I did a wrong thing and I screw it even more. One should always act thinking first. I mean, I screwed the archive. If you look inside, there's a deon_genesis_2.4 folder in it too with a separate material_default.txt inside. That's the correct one.

I am reuploading the 2.51 which has a right archive. Hehe. And then I am going to sleep, really tired here.

P.S. Done. It should be all cool now.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.3 ϟ] - Material fix
Post by: Nether on June 10, 2010, 03:22:42 pm
[RESIZABLE:NO]
[ARB_SYNC:YES]
[PRINT_MODE:PARTIAL:5]
[SINGLE_BUFFER:YES]

It works good for me.
Ok, does that show me why DF crashed on me? Or should i fiddle around with print mode and ARB_SYNC?

EDIT: Killed ARB_SYNC: It worked but I got this as a screen: Flickering badly
(http://i48.tinypic.com/1jq32f.jpg)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Ringmaster on June 10, 2010, 03:25:00 pm
I don't know if its been noted before (100 pages of writing is a bit much to wade through when I've got a limited amount of time to do it in) but after downloading and extracting the mod, all I get when I start the Dwarfort.exe is a small window with a single blue exclamation mark in the top left corner.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Nether on June 10, 2010, 03:26:42 pm
I don't know if its been noted before (100 pages of writing is a bit much to wade through when I've got a limited amount of time to do it in) but after downloading and extracting the mod, all I get when I start the Dwarfort.exe is a small window with a single blue exclamation mark in the top left corner.
I've had this too, try another version of DF. (I used legacy, SDL worked for me)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Deon on June 10, 2010, 04:41:52 pm
[RESIZABLE:NO]
[ARB_SYNC:YES]
[PRINT_MODE:PARTIAL:5]
[SINGLE_BUFFER:YES]

It works good for me.
Ok, does that show me why DF crashed on me? Or should i fiddle around with print mode and ARB_SYNC?

EDIT: Killed ARB_SYNC: It worked but I got this as a screen: Flickering badly
(http://i48.tinypic.com/1jq32f.jpg)
Yeah it does that with some videocards. I still yet to find the best mode for me.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: ProZocK on June 10, 2010, 04:42:24 pm
Hey Deon, just a question, why did you remove the crematorium?
Just curious
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Z1000000m on June 10, 2010, 04:47:34 pm
"black crow tallow toad in the hole"

what?! :o
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Deon on June 10, 2010, 04:52:25 pm
Hey Deon, just a question, why did you remove the crematorium?
Just curious
Because Kiln can do the same (and it is used in RL for that) and I didn't use that much, so I've decided that there's no reason to make a second building like kiln while I can make kiln more useful (I rarely use it otherwise).

"black crow tallow toad in the hole"

what?! :o
http://en.wikipedia.org/wiki/Toad_in_the_hole
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: ProZocK on June 10, 2010, 04:54:34 pm
Hey Deon, just a question, why did you remove the crematorium?
Just curious
Because Kiln can do the same (and it is used in RL for that) and I didn't use that much, so I've decided that there's no reason to make a second building like kiln while I can make kiln more useful (I rarely use it otherwise).

Makes sense.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.4 ϟ] - Music is back!
Post by: D_E on June 10, 2010, 04:59:58 pm
Yeah, in the current version balors are immortal. D_E screwed with body so it has only a heard with weapons, and no other stuff. I mean it is but it's not connected so you cannot damage it. I am patching it as we speak.

I don't know why is the balor INSIDE of the obsidian heart, but it makes it unkillable.

Uh, it's killable.  The heart bleeds, and the eyes can also be hit.  The body is just there for show.  I should have said that explicitly in the raw, but you sounded like you'd tested it and when you didn't say anything I figured you thought it was OK. 

The heart is a thin shell of obsidian over delicate tissue.  With the raw weapons, it's hard to break the shell, but I was figuring that you're rebalanced weapons must be doing the job.  It can also be taken down by shooting it repeatedly with crossbows, and in practice this is what dwarves have to do, because of the extreme temperature of the default flames.

If you want me to change something of mine, just let me know what you want done.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: afoninv on June 10, 2010, 05:24:59 pm
Deon, there is some weird visual thing happening to my game.

I have DF .31.06 (SDL w/vanilla ascii tileset) with Genesis 2.3 raws on top. I started a fort (as region1) - everything's ok.

Then I saved and copied that savefolder as region2, then placed new 2.51 raws (w/o creature_z_illithid.txt) to raws folder and region2 save folder. And now upon loading region2 I get some crappy graphics while region1 works just as before.
Same init.txt, same art, same .31.06 SDL version.

Here are pics:
Save with 2.3 raws

Spoiler (click to show/hide)
Save with 2.51 raws
Spoiler (click to show/hide)

What am I doing wrong?

edit: right, er... shame on me, accidentally downloaded non-ascii version of Genesis 2.51
Hope this helps someone not to my mistake.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Deon on June 10, 2010, 06:18:14 pm
Yeah, ASCII version is 2.5, not 2.51 :).

Yeah, in the current version balors are immortal. D_E screwed with body so it has only a heard with weapons, and no other stuff. I mean it is but it's not connected so you cannot damage it. I am patching it as we speak.

I don't know why is the balor INSIDE of the obsidian heart, but it makes it unkillable.

Uh, it's killable.  The heart bleeds, and the eyes can also be hit.  The body is just there for show.  I should have said that explicitly in the raw, but you sounded like you'd tested it and when you didn't say anything I figured you thought it was OK. 

The heart is a thin shell of obsidian over delicate tissue.  With the raw weapons, it's hard to break the shell, but I was figuring that you're rebalanced weapons must be doing the job.  It can also be taken down by shooting it repeatedly with crossbows, and in practice this is what dwarves have to do, because of the extreme temperature of the default flames.

If you want me to change something of mine, just let me know what you want done.
They were OK before that change. That obsidian heart couldn't be pierced by a legendary in all in full adamantine set with the most powerful artifact in the game dwarf because thickness does nothing when it's the whole body.

But the most imporant part was that INTERNAL upperbody does not work, so it was an immortal obsidian rock.

Now I reverted partially to my previous balor with your additions.

So it bleeds flames (awesome stuff) and uses your body structure, but without falling off shadows. Instead it secretes "ashen veil" and it has a soulgem instead of obsidian heart beacause obsidian is too hard to be damaged by any normal weapons, and adamantine is sharp enough but too light to damage it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: TomiTapio on June 10, 2010, 07:44:56 pm
Hmm started this Genesis 2.51 today, it seems nice. Pet rabbits, six meat in a furry skin. Looks like Pig Tails are replaced by cave cotton (which I didn't embark with.)
Hmm pet cave tortoises move as fast as dwarves.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Z1000000m on June 10, 2010, 07:59:11 pm
they can also rush at opponents
even suprise them with ferocity ;)

anyways, having fun ith the mod so far, figured that high level constructions with little space are dangrous, epecially with darned black crows

egraver charges at the black crow
engraver slams into an obstable
-_-
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Sagus on June 10, 2010, 10:31:28 pm
Uhhh, is anyone getting some a weird bug where the colors of the skin, hair and eyes of creatures are completely random? Like, I once started a game in adventure mode with a nord woman and she had blue skin. I didn't modify the raws at all, so I dunno why this is happening...

EDIT: Nevermind, just discovered the reason, apperently it was having two descriptor_color raws that screwed things up.
Awesome mod, btw. Can't imagine playing DF without it anymore :P
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: tHe_silent_H on June 10, 2010, 11:01:34 pm
The only thing I don't like about this mode is trading, everyone('cept dwarfs) have the same old wood/cloth/food caravans. Only usefull to offload junk. I'm just wondering when trade goods will be spiced up, other than that:

Genesis
"This is a Dwarf fortress mod created by Deon, all craftsdwarfship is of the highest quality. it is decorated with awesome and encircled with bands of awe. on the item is an image of Deon and a computer, Deon is laughing, the computer is making a plaintive gesture"
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Medicine Man on June 10, 2010, 11:21:34 pm
 :'( it is going to take an hour and a half to download CURSE THIS SH**** BROADBAND!I guess i will just try to find parts of it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Medicine Man on June 11, 2010, 12:18:46 am
Wait does the graphics version have the proper df in it?if so if i could download the graphics version in parts WITHOUT dwarf fortress in it it would be fine.[when i say in parts i mean graphics,objects and raws in a seperate download]
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Deon on June 11, 2010, 02:10:13 am
Yes it does because many people were asking me to do it for them to play easier. I can make separate downloads for you, stay put.

Hmm started this Genesis 2.51 today, it seems nice. Pet rabbits, six meat in a furry skin. Looks like Pig Tails are replaced by cave cotton (which I didn't embark with.)
Hmm pet cave tortoises move as fast as dwarves.
They were not replaced, they both exist.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Deon on June 11, 2010, 02:37:14 am
Genesis 2.51 Graphical version

Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Deon on June 11, 2010, 03:45:40 am
Sarvesh Mossbeard pointed at my gelatinous cube invincibility... I will look into it for the next release. Right now, remember that it doesn't see further than 2 tiles away. So if you're careful, it won't touch your dwarves.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Nether on June 11, 2010, 12:26:46 pm
Sarvesh Mossbeard pointed at my gelatinous cube invincibility... I will look into it for the next release. Right now, remember that it doesn't see further than 2 tiles away. So if you're careful, it won't touch your dwarves.
I love this kind of FUN! :D
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: coinich on June 11, 2010, 01:39:24 pm
Heh, Deon, thanks for pumping out updates so fast.  I was lucky my fortress encountered an ambush in their second year; now I have an excuse to download the new one.  However, I'm not so happy with peat, frankly.  Its constantly ruining my farm setups underground.  Now I'm using a 9x9, and I rather stay that way, are there any plans to adjust how peat spawns during worldgen?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: afoninv on June 11, 2010, 03:38:17 pm
All plant_botany_cave drinks are EDIBLE_RAW only, with the one exception of black grog, which is also EDIBLE_COOKED. I think it's an unintended glitch ;)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Deon on June 11, 2010, 03:40:02 pm
Heh, Deon, thanks for pumping out updates so fast.  I was lucky my fortress encountered an ambush in their second year; now I have an excuse to download the new one.  However, I'm not so happy with peat, frankly.  Its constantly ruining my farm setups underground.  Now I'm using a 9x9, and I rather stay that way, are there any plans to adjust how peat spawns during worldgen?
Well, it simply spawns... I will try to make it more rare, sure. Also Compact Peat spawns only in blanket mire, raised mire, black bog and swamp peat, so if you want to play without it, just embark on a location with a different soil (there're TONS of other soil types and I plan to add more).

All plant_botany_cave drinks are EDIBLE_RAW only, with the one exception of black grog, which is also EDIBLE_COOKED. I think it's an unintended glitch ;)
Black grog should be edible_raw only too, I think I missed that one. I am basically against booze-cooking, especially because it's bugged. There's a thousand of ways to get the food through other means.

P.S. I forgot to say that you can use cage traps to catch gelatinous cubes, I left it intentionally because it's a pretty strong critter and someone may want to have all of his dwarves alive.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: afoninv on June 11, 2010, 04:29:44 pm
I am basically against booze-cooking
Never understood booze cooking myself...

Also Compact Peat spawns only in blanket mire, raised mire, black bog and swamp peat
Actually, right now I am playing on a location with yellow sand soil. No other soils, just yellow sand. And peat is there, waiting to be burnt into coke.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Deon on June 11, 2010, 05:14:36 pm
That's totally weird, because it is specified in the raws where can it appear. It may even be a bug :). I will look into it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Nether on June 11, 2010, 05:42:58 pm
All plant_botany_cave drinks are EDIBLE_RAW only, with the one exception of black grog, which is also EDIBLE_COOKED. I think it's an unintended glitch ;)
Black grog should be edible_raw only too, I think I missed that one. I am basically against booze-cooking, especially because it's bugged. There's a thousand of ways to get the food through other means.

P.S. I forgot to say that you can use cage traps to catch gelatinous cubes, I left it intentionally because it's a pretty strong critter and someone may want to have all of his dwarves alive.
Why does it seem weird to me that you can use a cage to trap a moving jelly?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: coinich on June 11, 2010, 05:55:40 pm
Yeah, thats the thing.  Its constantly in my sand as well.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: jaked122 on June 11, 2010, 06:02:26 pm
how did you make the mossdwarves regenerate faster?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Deon on June 11, 2010, 06:04:08 pm
All plant_botany_cave drinks are EDIBLE_RAW only, with the one exception of black grog, which is also EDIBLE_COOKED. I think it's an unintended glitch ;)
Black grog should be edible_raw only too, I think I missed that one. I am basically against booze-cooking, especially because it's bugged. There's a thousand of ways to get the food through other means.

P.S. I forgot to say that you can use cage traps to catch gelatinous cubes, I left it intentionally because it's a pretty strong critter and someone may want to have all of his dwarves alive.
Why does it seem weird to me that you can use a cage to trap a moving jelly?
Because you can use a cage to trap huge bronze colossi which are bigger than your fortress (should be) and creatures made of gas :P. Dwarven cages are quantum devices which can store anything. Also gelatinous cubes are not a liquid, it's a viscid jelly which you probably can contain in a normal cage.

how did you make the mossdwarves regenerate faster?
I just gave their tissues a faster healing rate.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: jaked122 on June 11, 2010, 06:04:53 pm
and how did you do that?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Deon on June 11, 2010, 06:05:28 pm
I just changed their tissues' healing rate in the raws.

[HEALING_RATE:#] is the token, I've made it 50 for fat and muscle and 10 for skin (it's normally 100).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: jaked122 on June 11, 2010, 06:06:00 pm
I really meant to ask what the proper tag to accomplish that was.
and I suppose then that it works the same way as speed?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Deon on June 11, 2010, 06:07:03 pm
I understood it and edited my previous post :). You can just open creature_genesis.txt and see it by yourself anyway.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: jaked122 on June 11, 2010, 06:09:51 pm
I understood it and edited my previous post :). You can just open creature_genesis.txt and see it by yourself anyway.
honestly I didn't feel like downloading it and then digging through the raws(which after your modification are quite large)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Deon on June 11, 2010, 06:10:28 pm
Yeah I see, so you've got your answer now :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Hippoman on June 11, 2010, 07:50:56 pm
Man its slow. Is there one that isn't the SDL version?
Also how do I know which dwarves I am?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Deon on June 11, 2010, 07:52:59 pm
You can just grab the partial downloads and apply them on a non-sdl-version.

The dwarven castes are in their descriptions.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Hippoman on June 11, 2010, 07:55:11 pm
Oh ok thanks. I'll try that.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Hippoman on June 11, 2010, 08:05:18 pm
Got a problem with graphics. It wont show them at all.
Buttons still work, but its just a black box. What do I do?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Meanmelter on June 11, 2010, 08:50:58 pm
Got a problem with graphics. It wont show them at all.
Buttons still work, but its just a black box. What do I do?
maybe download the entire thing?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Hippoman on June 11, 2010, 08:55:13 pm
Man its slow. Is there one that isn't the SDL version?
Also how do I know which dwarves I am?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Lord Shonus on June 11, 2010, 09:15:38 pm
That sounds like a tileset problem. Is the tileset you're using a PNG? It has to be BMP for the non-sdl version. Apart from that, check your init.txt for typos.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Hippoman on June 11, 2010, 09:17:54 pm
Haha I just figured that out, but I'm still having problems... I changed the font, saved the art thing as a bmp but its still not working.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Lord Shonus on June 11, 2010, 09:21:26 pm
Did you change your init to read .bmp when you changed the format?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Hippoman on June 11, 2010, 09:22:32 pm
I did indeed.
Spoiler: init (click to show/hide)

Tell me if you need more.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Lord Shonus on June 11, 2010, 09:28:24 pm
I don't think the auto-resolution works in non sdl. Try setting those manually.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Hippoman on June 11, 2010, 09:33:16 pm
Ok.
WHere is that?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Lord Shonus on June 11, 2010, 09:41:56 pm
[GRAPHICS_FULLSCREENX:0]
[GRAPHICS_FULLSCREENY:0]

Thry changing these to something like

[GRAPHICS_FULLSCREENX:1024]
[GRAPHICS_FULLSCREENY:768]
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Hippoman on June 11, 2010, 09:45:14 pm
Nah I just fixed the whole thing. Replaced it with the original and then edited it to say ironhand.bmp.
But i'm missing something...
Spoiler (click to show/hide)
Spoiler: new init (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Lord Shonus on June 11, 2010, 09:51:32 pm
I'm guessing that ironhand is not compatible with non-SDL, if that's possible. Does it work with curses?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Hippoman on June 11, 2010, 09:52:32 pm
Yes it does.
Why would Ironhand not work?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Lord Shonus on June 11, 2010, 09:58:17 pm
I have no idea, but I've heard of other tilesets that didn't work as bmps. try some other tilesets and see if they all work. If so, then we've found your problem.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Hippoman on June 11, 2010, 10:00:54 pm
it might be because its 18x18 tiles.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Lord Shonus on June 11, 2010, 10:02:33 pm
try tweaking your grid size.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Hippoman on June 11, 2010, 10:06:59 pm
It just changed the colors.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Deon on June 11, 2010, 10:08:11 pm
Did you add magenta background to the png file? It needs it. Also it may not be working with 18x18, I didn't try that.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Hippoman on June 11, 2010, 10:11:19 pm
MAGENTA! I'll add that now.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Hippoman on June 11, 2010, 10:15:22 pm
Here's what happened.
Spoiler (click to show/hide)

What happened to lower case o p and more letters?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: coinich on June 12, 2010, 12:28:14 pm
Any word on why the peat keeps appearing in my sand?  Just curious, I appreciate the mod and all the work in it very much.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: TomiTapio on June 12, 2010, 02:17:38 pm
I'm tweaking Genesis a little to suit me better. No fire-breathing dorfs. No 4-packs of lost-and-insane-adventurers.

I'm shortening plant and wood names to fit the interface, "coton shoes" and "e-irwood anvils" for me.
Don't want "chewing gum tree wood logs" and "mobola plum tree wood logs", renamed.
X-humped Camels are now "drocamels" and "camels".
GCSpiders are "spik" and little spiders make "spir silk", because I want to see item types while trading, not just material names.

Setting cat, dog, rabbit and horse speed to 820, faster than dorfs. Cows to 950. Considering adding hares and disliking having 7 gibbon species. Discounted gibbons from 500 to 100 coins.

7 kg male ferrets? Bigger than cats? "Most ferrets are in the 1-5 lb weight class, gender aside. Male ferrets usually weigh anywhere from 2-4 pounds." Sorted.
Setting boars(pigs) to 80 kg.
Decreased deers from 140 kg to 80 kg. Of course should have 3 deer species.
Hmm, I shouldn't be able to make "black crow bone crossbows", too fragile bones. Hmm, Black crows are now 6kg, damn big, much bigger than buzzards (1kg).
Grey wolf and arctic wolf should be 79 kg and coyotes 30 kg, check.
"Mountain lion" is slightly puzzling as in the real world it is a synonym for cougar/puma. Maybe "Rock lion".
Removed petness and packanimalness from Giraffes. They don't fit well into 1.5m wide corridors.

I'd put SIZE changes to Orc and Barghest castes, not just strength. +50% size I guess.

Hmm Monitor lizards grow up to 25000kg in 1000 years... Armok's era dinosaurs. (Deleted for being mounts and expensive 700-coin pets.)

Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: JusticeRings on June 12, 2010, 02:28:32 pm
Okay. A critique is a critique but yours came off a bit smug.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Caz on June 12, 2010, 02:42:50 pm
what's with the uo music?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Lord Shonus on June 12, 2010, 03:00:02 pm
Here's what happened.
Spoiler (click to show/hide)

What happened to lower case o p and more letters?

did you put magenta in the hole?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Deon on June 12, 2010, 03:16:21 pm
what's with the uo music?
That's the soundtrack I like. There're other from different games on the DFFD I've compiled before.

Here's what happened.
Spoiler (click to show/hide)

What happened to lower case o p and more letters?

did you put magenta in the hole?
My only idea is that you didn't put magenta where appropriate. Can you send me your file? Note that plants will look weird because their graphics respect transparency.

Various tweaks
I like most of your creature tweaks but I don't get why you dislike giraffes as pets, while dragons and giants which are 10 times bigger fit finely in the same corridors. Must be a personal change.

Monitor lizards are bigger than in real world, I've made them thinking of lizards which serve drow as mounts.

I will consider tweaking lesser pet sizes, you're right about ferrets and crows. Mountain lion is... just a lion which lives in mountains :). Vanilla DF has too small variation in mountain fauna. Puma would work.

You're totally right about long tree names screwing up the interface, I will look into it.

7 gibbon species is something which bugged me out about vanilla DF too. Tarn Adams must really love gibbons :).
There're rabbits so I didn't feel like adding hares, but both types of animal could coexist finely.

Gray wolves and deers are vanilla (wolves and deers). More deer variations sound like a nice idea.

Thank you for the feedback.

P.S. Being unable to make bones out of crow bones sounds okay, but then you should do the same to turtles and other small stuff. One day I may go through the raws and set NOBONES to all small critters just for this. Also this will probably decrease the amount of cat-butchering maniacs.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Hippoman on June 12, 2010, 05:24:33 pm
what's with the uo music?
That's the soundtrack I like. There're other from different games on the DFFD I've compiled before.

Here's what happened.
Spoiler (click to show/hide)

What happened to lower case o p and more letters?

did you put magenta in the hole?
My only idea is that you didn't put magenta where appropriate. Can you send me your file? Note that plants will look weird because their graphics respect transparency.
some of the letters are seriously MISSING. theres just that blank tile you see in th espoiler.
Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Deon on June 12, 2010, 05:29:07 pm
Why did you replace N, n, o and other tiles with that stone symbol?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Hippoman on June 12, 2010, 05:30:14 pm
I didn't. Like I said, they are missing its always been like that. Same in the png version.
I'll even reunzip it and look again.

What the hell. how does this happen?
I reunzipped it. It looks fine. WTF.

Ook what the hell. The preview shows it fine. Open it in paint and its fucky.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Hippoman on June 12, 2010, 05:38:31 pm
Argh forget it. I'll just do it without tileset.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Deon on June 12, 2010, 06:13:01 pm
Don't open them with paint! It doesn't understand transparency. Use Photoshop, Gimp or Paint.Net.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Hippoman on June 12, 2010, 06:21:13 pm
Don't have any of those.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Deon on June 12, 2010, 06:36:48 pm
Then download them?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Hippoman on June 12, 2010, 06:40:22 pm
No I hate them.
Also zombie black crows don't exist. its just a black square.
And Wow, you added a lot of new buildings what do all of em do?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Deon on June 12, 2010, 06:54:18 pm
I thought that creatures without mapped zombie tiles look like common creatures... Well , lots of stuff to do, thanks for the tip.

There's an excel file in the download which describes buildings, plants and stuff.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Hippoman on June 12, 2010, 07:05:32 pm
So actually... all creatures are missing.
Remember I'm using the non-sdl version.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Hippoman on June 12, 2010, 08:14:55 pm
Wow, I love you more now Deon, despite not being able to see the zombie crows, I burned or cut all of them up. I'm fucking amazing.

but its all thanks to you Deon.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: TRUly juST on June 12, 2010, 08:44:23 pm
Hey, I'm sorry to ask this, as I'm sure its been asked before, but I've used search and the wiki, and I still can't find the answer. This mod seems amazing, and I would like to use the graphical pack, but whenever I try to use it, the game appears in a small inset within the screen, too for me to play comfortably with. I was wondering if there is anyway to enlarge it, so its easier to see. Thanks in advance.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Hippoman on June 12, 2010, 09:17:25 pm
Go to init.
Change black space to Yes.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: TRUly juST on June 12, 2010, 09:30:05 pm
Black space is already set to yes.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Deon on June 12, 2010, 09:40:48 pm
Then scroll with your mouse wheel and resize the window as you want. Can't you do that? That's the same as in vanilla df.

Quote
So actually... all creatures are missing.
That's totally weird, the creature graphics are back from 40d version and should work for everyone.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: TRUly juST on June 12, 2010, 09:46:02 pm
I can, but the game remains in a small little box, even when zoomed in.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Hippoman on June 12, 2010, 10:01:04 pm
Please Deon, for me! Make a Non-SDL version! It shouldn't be to hard should it?\

Ok wtf. I just came back to my fortress after saving.
Spoiler (click to show/hide)

I believe your custom workshops are broken as well.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Hippoman on June 12, 2010, 10:15:24 pm
Here's a movie to show you.
http://mkv25.net/dfma/movie-2205-genesismodbroke
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Deon on June 12, 2010, 10:42:36 pm
Before telling me that I did something wrong please care to read bug list of 0.31.06.

Custom workshops break after first save, then they work finely. Thus you have to set initial save to on.

I can make a Non-sdl version for you today.

I can, but the game remains in a small little box, even when zoomed in.
Did you try to set your resolution (i.e. to 1280x800)?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Hippoman on June 12, 2010, 10:47:09 pm
Before telling me that I did something wrong please care to read bug list of 0.31.06.

Custom workshops break after first save, then they work finely. Thus you have to set initial save to on.

I can make a Non-sdl version for you today.

I can, but the game remains in a small little box, even when zoomed in.
Did you try to set your resolution (i.e. to 1280x800)?

Oh didn't know that. You're the first person to make custom workshops that I know of.
Thanks for making a Legacy Version!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Hippoman on June 13, 2010, 02:00:44 am
Why do I continuously die from blood lose instantly?
Somehow I lose my upper body then die. Or atleast that's what my status says after I'm dead.
It's happened twice now. Nothing kills me, I just die in 3 seconds from blood lose after killing a few things.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: tHe_silent_H on June 13, 2010, 03:30:44 am
Do you think you(Deon) would ever make multiple races playable(fortress mode) with distinct advantages/disadvantages. Would add a new element to this mod[but requires a lot of work though :(].I'd love to play as those Illithids.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Medicine Man on June 13, 2010, 03:43:18 am
Deon could you make it so that all races will bite and kick as much as they punch?Also how about making a playable race thats main melee attacks are biting and kicking,How does the name raptor men sound?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Praetyre on June 13, 2010, 04:11:16 am
I, too, would love to see the ability to play a Goblin or Human tower/town (Elves aren't popular enough to warrant it and would probably have to wait until the magic system allowing them to create/shape wood for their dwellings is worked out, while Kobolds would need to have the game allow for their inability to dig into hard rock, which, in Kobold Camp, is currently achieved via making them the only playable race and setting most rocks to the hardcoded value of [IMPACT_FRACTURE:5000000]), but I suspect it will have to wait until later versions, as doing so would likely require many adjustments to simultaneously suit play with these three civilizations.

In any case, I'd like to see expansions of the Humans first, in a Black-and-White sort of direction (a god game where numerous tribes existed on the same lands, from Japanese to Aztec to Celtic to Norse to Greek and so forth). Things like analogues to Mesoamerican cultures (Obsidian swords, complex systems of agriculture, caste systems, blood, massive constructions, the capacity for exotic animals and bizarre religions are already in game, so why not?), North African tribes (would add a rival for control of the savannah lands with the desert peoples, not to mention a fearsome stock of war elephants), Middle Eastern kingdoms (to sit on the opposite biome as the Nords), Indian sultanates (to fill out those rainforests and jungles, and provide a potent agricultural superpower to rival the Wesmans), Polynesian island peoples (though that may have to wait until trade boats are implemented) and Slavic steppe-peoples (a mountainous civilization would provide a human competitor to dwarves in that biome, and a Tibet analogue would be too similar to the Osmans for my tastes, and a faction of hard-living, nomadic horse archers would be a thing to contend with.)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Deon on June 13, 2010, 07:04:49 am
Why do I continuously die from blood lose instantly?
Somehow I lose my upper body then die. Or atleast that's what my status says after I'm dead.
It's happened twice now. Nothing kills me, I just die in 3 seconds from blood lose after killing a few things.
Probably it's a hot water from rain or boiling blood from your enemies because it's too hot outside.

Playable races are possible. Even now they have all required items most of the time, but not workshops/reactions.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Zargen on June 13, 2010, 07:05:51 am
Hey Deon, would there be a way to mod in more dwarven armor/weapons? Like, a shortsword is nice and all. But what if I wanted to have my dwarves two-handing a dwarven broadsword or maul? Or ridiculously thick spikey platemail. Cause we all know the thicker something is, and the spikier something else, the more dwarvenly it is!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: TomiTapio on June 13, 2010, 07:14:59 am
I like most of your creature tweaks but I don't get why you dislike giraffes as pets, while dragons and giants which are 10 times bigger fit finely in the same corridors. Must be a personal change.

Monitor lizards are bigger than in real world, I've made them thinking of lizards which serve drow as mounts.

In that case, I'd call monitor lizards "swift drakes" or "riding lizards" and cap their size at horse +40%. I think some meat-and-bones source lizard for swamp farming might be nice, some lesser alligator or greater iguana, size 20-50 kilos.

My dwarves started with a pet giraffe :) they don't start with dragon pets. One cool pet would be a dog-sized "yellow drake" with firebreath, makes a fun guard animal on rope.
Might add sheep (get wool thread at farmer shop somehow) and pheasants and slim forest hens and fat domestic chickens/geese.

Yesterday noticed that rabbits cost 21 at embark and dogs 16 and cats 8. That's messed up, because a low-quality stone mug is 10. Embark dogs should be around... 50.
I'd love to change the leather system, so that I'd have to pay 20 instead or 5 for a bad mule hide. Cheapest cloth is like 17, and leather is extremely versatile (armor, clothers, quivers, backpacks).

Keep up the good work Deon!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: TomiTapio on June 13, 2010, 07:52:48 am
I guess all the non-vanilla trees should be adjective-corrected with
Spoiler (click to show/hide)
So you don't get "portia tree wooden logs" and "portia tree wooden barrels" but "portia logs".
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Deon on June 13, 2010, 07:56:52 am
Huh, how didn't I think about that myself. Awesome ideas. Keep them coming!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Medicine Man on June 13, 2010, 08:11:18 am
Huh, how didn't I think about that myself. Awesome ideas. Keep them coming!

Thanks Deon!*throws Deon a masterwork admantine happy thought**The  masterwork happy thought is deflected by Deons awesomeness**Deon has picked up masterwork happy thought*
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Deon on June 13, 2010, 09:12:32 am
I forgot to answer you: serpentfolk have nagas, lizardmen and other species within their civilization which bite and claw :).

Also I consider adding TomiTapio's suggestions on speed. Right now in fortress mode most of the time your hunters cannot catch a prey :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: TomiTapio on June 13, 2010, 09:55:19 am
Also I consider adding TomiTapio's suggestions on speed. Right now in fortress mode most of the time your hunters cannot catch a prey :).
Average dwarves (speed 900) should not be able to catch a fleeing horse/rabbit/deer/leopard/wolf/coyote/crow/harpy, and hunters should use stealth and crossbow.
Sometimes you are lucky and get a very agile dwarf who always reaches the animals first when the squad rushes out.
The wild cows, sheep and raccoons should be caught by running. Try to use walls and cage traps for catching rabbits and raccoons.
Wish there was a parameter "cage_trap_evasion_chance", high chance for birds and smart humanoids and giant humanoids.

I just put the crows and ferrets to have small_remains (or should that be not_butcherable?) and renamed the deep crow to "crowbeast" to sound less of a bird and more a scary beast.
Damn crows are everywhere, super common (set to appear in any_land). I could use some geese, seagulls, doves/pigeons and ducks. Ducks and swans should give nice 3x-value meat.

How about a giant hedgehog? I had a Shellbear in 40d16, a tough forest creature that gave shell. They're pretty normal compared to magma men and fire snakes. I think I had tropical forest tortoises too. Hmm... come to think of it, I think there's very few outdoor snakes in DF Genesis. Boa, viper, adder, stealthy forest hazards (ambushpredator); but then the stupid elves would bring barrels of snake venom, only takes 9000 snakes milked to fill a barrel. Maybe could have a reaction: many stacks of bolts plus barrel of venom makes poisoned bolts. Maybe not.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Medicine Man on June 13, 2010, 10:02:08 am
I forgot to answer you: serpentfolk have nagas, lizardmen and other species within their civilization which bite and claw :).

Also I consider adding TomiTapio's suggestions on speed. Right now in fortress mode most of the time your hunters cannot catch a prey :).

Oh f*** I forgot about serpantkind!i thought you took them out when my worlds didn't generate any camps.Also is it possible to make medusas have petrifing blood?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Deon on June 13, 2010, 11:00:57 am
They have petrifying breath.

Quote
and renamed the deep crow to "crowbeast" to sound less of a bird and more a scary beast.
Oh man, you don't know the lore behind it then. Deep Crows are the scariest things of the underworld :).
Spoiler (click to show/hide)

More bird types is a good idea, I am tired of crows too :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Hippoman on June 13, 2010, 12:03:41 pm
So, I've been dying because I burn to death from the blood that comes from my enemies when I burn them with my fireballs.

You should try to fix that please. I don't wanna die!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: JusticeRings on June 13, 2010, 01:04:08 pm
Deep crows are terrifying. Truly honestly. Deon is quite literally legend for adding them.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Roses on June 13, 2010, 01:23:33 pm
http://www.penny-arcade.com/comic/2008/3/21/
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Deon on June 13, 2010, 03:54:43 pm
So, I've been dying because I burn to death from the blood that comes from my enemies when I burn them with my fireballs.

You should try to fix that please. I don't wanna die!

It's a weather problem, nothing I can fix right now. Toady should patch this bug. Just settle in temperate biomes.
http://www.penny-arcade.com/comic/2008/3/21/
Yeah yeah :P. I know what is it without opening it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: TomiTapio on June 13, 2010, 04:27:14 pm
http://www.penny-arcade.com/comic/2008/3/21/
Hooray! The Deep Crow exists within Penny Arcade and has spread outwards.
Do you know any monsters from SnarfQuest? Elmore's comic book which was a serial in Dragon Magazine. http://en.wikipedia.org/wiki/SnarfQuest (http://en.wikipedia.org/wiki/SnarfQuest)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Hippoman on June 13, 2010, 04:40:46 pm
So, I've been dying because I burn to death from the blood that comes from my enemies when I burn them with my fireballs.

You should try to fix that please. I don't wanna die!

It's a weather problem, nothing I can fix right now. Toady should patch this bug. Just settle in temperate biomes.
http://www.penny-arcade.com/comic/2008/3/21/
Yeah yeah :P. I know what is it without opening it.

I am in a temperate biome I believe. I'll have to check again. Stupid bugs.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Vehine on June 13, 2010, 10:41:07 pm
Deon, I love your work, though I feel awkward posting suggestions because it seems bothersome/harassing  :-X but here goes nothing.

I realize a lot of bugs aren't of your doing; more often than not it's the core DF platform itself.

But, as an idea for the Prepare Carefully embark screen; a lot of the point values are off.

For example, baby cave tortoises, turkeys and ferrets cost the same amount of points as their adult counterparts. Lowering that would be nice.

Also, how does one use moonberries from the Altar of Nature? I made a forest commune of dwarves with altars all over the place, and it'd be pretty cool if they ran around drinking fruity elfen-ish moonberry wine. Just a thought, as I can't find a current use for them (regular foods?).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: buckets on June 14, 2010, 03:08:31 am
Is there any documentation? I had a nosey around the zip file, but I couldn't find anything...
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Deon on June 14, 2010, 05:19:17 am
Quote
For example, baby cave tortoises, turkeys and ferrets cost the same amount of points as their adult counterparts. Lowering that would be nice.
It's a DF behavior.

Moonberries grow only in good biomes. I surely plan to add other types of seeds. It was just a test to see do people like Altars ideas.
Is there any documentation? I had a nosey around the zip file, but I couldn't find anything...
It's called "DF_Genesis_Manual.xls", that's everything I've spreadsheeted so far.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Nether on June 14, 2010, 05:41:36 am
I think altars are a good idea. Maybe you could set it to "Pray for **** seeds", so that you may choose which seeds you sacrifice for. With different seeds giving different chances of seed obtaining.

Also, a few seeds which are not available on embark or in nature would be great! Some expensive herb you can process, then cook, then sell =D
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Deon on June 14, 2010, 06:55:56 am
I'm working on 2.6.

Changes so far: added chicken, wild turkey. Ferrets size decreazed to 2000-2500. Crow size decreazed to 1600.

Dog's, wolf's, dire wolf's and horse speed 820. Dire wolf lifespan increased. Dog size increased to 45000. Wolves are 60000.

Pet value tweaks, most monkeys and apes are cheaper.

Deer size is 80000; added reindeer: size 120000.

Cougar, leopard, jaguar speed set to 750.

If you have more suggestions on creature tweaks, go ahead, suggest :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Medicine Man on June 14, 2010, 08:01:55 am
Hey Deon the dire wolf description says that nuclear winter may have caused them but nuclear winter hasn't happened in genesis.also balors are impossible to kill in melee because of their fire blood,the moment you hit them and they bleed you get set on fire,also would it be possible to add throwing stars in the game?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Deon on June 14, 2010, 08:05:32 am
OKAY! Forgot to change it again. Fixing it now :).

Quote
also balors are impossible to kill in melee because of their fire blood,the moment you hit them and they bleed you get set on fire.
That's what they are :). You should either use more units or ranged weapons.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Medicine Man on June 14, 2010, 08:08:42 am
OKAY! Forgot to change it again. Fixing it now :).

Quote
also balors are impossible to kill in melee because of their fire blood,the moment you hit them and they bleed you get set on fire.
That's what they are :). You should either use more units or ranged weapons.

*Dwarf mc dwarf intensely searches for a fluffy wambler*
I forgot to tell you about the dire wolf thingo about 4 genesis mods ago
Also do any of the races in genesis use kick as a main melee attack?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Deon on June 14, 2010, 08:27:41 am
Osmans and ratmen kick a lot.

Also I've just added seagulls, pigeons and albatrosses. Any more suggestions for this release?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Medicine Man on June 14, 2010, 08:34:20 am
Osmans and ratmen kick a lot.

Also I've just added seagulls, pigeons and albatrosses. Any more suggestions for this release?

Can i play as a rat man?Because they are not even in they play now section.I don't think you will put this idea in but what about a steel collosus?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Deon on June 14, 2010, 08:45:03 am
I am not a fan of huge featureless single-material creatures. Plus, because it's steel, I wonder how do you plan to kill it normally.


I've just thought about an addition of ghosts to evil regions. They will be made out of incorporeal material (like gas) and die in one hit. Their main reason will be to scare people.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Zargen on June 14, 2010, 09:07:37 am
Hm, is there even a way for monsters to induce panic? A more interesting idea in my opinion would be to take it a step farther and make them poltergeists. Emitting a deep cold aura and cold attack. You know, stuff cinema banks in on with horror movies.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Medicine Man on June 14, 2010, 10:07:15 am
I am not a fan of huge featureless single-material creatures. Plus, because it's steel, I wonder how do you plan to kill it normally.


I've just thought about an addition of ghosts to evil regions. They will be made out of incorporeal material (like gas) and die in one hit. Their main reason will be to scare people.

Hmm i agree with you but I think they should be able to harm somebody,but still it is your mod not mine so do what you want.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Hippoman on June 14, 2010, 11:03:52 am
I'm working on 2.6.

Changes so far: added chicken, wild turkey. Ferrets size decreazed to 2000-2500. Crow size decreazed to 1600.

Dog's, wolf's, dire wolf's and horse speed 820. Dire wolf lifespan increased. Dog size increased to 45000. Wolves are 60000.

Pet value tweaks, most monkeys and apes are cheaper.

Deer size is 80000; added reindeer: size 120000.

Cougar, leopard, jaguar speed set to 750.

If you have more suggestions on creature tweaks, go ahead, suggest :).

...make a non sdl version...
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Deon on June 14, 2010, 11:32:38 am
I will but you know, it takes time. I have an exam tomorrow so I will make it once I have a decent amount of time. The main problem is that I should port everything at once otherwise I will forget something and will have to redo it. Thus I need a decent free time window to do it.

I am not a fan of huge featureless single-material creatures. Plus, because it's steel, I wonder how do you plan to kill it normally.


I've just thought about an addition of ghosts to evil regions. They will be made out of incorporeal material (like gas) and die in one hit. Their main reason will be to scare people.

Hmm i agree with you but I think they should be able to harm somebody,but still it is your mod not mine so do what you want.
There's a plenty of creatures which can harm you and there will be more :). I just want a different mechanic, a type of creature which does nothing but causes panic. Why not. AFAIK, nobody tried it yet.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Hippoman on June 14, 2010, 11:56:42 am
I will but you know, it takes time. I have an exam tomorrow so I will make it once I have a decent amount of time. The main problem is that I should port everything at once otherwise I will forget something and will have to redo it. Thus I need a decent free time window to do it.

I am not a fan of huge featureless single-material creatures. Plus, because it's steel, I wonder how do you plan to kill it normally.


I've just thought about an addition of ghosts to evil regions. They will be made out of incorporeal material (like gas) and die in one hit. Their main reason will be to scare people.

Hmm i agree with you but I think they should be able to harm somebody,but still it is your mod not mine so do what you want.
There's a plenty of creatures which can harm you and there will be more :). I just want a different mechanic, a type of creature which does nothing but causes panic. Why not. AFAIK, nobody tried it yet.

Sorry, it's just that this mod is so amazing and playing it without being able to see any animals is extremely hard.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Deon on June 14, 2010, 12:20:37 pm
I know, I just don't want to make it bad and then redo again and again. Actually I will try to make it this night if I take a break from exam preparations.

I know how it looks that I work on the mod without helping you, but adding those birds took 5 seconds to copy-paste a crow and change its size, color and biomes; and then about 30 sec to draw tiles for them.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Hippoman on June 14, 2010, 12:27:34 pm
Well exams should always come first. Cause if you fail, you'll never finish.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Noble Digger on June 14, 2010, 12:55:33 pm
The file host timed out eternally over the course of 2 hours. I got the text version off DFFD to check out.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Deon on June 14, 2010, 01:54:19 pm
You mean the filedropper? Yeah, there's some problem with it, I will put up a different hosting when I have a time. Does DFFD work for you finely?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Thannak on June 14, 2010, 03:39:49 pm
I'm checking this out for the first time and love it so far, but I'm having some troubles with the Ironworks aspect of it.

Namely I can't seem to make a finishing forge as it isn't anywhere in the build options. 

Also, the building additions like the Swimming Pool and War Shrine baffle me currently as I can't seem to find any explanation of what they are or do.

Did I miss a readme or something?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Hippoman on June 14, 2010, 03:45:33 pm
I'm checking this out for the first time and love it so far, but I'm having some troubles with the Ironworks aspect of it.

Namely I can't seem to make a finishing forge as it isn't anywhere in the build options. 

Also, the building additions like the Swimming Pool and War Shrine baffle me currently as I can't seem to find any explanation of what they are or do.

Did I miss a readme or something?

You did. It's in some stupid file type I don't have :C
Either way, Never done the iron works thing but Finishing forge is in b, e, i believe.

Gateball field: doesnt matter.
Rockball court: throwing.
Swimming pool: swimming.
Library: Student, Teacher, Writer, Appraiser?
Anatomical Theater: Wound dressing, stutring, bone setting, surgery.
Philosophers garden: Pacifer?, ???
Theater: Comedian, ???
Furniture Workshop: Stone beds only.
Training dummy: requires special items.
Altar of War: sacrifice a weapon, get a few things.
Altar of Nature: sacrifice remains, (dead vermin) get moonberry seeds.

I think I missed one. Either way I learned all that from using the little Search bar up there.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: D_E on June 14, 2010, 03:52:47 pm
Philosophers garden: Concentration (meditate) and Judge of Intent (debate with yourself)
Theater: Comedian, Consoler (perform tragedy)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Hippoman on June 14, 2010, 04:10:21 pm
Ah so thats what they do.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Deon on June 14, 2010, 04:16:15 pm
The "stupid file type" is the most common spreadsheet file type, namely Microsoft Excel :). There's also an Excel Viewer which is free in case you don't have money or desire to buy/pirate Microsoft Office pack.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Hippoman on June 14, 2010, 04:34:33 pm
Ugh I hate Microsoft downloads!
:C I guess I'll just never read it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: JanusTwoface on June 14, 2010, 04:42:44 pm
So download Open Office (http://www.openoffice.org/). For large tables of information, there's really not a better format than a spreadsheet.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Hippoman on June 14, 2010, 04:45:46 pm
murbleblarg. No way. Just end it. I wont ever read it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: UmbrageOfSnow on June 14, 2010, 05:30:18 pm

Might add sheep (get wool thread at farmer shop somehow) and pheasants and slim forest hens and fat domestic chickens/geese.


Just a thought, but how does milking work?  Since one can shear a sheep without killing it, is there a way to use the milking mechanic to harvest wool (instead of milk) which can then be turned into thread (instead of cheese)?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Cheddarius on June 14, 2010, 05:34:47 pm
The two download links are spelled "downoad". The L is missing.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Deon on June 14, 2010, 05:41:11 pm
DOWNOAD is Down an Open Access Directory. Like "Down a rabbit hole".

P.S. I forgot to say that I've got TomiTapio's birds. Thank you, I planned to add swans too but didn't think about pelicans.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Hippoman on June 14, 2010, 07:44:16 pm
Why can I not see my Miners? But I can see my donkey?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Thannak on June 14, 2010, 07:51:37 pm
Well, I can't seem to find this readme Microsoft Excel anywhere.

Anyone mind telling me the name so I can perform a search of the whole folder?  Also, b>e doesn't work, its just the same old wood furnace/glass furnace/smelter/kiln screen.  I combed all the build and designation screen looking for it.

Also, loving this so far!

More domestic animals is nice since there's SOOOO many mods that add more monsters and civilizations but not enough to simply factor in more domestic things.  Something cool would be the ability to grow olives and convert them into olive oil that doubles to quality of food it is cooked with, or plant trees specifically (like an apple orchard, good for food and lumber!)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Hippoman on June 14, 2010, 07:53:58 pm
I see it. Its called Genesis Mod Manual i believe. and its an XLS file. Something I don't have.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Medicine Man on June 14, 2010, 07:55:13 pm
Oh Deon I almost forgot to say good luck at your exam  :)

Also is this normal?I was killing an emporer [zebra fiend] and it had a breath attack that rots you away,I killed the emporer [after 2 hours DAMN that was a good fight my kicking snapped its upper spine and after that i kicked it in the head and tore apart the brain]and a spearman went into the room of the dead emporer and killed me [i had full
body necrosis,necrosis is rotting away if you didnt know  :) ]and when i go back to that town i see a ranger who has necrosis [full body necrosis] and there is food scattered EVERYWHERE so do you think he drunk my contaminated blood to survive or something?or did he get infected?

{edit} I found a child with full body necrosis....maybe their
emporers blood infected them?

{edit}Awesome...I think i just threw the town in a state of anarcy because i saw a ranger go up to a fishery worker and beat him to death with a crossbow.the strangest thing is there is a shogun in this town so shouldn't he be in control?{edit}I think the shogun fell into the river and died,anyway this town is awesome its free for all now!!!!

(edit)I have my osman completly in bronze to prevent nasty early deaths*cough toughchildren cough* the inn [thats what i call it,you know the place where you find drunks and warlords?]is pretty much a mortury because of all the corpses in there and food is scattered all over the place.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Lord Shonus on June 14, 2010, 08:02:32 pm
I see it. Its called Genesis Mod Manual i believe. and its an XLS file. Something I don't have.

If you absolutely refuse to get the free program that views it, quit complaining about not having the free program.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Hippoman on June 14, 2010, 08:04:47 pm
I'm not.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Lord Shonus on June 14, 2010, 08:06:34 pm
Then I apologize. Repeating "something I don't have" made it sound like you were.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Thannak on June 14, 2010, 08:11:58 pm
Odd, I STILL can't find it!

Redownloading the whole thing.  If it really is in the build>furnace screen then mine might have glitched since all that is there is the normal things from regular DF.  Which sucks since I only started a new one when I found out in my last fortress it was glitched and i couldn't elect nobles (regular version, no mods). 
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Hippoman on June 14, 2010, 08:19:07 pm
Then I apologize. Repeating "something I don't have" made it sound like you were.

I would of read it for him, but I don't have it.
Is what I was going for.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Shaostoul on June 14, 2010, 08:20:00 pm
Out of curiosity... Do one of the illness you have included cause bleeding? Cause I have a couple dizzy dwarfs who leave blood trails.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Thannak on June 14, 2010, 08:22:58 pm
Okay, I got it again and this one has the manual.

but the manual doesn't say how to build it...

So what is the order of buttons to build the blast furnace/finishing forge?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Medicine Man on June 14, 2010, 08:24:35 pm
Out of curiosity... Do one of the illness you have included cause bleeding? Cause I have a couple dizzy dwarfs who leave blood trails.

Nah it just makes your entire body rot.But i did what i intended to do and the town is history now.[well..about to be history when my new bronze clad adventurer reaches it]
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Deon on June 14, 2010, 08:28:45 pm
I have no diseases now. Did you happen to have a version with non-empty inorganic_blacklung.txt? It should be empty.

Blast furnace and crucible furnace are in the b-e- menu. Make sure you have the latest version of the mod.

Hippoman, you've got a random forgotten beast who became a leader and poisoned a town. It happens in vanilla too.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Shaostoul on June 14, 2010, 08:33:35 pm
Yeah, I have stuff in the blacklung one...
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Thannak on June 14, 2010, 08:35:13 pm
Blast furnace and crucible furnace are in the b-e- menu.

Well then my current one officially cannot build them.  I'll have to abandon and start over (do I have to create a whole new world for that?)

Thanks for clarification.  :)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Medicine Man on June 14, 2010, 08:46:32 pm
I have no diseases now. Did you happen to have a version with non-empty inorganic_blacklung.txt? It should be empty.

Blast furnace and crucible furnace are in the b-e- menu. Make sure you have the latest version of the mod.

Hippoman, you've got a random forgotten beast who became a leader and poisoned a town. It happens in vanilla too.

But the town got poisoned after i killed the leader.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Shaostoul on June 14, 2010, 08:49:19 pm
/sigh

Alright well I'm going to DL the latest version of DF/Genesis.

Shame I'm going to lose the exact location I've been building on.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Hippoman on June 14, 2010, 09:04:39 pm
I have no diseases now. Did you happen to have a version with non-empty inorganic_blacklung.txt? It should be empty.

Blast furnace and crucible furnace are in the b-e- menu. Make sure you have the latest version of the mod.

Hippoman, you've got a random forgotten beast who became a leader and poisoned a town. It happens in vanilla too.

woah woah woah, so my miners don't appear as more than black squares because of a forgotten beast?!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Thannak on June 14, 2010, 10:04:46 pm
I have no diseases now. Did you happen to have a version with non-empty inorganic_blacklung.txt? It should be empty.

Blast furnace and crucible furnace are in the b-e- menu. Make sure you have the latest version of the mod.

Hippoman, you've got a random forgotten beast who became a leader and poisoned a town. It happens in vanilla too.

woah woah woah, so my miners don't appear as more than black squares because of a forgotten beast?!

Congratulations Hippoman.  You have elected Missigno. as mayor.

Now your dwarves have unlimited masterballs and are all level 1s who can 1 hit anything they fight.

Hope one of them doesn't go mad on you...
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Hippoman on June 14, 2010, 10:46:44 pm
I have no diseases now. Did you happen to have a version with non-empty inorganic_blacklung.txt? It should be empty.

Blast furnace and crucible furnace are in the b-e- menu. Make sure you have the latest version of the mod.

Hippoman, you've got a random forgotten beast who became a leader and poisoned a town. It happens in vanilla too.

woah woah woah, so my miners don't appear as more than black squares because of a forgotten beast?!

Congratulations Hippoman.  You have elected Missigno. as mayor.

Now your dwarves have unlimited masterballs and are all level 1s who can 1 hit anything they fight.

Hope one of them doesn't go mad on you...

*sob sob* but i thought all that was wrong was the inability to see my miners! *continued sobbing.*
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Medicine Man on June 14, 2010, 11:14:42 pm
Missingno has evolved into fatalgraphicalerror!Does anybody know this?Crossbows double as hammers.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Deon on June 15, 2010, 05:50:12 am
I don't know, I redownloaded both versions and all miners look fine.

Which output settings do you use?

Also I've found out why compact peat was everywhere. I occasionally put it into "any soil" too. It is fixed for the next version.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Medicine Man on June 15, 2010, 06:52:47 am
Hey deon?Is it possible to add new traps when you mod?If it is I think a bear trap would be great.Also how do i farm?I know about the mud and soil but what about the farming?And what do traction benches do?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: Deon on June 15, 2010, 08:45:33 am
Traction benches are used to drag wounded people around.

You farm by building a farm plot on a mudded soil or on the surface (b-P).

I can add new trap components for weapon traps.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Deon on June 15, 2010, 09:18:51 am
- 2.6: adjustments to pet sizes and values; three new wild birds: a wild turkey, a seagull, an albatross; a domestic bird: a chicken; compact peat appears only in swampy soil types.

I don't have much time on my hands now to make something bigger, but at least good tweaks suggested by TomiTapio are in.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: TomiTapio on June 15, 2010, 10:22:36 am
The "stupid file type" is the most common spreadsheet file type, namely Microsoft Excel :). There's also an Excel Viewer which is free in case you don't have money or desire to buy/pirate Microsoft Office pack.
Hey, you could export the Excel file as a GIF/PNG image, right? Or pdf. Starting Excel or OpenOffice is slow.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Deon on June 15, 2010, 10:37:43 am
Sure I can. Starting Excel is slow? It takes about 3 seconds to open that document...
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Hippoman on June 15, 2010, 11:07:48 am
I'll try downloading the new version. You probably changed something for them.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Deon on June 15, 2010, 11:16:23 am
No, I didn't change any dwarven graphics since 1.5.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Hippoman on June 15, 2010, 11:21:06 am
Nope. Doesn't work.

All I did was unpack the newest version, graphical.
Then delete the crap to make it faster.

Nothing more.
Now i'll replace the inits with my older ones that make everything run super fast.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Deon on June 15, 2010, 11:31:54 am
"Delete the crap to make it faster"? What did you delete and what reasoning did you have? You won't succeed with such way of acting :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Hippoman on June 15, 2010, 11:42:47 am
I deleted everything that Ironhand deleted. Guess what, I went from 4 fps to above the cap.
Its useless junk.

Here's a screencap of everything I'm missing.
Spoiler (click to show/hide)

Also in Pickfaith, which is a normal .06 with ironhand gfx, On the z menu I'm missing the admin, but in game, I can see them fine.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Deon on June 15, 2010, 12:01:15 pm
You probably miss some files thus you have these blackspaces. If you use the whole version it has no problems.

You have another problem: your peasants look like children and children look like slaves, woodworkers look like farmers, jewelers look like woodworkers, rangers look like crafters, fisherdwarves look like jewelers and engineers look like nobles.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Hippoman on June 15, 2010, 12:11:48 pm
Well then.
I'll try a vanilla one.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Hippoman on June 15, 2010, 12:28:03 pm
We'll it works. But its so god damn laggy.
So I'm try some stuff.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Deon on June 15, 2010, 12:28:58 pm
Which graphical modes did you try?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Hippoman on June 15, 2010, 12:37:58 pm
Which graphical modes did you try?

What?
I just downloaded the gfx version, unzipped and played. Worked fine.
It could be my save. Although my save was brought up to date.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: JusticeRings on June 15, 2010, 12:38:19 pm
if you are having lag issues on Vanilla DF at embark you probably want to just stick with the ASCII graphics. They are by far the least system intensive.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Hippoman on June 15, 2010, 12:40:38 pm
I'm not having problems with normal vanilla .06.
I'm having problems with genesis.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Deon on June 15, 2010, 12:48:48 pm
No, it's probably different graphical options in init.txt. Go there and try different options and see which one suites your videocard better.

Which graphical modes did you try?

What?
I just downloaded the gfx version, unzipped and played. Worked fine.
It could be my save. Although my save was brought up to date.
It's probably different settings in the init.txt. There're various 2d and 3d output settings which you can adjust and they will increase or decrease speed which depends on your videocard type.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Hippoman on June 15, 2010, 12:50:38 pm
No, it's probably different graphical options in init.txt. Go there and try different options and see which one suites your videocard better.

Which graphical modes did you try?

What?
I just downloaded the gfx version, unzipped and played. Worked fine.
It could be my save. Although my save was brought up to date.
It's probably different settings in the init.txt. There're various 2d and 3d output settings which you can adjust and they will increase or decrease speed which depends on your videocard type.

I wouldn't know what to change even if I knew what type of video card I have.

By the way, it is my save. Is there anyway to fix it? I tried copying the gfx folder over to the saves raws but that didn't work.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Deon on June 15, 2010, 01:05:47 pm
You should copy the raw files from the latest version to the old save.

About graphical modes: it's WRITTEN there, how can't you know?

P.S. You're interested in:
Code: [Select]
[PRINT_MODE:2D]
[SINGLE_BUFFER:NO]

Change print mode to whatever you like from the list and test the framerate.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Hippoman on June 15, 2010, 01:15:49 pm
ALready brought both sides of the raws over. Still the same.
Also, I don't know what kind of video card I have, nor do I know how to find out.
I also don't know what any of that single buffer or print mode stuff does.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Deon on June 15, 2010, 01:22:48 pm
It changes the print mode. Is it hard to test 3-4 modes and see is it working? You write a lot, you do nothing. Weird :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Hippoman on June 15, 2010, 01:25:21 pm
It changes the print mode. Is it hard to test 3-4 modes and see is it working? You write a lot, you do nothing. Weird :).

I don't like to screw with things when its already good.
It's super fast already. zero lag.

All I want fixed is the dwarves.
I tried switching graphics_example to dwarves.png in the save raws but it didn't work.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Hippoman on June 15, 2010, 01:31:58 pm
I DID IT.
All I had to do was delete  graphics_example in the save.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Deon on June 15, 2010, 01:35:20 pm
Oh, then it's my bad. I misread it that you had speed problems.

Ehh, graphics_example has all info about dwarven sprites. Did you try to apply someone's else graphics on top of mine without letting me know? :)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Hippoman on June 15, 2010, 01:37:03 pm
Oh, then it's my bad. I misread it that you had speed problems.

Ehh, graphics_example has all info about dwarven sprites. Did you try to apply someone's else graphics on top of mine without letting me know? :)

Apparently. Don't remember.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Cariyaga on June 15, 2010, 02:30:10 pm
Um... where's the download link for 2.6? Either I'm going crazy or I can't find it anywhere. Either one's about as likely.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Hippoman on June 15, 2010, 02:47:50 pm
He hasn't updated the link yet.
Click the one on the first post, the DFFD has been updated but the post hasn't.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: rynait on June 15, 2010, 03:01:54 pm
In several world that I like, and generated,  noticed illithid and dark elves civilization grows far bigger than rest of the civs, 
wondered where and which raw do I turn off the select race caste?

R
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Hippoman on June 15, 2010, 03:25:00 pm
Sooo. Do stone beds cause unhappy thoughts?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: D_E on June 15, 2010, 03:37:59 pm
In several world that I like, and generated,  noticed illithid and dark elves civilization grows far bigger than rest of the civs, 
wondered where and which raw do I turn off the select race caste?
R

Not sure what you mean by the select race caste, but if you want to stop the illithid surface civ from showing up, delete the entity_illithid.txt file from the RAW folder.  Not sure what the name of the dark elf entity file is, but you can probably find it.  You'll have to regen after doing this.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Hippoman on June 15, 2010, 03:38:20 pm
Spoiler (click to show/hide)

YOU MADE THIS HAPPEN.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: daemoria on June 15, 2010, 03:44:39 pm
That screenshot reminds me of how much i miss fireimps and exposed magma vents.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
Post by: afoninv on June 15, 2010, 03:55:10 pm
I can add new trap components for weapon traps.
Please do =) I remember a couple of interesting ideas from Sean Mirrsen's Martial Arts mod, like 'rotating fan blades' trap component with low damage, but ~10 hits - insta meat spray! (also served as a component for pumps, which makes sense). Lowering damage, I believe, is lowering the contact area? Anyway, you know better.

Or maybe there can be 'whipping chains' trap component with gore damage?.. I like the idea of flaying foes alive =)

Or maybe material-demanding components, like huge chopper (9 metal bars at least!) with greater slash damage - too overpowered for your everyday goblin, but select choice for severing and bifurcating titans and forgotten beasts (edit: however FBs are trap-avoid, which is sad... nevertheless, megabeasts are not!)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: JusticeRings on June 15, 2010, 04:26:49 pm
Had a giant flying chicken man colossus that breathed fire last week.... Ah memories of flaming homefronts.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: TomiTapio on June 15, 2010, 04:47:24 pm
(big bushfire)

YOU MADE THIS HAPPEN.
Hmm we might have to add kobold arsonists (wandering kobold adventurer). Breathes fire on your livestock.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Hippoman on June 15, 2010, 05:04:55 pm
(big bushfire)

YOU MADE THIS HAPPEN.
Hmm we might have to add kobold arsonists (wandering kobold adventurer). Breathes fire on your livestock.
I think obsidian dwarves cover it nicely.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Deon on June 15, 2010, 07:53:22 pm
I think we should put
[REMOVE_MATERIAL:LEATHER]
on the birds, unless the bird is huge (ostrich, emu, giant eagle).
Good idea, I was thinking about applying it to smaller critters as well.

Sooo. Do stone beds cause unhappy thoughts?
No, but they are all of a base quality, thus you miss the awesomeness of mastercraft wooden beds.

Quote from: afoninv
Good ideas, I will totally consider them :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Hippoman on June 15, 2010, 09:29:33 pm
ARRRGHJHJKGSD

HOW DO I SMELT ADAMANTIUM?!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Hippoman on June 15, 2010, 10:02:01 pm
I hate this new ironworking thing.
I really do. Especially the fucking crucible. how the hell do I use it. I can't even fucking build it over magma.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: JusticeRings on June 16, 2010, 02:13:20 am
its non magma, its takes 6 iron bars 6 flux stone and 6 fuel, and gives you 6 steel
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Tarran on June 16, 2010, 02:15:36 am
its non magma, its takes 6 iron bars 6 flux stone and 6 fuel, and gives you 6 steel
Wrong. Read the manual. What you are thinking of is the Blast Furnace, which CAN be used with in magma. Only the crucible furnace can make crucible steel.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: JusticeRings on June 16, 2010, 02:16:47 am
ah, news to me on the magma, and my bad about getting the wrong one. Build a crucible and try it, or read the guide... easy.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Medicine Man on June 16, 2010, 06:43:32 am
Deon how about making another demon with shadows on it?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: TomiTapio on June 16, 2010, 09:02:37 am
I think the following init/Announcements.txt change would improve the game:

[CITIZEN_DEATH:A_D:D_D:BOX:P:R]
[PET_DEATH:A_D:D_D:UCR_A:P:R]

Chained guard animal dies (or is butchered), pause and center.
Villager dies, pop-up box and pause.

Don't have citizen-died messages to get buried in the job cancelled message pile.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: TomiTapio on June 16, 2010, 09:52:34 am
A few changes for my private DF... Deon, I think you might consider these.


Boars need a biome, I set them to the temperate forests.
Donkeys also need to live in the wild, so they got now   [BIOME:GRASSLAND_TEMPERATE]   [BIOME:SAVANNA_TEMPERATE]

Turkeys "Their ideal habitat is an open woodland or savanna", so I put them in forest and grassland and savanna. They flee well so a speed increase is in order. [SPEED:790][FLIER]
http://en.wikipedia.org/wiki/Wild_Turkey (http://en.wikipedia.org/wiki/Wild_Turkey)

Also, I halved the trading capacity of all pack animals - just how many blood and beer barrels and clothes bins can they carry along with weapons and armor?

Foxes and wolves get [CURIOUSBEAST_EATER].
Wolves get more range,[BIOME:GRASSLAND_TEMPERATE] [BIOME:SAVANNA_TEMPERATE] for more fun.

Elks get more range, [BIOME:FOREST_TAIGA][BIOME:ANY_TEMPERATE_FOREST].
Tigermen, add    [BIOME:FOREST_TAIGA][BIOME:ANY_TEMPERATE_FOREST] and remove PET.


Edit: Should remove Lost Adventurer leather.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Deon on June 16, 2010, 11:17:09 am
Good idea about announcements.

I wanted boars to be domestic creatures, like domesticated bigger warthogs, however I see no problems with them wandering the wilds.

Pack animals had 10 times less trade capacity, but I didnt get a single caravan in a few years so I put it back to default values.

Yep, Lost adventurer leather is something which I was always forgetting to remove :P.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Hippoman on June 16, 2010, 01:02:14 pm
Why is it that silver cannot be made into weapons anymore?!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: JusticeRings on June 16, 2010, 01:25:09 pm
They were useless I think was the idea. Decorative only. Could not even pierce the weakest of armors.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Haspen on June 16, 2010, 01:51:54 pm
They were useless I think was the idea. Decorative only. Could not even pierce the weakest of armors.
That was the reason why they were used as training weapons previously.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Z1000000m on June 16, 2010, 01:57:24 pm
They were useless I think was the idea. Decorative only. Could not even pierce the weakest of armors.
That was the reason why they were used as training weapons previously.

what he said.

But I have to admit that I have limb severing experience with silver weapons.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Carpman on June 16, 2010, 02:59:42 pm
How do I remove the option for dwarves to be clean-shaven? Unfortunately, every single one of my starting seven is clean-shaven, for every caste.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Tarran on June 16, 2010, 03:06:24 pm
Deon, might want to update your sig. It's 0.09 versions behind. :P
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Sarvesh Mossbeard on June 16, 2010, 03:27:10 pm
Can I add the Medical Training Center and Display Case in the Underdark mod? :3
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Deon on June 16, 2010, 03:52:31 pm
How do I remove the option for dwarves to be clean-shaven? Unfortunately, every single one of my starting seven is clean-shaven, for every caste.
You mean head hair? It should be random, but anyway, it's in the entity_default.txt, hair cut styles at the end.

Deon, might want to update your sig. It's 0.09 versions behind. :P
Heh, thanks.

Can I add the Medical Training Center and Display Case in the Underdark mod? :3
Of course.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: NRN_R_Sumo1 on June 16, 2010, 05:52:34 pm
Deon I seem to be having a strange issue involving the construction of walls, I probably messed something up myself but I cant seem to use most "useless rock"
Notably Siltstone and Obsidian, but I Can use mudstone so I'm rather confused right now.
edit: it seems I can use blocks though.. perhaps I just missed something on the most recent DF updates  :blush:
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Carpman on June 16, 2010, 06:31:38 pm
Deon I seem to be having a strange issue involving the construction of walls, I probably messed something up myself but I cant seem to use most "useless rock"
Notably Siltstone and Obsidian, but I Can use mudstone so I'm rather confused right now.
edit: it seems I can use blocks though.. perhaps I just missed something on the most recent DF updates  :blush:
Probably they are economic stone?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: NRN_R_Sumo1 on June 16, 2010, 06:43:57 pm
Deon I seem to be having a strange issue involving the construction of walls, I probably messed something up myself but I cant seem to use most "useless rock"
Notably Siltstone and Obsidian, but I Can use mudstone so I'm rather confused right now.
edit: it seems I can use blocks though.. perhaps I just missed something on the most recent DF updates  :blush:
Probably they are economic stone?
some of them don't even show up on that list for some reason. its odd.
I'm able to build buildings with siltstone but not walls.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Deon on June 16, 2010, 07:21:12 pm
Still? Damn, I thought I've fixed this. I will patch it up soon, these are all oddities from Arkkhal's material mod, and I just missed some errors there.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Lord Shonus on June 17, 2010, 02:18:38 am
I'm getting a strange issue downloading the ascii version. It "finishes" at an even 7 megs instead of the 15.68 DFFD says it should be, but the .rar works perfectly fine, it's just missing a lot of files. Ive never seen this before. Usually (as in this is the only time it's happened out of the thousands of archives I've downloaded) an incomplete download results in the archive being unreadable.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Tarran on June 17, 2010, 02:27:52 am
I'm getting a strange issue downloading the ascii version. It "finishes" at an even 7 megs instead of the 15.68 DFFD says it should be, but the .rar works perfectly fine, it's just missing a lot of files. Ive never seen this before. Usually (as in this is the only time it's happened out of the thousands of archives I've downloaded) an incomplete download results in the archive being unreadable.
Huh, it works fine for me.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Medicine Man on June 17, 2010, 02:29:02 am
I'm getting a strange issue downloading the ascii version. It "finishes" at an even 7 megs instead of the 15.68 DFFD says it should be, but the .rar works perfectly fine, it's just missing a lot of files. Ive never seen this before. Usually (as in this is the only time it's happened out of the thousands of archives I've downloaded) an incomplete download results in the archive being unreadable.

This happens to me to so i think it is a bad connection or a lot of people downloading,and Deon i think i have an idea about a trap,it is not lever opperated [once something steps on it it activates] it needs mechanisms [as all traps do] it needs 3 blocks of coke and i cannot think of what else it needs but this is like a dwarven landmine  :D [once something steps on it it creates a deadly burst of flame.]
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Lord Shonus on June 17, 2010, 02:49:44 am
Sorry, Dwarf McKender, but adding entirely new traps through moding is impossible.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Medicine Man on June 17, 2010, 03:01:04 am
It is?damn.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: NRN_R_Sumo1 on June 17, 2010, 03:30:26 am
it is entirely possible however to build them yourself, but it would require some clever work of collapsing tiles and premade fires dropped into place.
all hooked to a pressure plate.

most likely not a situation that would be worth the effort, but its possible. (but modding them in as instant exploder traps is entirely impossible)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Medicine Man on June 17, 2010, 07:42:28 am
Hey Deon is it worth downloading the newest genesis?or are you going to realese a newer one soon?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Rumrusher on June 17, 2010, 08:03:03 am
so how do you add in your own race into this mod?
because I'm working on setting up a runesmith fort with hopefully "breeding bronze" and so far I can't seem to get them gen in.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: afoninv on June 17, 2010, 11:13:31 am
Hi Deon,

A quick note about your modded vermin. It does not rot away and has name inconsistencies (at least, in the Stocks screen):

Spoiler (click to show/hide)

(I don't know why some positions are not forbidden when un-Tab-bed and forbidden when expanded)

Some remains with name inconsistencies (e.g. 'umber hulk', 'remains ' and 'sturgeon' when un-Tab-bed) eventually rotted away, some others ('stingray', cap hopper, cave firefly, lizard) did not.

Tested on .31.06, Genesis 2.51, for two seasons (incl. season changes) and continuing.

***

One more thing. Dismantling stone beds does not work for me - no such reaction at Furniture workshop. I have unforbidden stone beds at furniture stockpile, no burrows (so I presume it's not a pathing issue).
And one more - 'Furniture Workshop' turned into 'Custom Workshop' some time after after construction. Besides name change, workshop tiles became the same as Mason's Workshop tiles.
And one more =) small incorrection in manual - it says it takes a boulder to create a bed. But in game it also takes a piece of cloth. (Maybe that's because of this second component it is impossible to dismantle stone bed?)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Z1000000m on June 17, 2010, 01:00:55 pm

One more thing. Dismantling stone beds does not work for me - no such reaction at Furniture workshop. I have unforbidden stone beds at furniture stockpile, no burrows (so I presume it's not a pathing issue).
And one more - 'Furniture Workshop' turned into 'Custom Workshop' some time after after construction. Besides name change, workshop tiles became the same as Mason's Workshop tiles.
And one more =) small incorrection in manual - it says it takes a boulder to create a bed. But in game it also takes a piece of cloth. (Maybe that's because of this second component it is impossible to dismantle stone bed?)

furniture workshop is broken, at least for me
the custom workshop ususally occurs after a load, and i have to say, max 2 years after i start experiencing that bug, the game gets to a point where it crashes very, very often
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Deon on June 17, 2010, 01:10:09 pm
Nah, the custom workshop never happens if you have an initial save set on. it only happens if you build some custom buildings between your game start and your first save.

I will look into the furniture workshop. Do you mean it produces no logs from dismantling?

Quote
afoninv
Why are there two different lines for cave firefly remains? Looks like some DF bug for me :(.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: afoninv on June 17, 2010, 04:05:49 pm
Quote
afoninv
Why are there two different lines for cave firefly remains? Looks like some DF bug for me :(.
That one is simple: cave firefly has 2 castes, for male and female specimen. Not a bug.

As for standard, non-modded vermin remains, it seems they have no obvious bugs in rotting routine nor in representation in Stocks menu. I make a wild guess that's something wrong with the modded vermin.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Flaede on June 17, 2010, 04:14:01 pm
That one is simple: cave firefly has 2 castes, for male and female specimen. Not a bug.

Fireflies are so a bug!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Lord Shonus on June 17, 2010, 11:21:24 pm
Two more display workshops. They currently look identical to the display case. One takes a weapon rack and any weapon, while the other takes an armor stand and any bodywear. Thought deon might be interested.

Spoiler (click to show/hide)

Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: derekiv on June 18, 2010, 07:52:36 am
Add me to the list who play. I plan to try and make the first DF2010 Flarechannel. See you guys in 6 months.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: tHe_silent_H on June 18, 2010, 08:06:40 am
I have an (stolen)idea, new ways to create booze. I saw this in the Gustatory Science Mod. They had an animal called the boozebelly goat, of which the cheese from it could be made into alcohol, i wonder what other products you could make brewable(extracts, cheese, meat/bones/other by-products, silk even). Could produce some interesting results.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Flaede on June 18, 2010, 11:49:26 am
I have an (stolen)idea, new ways to create booze. I saw this in the Gustatory Science Mod. They had an animal called the boozebelly goat, of which the cheese from it could be made into alcohol, i wonder what other products you could make brewable(extracts, cheese, meat/bones/other by-products, silk even). Could produce some interesting results.

Does that cheese-booze get stockpiled under "Animal Drinks"?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Deon on June 18, 2010, 01:55:12 pm
The problem is that whenever the cheese is stored into a barrel, you can no longer work with it. And you can't get it out easily. Thus I didn't use such a feature yet.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Knight Otu on June 18, 2010, 02:27:19 pm
I have an (stolen)idea, new ways to create booze. I saw this in the Gustatory Science Mod. They had an animal called the boozebelly goat, of which the cheese from it could be made into alcohol, i wonder what other products you could make brewable(extracts, cheese, meat/bones/other by-products, silk even). Could produce some interesting results.
Drink is a plant tag (maybe creature tag, I haven't tested that) rather  than a generic material tag, so most of those things would have to be turned into plants first by reactions, like I do with dew spider thread.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: jaked122 on June 18, 2010, 06:27:50 pm
I was bored with plain df, so I copied in your jade dwarves, how do I know if a specific dwarf is a jade dwarf?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Haspen on June 18, 2010, 06:31:46 pm
I was bored with plain df, so I copied in your jade dwarves, how do I know if a specific dwarf is a jade dwarf?

Check it's description, I think :P
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: JusticeRings on June 18, 2010, 06:33:42 pm
Yeah either use the graphics of genesis (Jade dwarves have big glowing eyes) or look at their desc.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: jaked122 on June 18, 2010, 06:44:58 pm
I was bored with plain df, so I copied in your jade dwarves, how do I know if a specific dwarf is a jade dwarf?

Check it's description, I think :P
I think the issue might of been I didn't remove the base dwarf description, leading to that overwriting the jade dwarf description. I don't know however as I have not tried fixing it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Hippoman on June 18, 2010, 07:48:28 pm
Does it often happen that the dwarves are extinct?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: NRN_R_Sumo1 on June 19, 2010, 12:09:03 am
Yeah either use the graphics of genesis (Jade dwarves have big glowing eyes) or look at their desc.
I just redownloaded and they dont seem to.
but- if they Did, that would mean that deon would have caught on to making female casts not have beards opposed to just castes inside the dwarves being differant.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Hippoman on June 19, 2010, 12:10:50 am
Also besides being extinct. They still show up on my Civ list. but never bring caravans.
I also still get migrants.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Lord Shonus on June 19, 2010, 12:39:08 am
I take it nobody has any interest in the display buildings I suggested.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Hippoman on June 19, 2010, 12:40:49 am
I don't even know what the display case does.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: NRN_R_Sumo1 on June 19, 2010, 12:43:59 am
I don't even know what the display case does.
I'd assume it allows you to put artifacts in them to boost room scores, like a statue would, but I'm not too sure really.
I might make a museum eventually I dunno..
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: afoninv on June 19, 2010, 12:59:37 am
I take it nobody has any interest in the display buildings I suggested.
Hi! The idea is really interesting, in the sense that different 'display case' types take different item types. However, if you changed the representation of your cases in-game  - like assuming a central tile is a weapon rack / armor stand, the rest may be something similar to window; OR changing the workshop dimension to something else than standard 3x3 - that would be just awesome, and I, for one, would mod them in for my games at least (not so much, but...)
It's an aesthetical addition to the fortress after all =)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: JusticeRings on June 19, 2010, 01:47:29 am
Hippo if the dwarves are extinct, the world is invalid and wont let you play dwarves.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Hippoman on June 19, 2010, 01:50:33 am
Hippo if the dwarves are extinct, the world is invalid and wont let you play dwarves.

Thats the thing.
The musta died after I embarked or something because they remain in my Civ list with no important leaders. And I had gotten a few migrants but never once a caravan. I'm on year 3 now.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Deon on June 19, 2010, 03:13:57 am
I am interested in display workshop and all suggestions I get via email and personal messages, I am just a bit busy with my finals so I can't work on all the multiple projects I have at all, I barely have some time to study because of my son's birthday celebration today (2nd time already; we couldn't get all the people to visit us when it was his b-day so we re-celebrate today again :)) ).

Yeah either use the graphics of genesis (Jade dwarves have big glowing eyes) or look at their desc.
I just redownloaded and they dont seem to.
but- if they Did, that would mean that deon would have caught on to making female casts not have beards opposed to just castes inside the dwarves being differant.
It was the feature of the pseudo-graphics version, when we couldn't apply graphics due to DF bug. Apparently the game allows you to assign different ASCII tiles to different castes, but it doesn't allow you to assign different graphical tiles to them.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Z1000000m on June 19, 2010, 01:33:39 pm
You have a son?

Lol, dont get me wrong but you look kind of young in that picture. :P

@LordSh

i like that idea as well

Also, i'd like to ask whats the diffrence between pattern welded and normal steel (aside former req~ing more fuel to get)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Lord Shonus on June 19, 2010, 01:35:51 pm
Hippo if the dwarves are extinct, the world is invalid and wont let you play dwarves.

Yes, it will. There have been cases where the last dwarf died in 5 and the player was able to embark in 301.


As for the display cases, I felt it best to allow the players to change the tile for now, as I'm not sure what tile would work well.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: JusticeRings on June 19, 2010, 01:44:23 pm
Too young to procreate does not exist... kid in Australia knocked up a girl at 11. Now I admit he is super boy, but still.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: NRN_R_Sumo1 on June 19, 2010, 02:01:03 pm
You have a son?

Lol, dont get me wrong but you look kind of young in that picture. :P

@LordSh

i like that idea as well

Also, i'd like to ask whats the diffrence between pattern welded and normal steel (aside former req~ing more fuel to get)

I like to imagine deon as having a harim of dwarven women surrounding him at all times, its only a matter of time before he gets a son from all that spore interaction going on.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Hippoman on June 19, 2010, 02:01:35 pm
By the way. .07 is out so you gotta upgrades.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Z1000000m on June 19, 2010, 03:19:06 pm
I nearly forgot about this

I cant cook any leaves (qbush, spinach), same with meat

is this intentional?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: rgon842 on June 19, 2010, 05:18:53 pm
Deon, a suggestion for the Genesis mod would be to include Lofn's new TanMod (http://www.bay12forums.com/smf/index.php?topic=59634.0 (http://www.bay12forums.com/smf/index.php?topic=59634.0)) and apply it to your new creatures. This mod expands on the resources dwarves can harvest from various creatures, and I think it would make a great addition to Genesis. Of course, providing Lofn gives permission to do so  :D.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: rynait on June 19, 2010, 10:23:02 pm
Hello Hippoman,

not know if you are suffering time temporal effects,  it is version .08 now.  :)

R
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Hippoman on June 19, 2010, 11:31:33 pm
Hello Hippoman,

not know if you are suffering time temporal effects,  it is version .08 now.  :)

R

Check the times.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: JusticeRings on June 20, 2010, 12:02:09 am
asked about update of .07 solid 6 hours before .08 was posted. Hippo is not behind. Cant wait for genesis update for .08. been waiting for a week.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Deon on June 20, 2010, 08:31:49 am
Okay.... Time to update the mod. Here comes my weekend :D.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Nabobalis on June 20, 2010, 09:04:51 am
Okay.... Time to update the mod. Here comes my weekend :D.
What you go in store for us?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Orkel on June 20, 2010, 09:48:21 am
Wait, so this mod doesn't work in .08? Should I wait for an update?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Karik on June 20, 2010, 10:00:20 am
Playing this mod as well, just getting ready to crank out loads of steel!

Good work by the way!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Deon on June 20, 2010, 10:34:16 am
This should work for 08 because there were no raw updates from Toady One, but I will still upload a new version shortly, in 30 minutes or so, because there were some things which had to be fixed and the new version is the best excuse to do so.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Medicine Man on June 20, 2010, 10:48:41 am
I am interested in display workshop and all suggestions I get via email and personal messages, I am just a bit busy with my finals so I can't work on all the multiple projects I have at all, I barely have some time to study because of my son's birthday celebration today (2nd time already; we couldn't get all the people to visit us when it was his b-day so we re-celebrate today again :)) ).

Yeah either use the graphics of genesis (Jade dwarves have big glowing eyes) or look at their desc.
I just redownloaded and they dont seem to.
but- if they Did, that would mean that deon would have caught on to making female casts not have beards opposed to just castes inside the dwarves being differant.
It was the feature of the pseudo-graphics version, when we couldn't apply graphics due to DF bug. Apparently the game allows you to assign different ASCII tiles to different castes, but it doesn't allow you to assign different graphical tiles to them.

how old is your son Deon?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Deon on June 20, 2010, 10:57:08 am
4 now. Also the version is almost done :P.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Orkel on June 20, 2010, 11:39:54 am
can't wait :3
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Medicine Man on June 20, 2010, 11:44:57 am
I think I have said this before but great job on genesis Deon. :)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Deon on June 20, 2010, 12:05:35 pm
- 2.8: new creatures (swans, pelicans - TomiTapio); adjustments to materials; smaller birds cannot be used for leather/bone industry (but cats still can... it's sacred); minor bugs are fixed; the newest Ironhand's tiles are used.

So yeah, now you don't make anvils out of ironwood or sun gold, I've added back missing material classes so the furniture workshop is working as it's supposed to, and I've changed announcement settings so once a dwarf dies the screen is centered on that tile and the game is paused.

I've also added most of the suggestions (if I missed some then sorry, you can request them again, I was a bit lost in the thread :P) and I've also removed the fleshballs because they seem to be the source of too many problems in the fort mode while they add nothing.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: Orkel on June 20, 2010, 12:08:56 pm
The mod includes combat balancing, right? Like more damaging blunt weapons etc.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: Deon on June 20, 2010, 12:13:59 pm
The main difference is the material rebalance, so animals bite harder, swords stab better and hammers break bones even better. The combat is definitely deadlier, but not too much hehe.

Since 2.0/2.3 I've used Arkkhal's material overhaul as a base (that's why I've got a few bugs with materials in previous versions - I didn't fix the ones from Arkkhal) and his mod makes DF much more realistic. He probably used some encyclopedia and then tested it in the game and adjusted to get better results.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
Post by: Nabobalis on June 20, 2010, 12:39:04 pm
- 2.8: new creatures (swans, pelicans - TomiTapio); adjustments to materials; smaller birds cannot be used for leather/bone industry (but cats still can... it's sacred); minor bugs are fixed; the newest Ironhand's tiles are used.

So yeah, now you don't make anvils out of ironwood or sun gold, I've added back missing material classes so the furniture workshop is working as it's supposed to, and I've changed announcement settings so once a dwarf dies the screen is centered on that tile and the game is paused.

I've also added most of the suggestions (if I missed some then sorry, you can request them again, I was a bit lost in the thread :P) and I've also removed the fleshballs because they seem to be the source of too many problems in the fort mode while they add nothing.

Downloaded and Starting a new game :D
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: UmbrageOfSnow on June 20, 2010, 04:23:57 pm
Okay, so now that the newest version is out, I think I'll download Genesis and try it out.  Does anyone have any advice on how to get the most out of the game in terms of play style?  As in, the most differences from vanilla DF.  Are there certain biomes where more of the cool/different things live?  Are there worldgen parameters that would allow more weird races to survive?  Anything else I should look for on starting a new game to make sure I see the most of what Genesis does (as is possible in one game, anyway)?

P.S. Minor fix: on the DFFD page, the description says "For 0.31.06" not .08.  Not in the info box, but in the description.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: Deon on June 20, 2010, 04:33:04 pm
The new caste system makes the biggest impact on the gameplay. You should be able to achieve some tasks better with specific castes (and some worse :P It depends on your view).

For example, if you want all your trees intact, you should keep obsidian dwarves away from woodcutting (and probably from outside military) because they can cause forest fires.
(http://www.wildsentry.org/Images/FirePoster1.jpg)

However if you don't care for the outside trees and/or use underground trees (and it's easier since now you can use "compact peat" as a new fuel source, and stone for beds) then you may want to encourage forest fires to keep aboveground critters away.

Another thing you should care about is that your dwarves should be trained in shields and dodging, because ranged weapons are stronger than in vanilla.

By the way, if you want the fun soil stuff (goethite as an iron ore in the soil, compact peat as the new fuel source) then you may want to pick a biome with a swampy soil (blanket mire/black bog/swamp peat).

Note that evil biomes are deadlier because they have raptors which are quite nasty.

Underground has some nasty/poisonous undeads and aberrations too, so be careful there, it's better to wall-off your first exposed cavern excavations.

Note that if you want to exploit the Altar of Nature which gives you seeds from vermin corpses, you may want to include a good biome in your Embark location, because moon berry seeds you get from those are plantable only in good biomes.

There're tons of ideas I can give you, but you can play without them and still have plenty of Fun :P.

Quote
P.S. Minor fix: on the DFFD page, the description says "For 0.31.06" not .08.  Not in the info box, but in the description.
Thank you, I always keep forgetting about this.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: UmbrageOfSnow on June 20, 2010, 04:48:00 pm
It does sound Fun by both definitionsk ;D

The "embark on a swamp" advice is exactly the kind of thing I was looking for, thanks.  I was reading things, and I definitely want to use this as a chance to try out Ironworks and do more with the caverns since there are more things down there.  I hadn't really understood the alters, but moonberries sound fun, so I'll try to gen a world with a good/evil overlap in a swampy area.  So any advice on worldgen parameters to get the maximum number of cool things/civs to survive?

Thinking about peat reminds me: it's too bad there isn't a way to require peat in the making of Swamp Whisky.  I've always assumed that was Dwarvern Scotch.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: Carpman on June 20, 2010, 04:57:55 pm
You might want to adjust the pop ratios so that stone dwarves are more common. I've never had more than two stone dwarves in a single embark, and nine out of ten times there's only one or zero stone dwarves.

I know I can do it myself but I thought you'd appreciate the feedback  ;)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: rynait on June 20, 2010, 06:12:15 pm
Hello players,

what  we can mod population caste ratios???   if true where do i look for that?

edit: found the pop_ratio in creature_genesis.txt raw file.  what's the number represent. percentages?

R
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: Deon on June 20, 2010, 06:56:31 pm
Nah, it's a relative number. So you sum up all ratios and compare the total number to the number present.

Also I have never told that stone dwarves are meant to be dominant. They are more frequent than other castes, but there's plenty of others too.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: NRN_R_Sumo1 on June 20, 2010, 07:01:14 pm
I find that often my moss dwarves are the most frequent actually, its not that big a deal though I kinda like them a little more..  :P
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: afoninv on June 20, 2010, 07:17:40 pm
I find that often my moss dwarves are the most frequent actually, its not that big a deal though I kinda like them a little more..  :P
It seems to me that, yeah, moss dwarves are even more common than stone dwarves. But I really care only about jade, obsidian and steel ones =)

And yes, thank you very much for your great work, Deon!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: UmbrageOfSnow on June 20, 2010, 08:32:29 pm
Just to chime in on this:

I just started my fort (on a Hot/Warm saltwater swamp with peat and aquifer, sadly only untamed wilds).  Anyway, I have 3 Moss Dwarves, 3 Shroom dwarves, and 1 Aspid Dwarf out of the starting 7.  That is my data point of one supporting the Moss dwarf argument.  I wonder if there is anything to do with the biome of the dwarf civilization or something?

I made a very swampy map, and those 3 seem the most swampy dwarf types.  There are snakemen on the map, if that relates to the Aspid dwarf.

Or it could be just dumb luck.  But maybe there is some kind of natural selection as to where the dwarfs make a successful civilization.  I am only in year 2 and so they all say they are one of the only ones of their kind.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: Meanmelter on June 20, 2010, 09:09:36 pm
Deon, do you still have those tags that causes weapons to do BURN damage and stuff? Can you even use them in .08?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: afoninv on June 20, 2010, 09:17:45 pm
In .31 these tags are no more...
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: Meanmelter on June 20, 2010, 09:35:38 pm
In .31 these tags are no more...
Sucks then. Back in .40d I had Arrows that would sometimes set things on fire. It was awesome to see goblins running around on fire... ;D
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: Deon on June 20, 2010, 09:41:59 pm
You are making something up here, old BURN/HEAT/COLD damage only changed the description of the attacks, it couldn't change temperature or ignite people. They didn't fit the material system thus Toady got rid of them.

UmbrageOfSnow, there's nothing in the caste raws indicating biomes, so you've got just a dumb luck. You have a chance to get all 7 as steel dwarves (once I had 5 out of 7) but it's  very unlikely.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: Medicine Man on June 21, 2010, 01:22:53 am
Hey Deon I just have a question,can an osman who is a grand master kicker roundhouse kick?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: afoninv on June 21, 2010, 02:11:44 am
Dwarven black grog is still cookable ;)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: Deon on June 21, 2010, 02:14:47 am
Okay, missed that one. It's not 3.0 still so it's okay I guess :P. And Toady One promised to fix all-booze foods anyway.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: afoninv on June 21, 2010, 04:51:18 am
A couple of trap components for your consideration. These seem to work as intended.
Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: Medicine Man on June 21, 2010, 05:38:14 am
Deon raptors teeth cannot pierce copper so they are pretty harmless till you get over exert and strangled
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: Deon on June 21, 2010, 07:34:39 am
A couple of trap components for your consideration. These seem to work as intended.
Spoiler (click to show/hide)
Ah man! I knew I forgot something! New trap components! Thank you, I will put them in.

Deon raptors teeth cannot pierce copper so they are pretty harmless till you get over exert and strangled
Well, they are not metal dinosaurs shooting laz0rs, so yeah, they cannot bite through metals.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: Medicine Man on June 21, 2010, 07:35:28 am
What about dragon raptors?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: Carpman on June 21, 2010, 09:22:39 am
Also I have never told that stone dwarves are meant to be dominant. They are more frequent than other castes, but there's plenty of others too.
Sorry, I didn't mean to complain, I really like this mod and you can put my name down as someone who uses it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: UmbrageOfSnow on June 21, 2010, 09:33:12 am
Likewise, I was nervous about the dwarf castes, but I'm having a blast with them.  Aspid and Obsidian dwarves rule.  And the massive increase in variety of everything is just great.

Can't wait to get further in.  But I think I may play this as my standard dwarf fortress now.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: Deon on June 21, 2010, 09:40:06 am
What about dragon raptors?
Yeah, better teeth for dragons, dragon raptors and the like sound like a good idea.

Also I have never told that stone dwarves are meant to be dominant. They are more frequent than other castes, but there's plenty of others too.
Sorry, I didn't mean to complain, I really like this mod and you can put my name down as someone who uses it.
I didn't think you tried to complain, I just tried to explain.

UmbrageOfSnow, thank you :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: Mister Lingo on June 21, 2010, 09:45:15 am
Hey I'm loving this mod, it's the only one I use since it doesn't change the flavor of the game too much. The new music is great, although I wish it could cycle through the old tune as well. The only real suggestion I have is to possibly add some way to see what caste a dwarf belongs to besides going through to their thoughts and appearance screen. I don't know if it's plausible but maybe you could add the caste name somewhere near their name/nickname? Very minor complaint, I can never remember which dwarf tile means what XD You can definitely put my name down as a player of the Genesis Mod! I can't go back now! :D
Also, does someone have a link to somewhere that explains how to put your old save game into a new game version? I have a fortress made in version 0.31.06 and don't feel like starting all over now that Genesis .08 is out.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: Deon on June 21, 2010, 09:50:18 am
Basically you can just copy your save in the new version of genesis (/data/save/), I think it's totally compatible. Back up the save folder just in case though.

Don't forget to update /data/save/region1/raw/ with /raw/ from the newest version.

Also I forgot to include graphics for pelicans and swans, I hope you forgive me for this. I will make them for the new versions.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: Medicine Man on June 21, 2010, 10:02:48 am
Basically you can just copy your save in the new version of genesis (/data/save/), I think it's totally compatible. Back up the save folder just in case though.

Don't forget to update /data/save/region1/raw/ with /raw/ from the newest version.

Also I forgot to include graphics for pelicans and swans, I hope you forgive me for this. I will make them for the new versions.

Damn i wish i knew this earlier.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: Rumrusher on June 21, 2010, 12:22:43 pm
wait deon did you add in hidden cave engravings if you so happen to did through a temple?
because the I found out this from using reveal all and wondering how on middle earth did engravings pop up in hell?
I was in a wesmen human town at the time.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: Carpman on June 21, 2010, 12:38:20 pm
For some reason microline is showing up as blue barrels, any ideas on how to fix this?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: Deon on June 21, 2010, 02:21:11 pm
You don't use the appropriate version then. If you want to play without Ironhand's set, grab the ASCII set and apply whichever set you want on top of that.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: Carpman on June 21, 2010, 05:33:36 pm
You don't use the appropriate version then. If you want to play without Ironhand's set, grab the ASCII set and apply whichever set you want on top of that.
Well, I downloaded a new copy and it looks fine now :).

The dwarven sprites are different from Ironhand's, though. Where did you get them?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: Deon on June 21, 2010, 05:38:13 pm
It's Sphr's dwarves and animals, the most common set for DF along with Mayday's. It should be easy to change them though.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: yeznik on June 21, 2010, 08:49:54 pm
Where is the readme file for Genesis? I couldn't find it in the graphic or ascii version of the mod.  :D
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: Hippoman on June 21, 2010, 08:51:33 pm
Its in a XLS file format.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: Medicine Man on June 21, 2010, 09:11:39 pm
It's Sphr's dwarves and animals, the most common set for DF along with Mayday's. It should be easy to change them though.
Hey Deon raptors claw attacks get deflected by cloth,just had to tell you
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: UmbrageOfSnow on June 21, 2010, 09:26:00 pm
I actually don't have any .xls file in mine either  :o

Does it exist anywhere else, like as a separate file on the DFFD or just as information somewhere?  And if not, could someone put it up as its own file for me? Pretty please?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: afoninv on June 21, 2010, 09:37:33 pm
I actually don't have any .xls file in mine either  :o

Does it exist anywhere else, like as a separate file on the DFFD or just as information somewhere?  And if not, could someone put it up as its own file for me? Pretty please?

Here it goes... (http://www.megaupload.com/?d=XRU7BRM4)
Not registered on dffd, sorry for generic uploader =(

Deon, really you could include the manual with the release again, I don't know why did you remove it from the package...
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: UmbrageOfSnow on June 21, 2010, 09:53:12 pm
To be fair, my unzip is a bit screwy, my normal unzipper doesn't like me since its latest update so I'm using a weird one.  Also I'm unzipping windows files on a mac so that may complicate things.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: afoninv on June 21, 2010, 09:56:53 pm
Er... I don't quite get you. .xls format is an electronic spreadsheet format, it can be opened with MS Office or OpenOffice. I am not sure what application do macs have for work with spreadsheets, but definetely it's not archiver programs like unzip.

There's an OpenOffice for macs, it's free:
http://porting.openoffice.org/mac/

_____________________
Edit:

OR you can use this link (http://spreadsheets.google.com/ccc?key=0AtgybI4STe_zdEkyQ0U3QlVadlpsbU02OXdIaUJTWFE&hl=en). It's a Google docs link, requires no external program. It will open a spreadsheet in your browser window.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: yeznik on June 21, 2010, 10:01:40 pm
Afoninv : Thanks for that, but that one is a bit out-of-date. It's lacking information on some of the newer buildings, and the methods of getting dwarves to actually use the buildings delineated in that manual don't seem to work.  :(
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: afoninv on June 21, 2010, 10:07:04 pm
We'll have to wait for Deon =) Provided .xls is the latest one publicly available. BTW, what new buildings are you referring to (I know of none)? And what methods seem not to work? Maybe I can be of some help while Deon is offline...
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: yeznik on June 21, 2010, 10:14:09 pm
The following workshops
Gateball Field
Rockball Court
Gaming Table
Chess Table
Also, permitting workers in the Workshop Profile lets them work there, but I'm not sure how to actually assign them the labour of, say, sacrificing remains to the Temple Of Nature.

I really appreciate your help. :D
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: afoninv on June 21, 2010, 10:24:46 pm
The following workshops
Gateball Field
Rockball Court
Gaming Table
Chess Table
Ah, these are old ones, they were just not included in manual since they are decorative and do not perform any function (Rockball Court was once modded to Throwing skill, but that seemed not to work). Deon says these buildings serve for people who just want to add some flavor to fortress design.

In short, they have no associated reaction / job / labor.

Also, permitting workers in the Workshop Profile lets them work there, but I'm not sure how to actually assign them the labour of, say, sacrificing remains to the Temple Of Nature.

Well, manual has a 'Skill' part on 'Buildings' list, which says what labor is responsible for different tasks for different buildings. E.g. Alchemy skill is used for both altars, so you should enable 'Alchemy' labor for a dwarf (it is in 'Other' section of labors in-game, together with Architecture and Cleaning). Same for Anatomical Theater - you should enable 'Surgery' ('Healthcare' section) for dwarf to actually train surgery with a large dagger. Some buildings utilize skills that are automatically on for every dwarf - these are military skills and social skills.

I really appreciate your help. :D

Hope this helps =) Genesis is really great mod and much fun to play, would be a pity if someone stops using it just because of a little misunderstanding =)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: Tarran on June 21, 2010, 10:31:39 pm
You figure out how to add in Tungsten yet Deon?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: UmbrageOfSnow on June 21, 2010, 10:57:06 pm
Er... I don't quite get you. .xls format is an electronic spreadsheet format, it can be opened with MS Office or OpenOffice. I am not sure what application do macs have for work with spreadsheets, but definetely it's not archiver programs like unzip.
_____________________

It wasn't that I can't handle an .xls file, it is that I had no such file in my Genesis folder.  But that may be the fault of weird unzipping was all I was saying.

Anyway, thanks for the help!  (The googledocs link is really nice.)  I can open .xls, but then I'm running extra programs and cutting into my DF computing power.  I have to have a browser open for the wiki anyway, an online manual is perfect.)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.8 ϟ] -> 0.31.08
Post by: Deon on June 21, 2010, 11:03:36 pm
Oh god. I do updates by copying my raws into the new version folder and fixing stuff there. And I forget about including the documentation again... Thanks for pointing that out.

I will upload 2.81 soon, with the file and the graphics for pelicans/swans.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: JusticeRings on June 22, 2010, 01:54:50 am
Cant seem to get my guys to produce Charcoal, any suggestions? I have set up the jobs in the Charcoal furnace and a wood furnace, and I have put it on the job list. This is running the graphics version no changes newest version.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Deon on June 22, 2010, 05:56:54 am
Did you switch on the Wood Burning job? It's not Furnace Operating.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: JusticeRings on June 22, 2010, 01:31:23 pm
ah, that's probably it. Thanks.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: jayseesee on June 22, 2010, 05:23:47 pm
Question: How do I stockpile Compacted Peat?  I can't find it.  Am I blind or just stupid?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Deon on June 22, 2010, 06:48:45 pm
It's a stone. The game probably considers it to be economic because it's used in a reaction.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: SethCreiyd on June 22, 2010, 07:16:50 pm
Yep, any stone involved in reactions you can perform are considered economic.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Deon on June 22, 2010, 08:26:10 pm
The following workshops
Gateball Field
Rockball Court
Gaming Table
Chess Table
Also, permitting workers in the Workshop Profile lets them work there, but I'm not sure how to actually assign them the labour of, say, sacrificing remains to the Temple Of Nature.

I really appreciate your help. :D
You just assign them to the workshops through the "P" (profile) and then queque the job in the said workshop.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: meowmix on June 22, 2010, 11:57:00 pm
were illithid civilizations that siege part of 0.31.06?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: jayseesee on June 23, 2010, 04:27:28 am
It's a stone. The game probably considers it to be economic because it's used in a reaction.
Yes, but, it's not there.

Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Shaio on June 23, 2010, 04:31:47 am
having my whole military wiped out by an obsidian dwarf, and one of those one with the paralyzing breath was oddly more amusing then infuriating.

8 goblins, 25 dwarfs, two heroic breath attacks, that managed to hit every one of my military dwarfs, and miss every goblin.

XD

Murphys law to a fault.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: derekiv on June 23, 2010, 06:42:36 am
Add me to the list that play.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: ilfirin on June 23, 2010, 09:46:45 am
First of, excellent mod man. Got a huge question/favor for ya. How would I go about using a Mayday's graphics set? I DLed your ascii version, and the graphics set, dumped the graphics  folder over, set graphics to yes and set resolutions in the init file, and theres nothing happening. No graphics. Am I missing something? Would it be totally impossible for you to put up a pre-packaged version lol? Either way man, put me down as a player. This is the best overhaul mod Ive seen since I started playing, keep up the good work!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Z1000000m on June 23, 2010, 09:50:31 am
sun gold bars (300*) based artifacts turn into iron (50?) artifacts

Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Kattaroten on June 23, 2010, 10:13:47 am
Add me to ze list! By the way Derekiv ill steal your sig.

*edit*
Wheres the RAWs to mod out the syndromes my dwarves get from digging
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Carpman on June 23, 2010, 12:33:30 pm
Add me to ze list! By the way Derekiv ill steal your sig.

*edit*
Wheres the RAWs to mod out the syndromes my dwarves get from digging
They aren't there any more, he removed them a while ago.

Deon, you should have a section on the first page just for feedback and stories for this mod, it's just that awesome. For example, I embarked with a tall, clean-shaven, dark-skinned female obsidian dwarf. I made her my woodcutter and so far she has flamed both the aboveground and underground forests, taking out six naked mole rats. I imagine that the other dwarves view her as an exotic sorceress from the far east/west/north/south.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Hippoman on June 23, 2010, 12:54:50 pm
Question: How do I stockpile Compacted Peat?  I can't find it.  Am I blind or just stupid?

Its under metals.

Appearently.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: afoninv on June 23, 2010, 12:57:41 pm
Hi Deon!
I have a little balance issue re trap components.

Basically, large serrated discs in .31 are straight three times deadlier than giant axe blades. Details:
Spoiler (click to show/hide)

I think this is an issue for material&weapon rebalance mod guys, like Arrkhal, whose mod you are using in Genesis. But I failed to find a forum thread for that particular mod, only dffd link; and PMs seem not to work, so I couldn't mail to Arrkhal himself... So I thought of nothing better than to offer you to change it in Genesis directly. Sorry if that was irrelevant =)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: NRN_R_Sumo1 on June 23, 2010, 01:03:44 pm
..Has anyone else had strange issues with rats combusting and causing fires?

at first I thought it was my obsidian dwarves shooting at crows, then I found a rat body, and my obsidian dwarf detested rats so I laughed.

this is my third reembark on this location and I have no obsidian dwarves at all, burning rats seem to be the cause of my fire and I have no idea why they are igniting.. I'm not in a warm zone I am fairly sure, as my water freezes in winter and doesnt thaw until mid spring.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: JusticeRings on June 23, 2010, 01:14:04 pm
Always felt the Giant axes were in for flavor, a more dwarvish option. But impractical.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Knight Otu on June 23, 2010, 01:44:03 pm
Basically, large serrated discs in .31 are straight three times deadlier than giant axe blades. Details:
Spoiler (click to show/hide)
Giant axe blades are size 1600, while large serrated disks are size 1000. The added weight should help at least a bit (though admittedly not as much as hits:3).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: afoninv on June 23, 2010, 01:49:23 pm
Basically, large serrated discs in .31 are straight three times deadlier than giant axe blades. Details:
Spoiler (click to show/hide)
Giant axe blades are size 1600, while large serrated disks are size 1000. The added weight should help at least a bit (though admittedly not as much as hits:3).

Er, quite perhaps! Could you please point me in the right direction as to where I can find more info on SIZE tag affecting damage? I feel my knowledge here is lacking.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: jayseesee on June 23, 2010, 05:06:43 pm
Question: How do I stockpile Compacted Peat?  I can't find it.  Am I blind or just stupid?

Its under metals.

Appearently.

(Apparently)

Guess what though, it it not there either! 
Good news, however, adding [IS_STONE] to the raw allowed me to stockpile it as a stone.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Deon on June 23, 2010, 05:23:41 pm
Thank you, I will fix it.
I just didn't want it in stone crafts.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: arcaneeye on June 23, 2010, 05:54:21 pm
Hello

I love the Genesis Mod's ideas of extra buildings, features, and more variety of races. I had a few questions and suggestions after a couple of days playing it.

QUESTIONS

1. Why are the God-Like Illithids so powerful and almost unstoppable? I noticed I was able to play as an Illithid and pick whichever kind I like such as Strange Tadpoles, Outpost Minds. Enslaved Dwarf, etc. and I could dice anything in 1 hit while playing as the God-Like Illithid
2. If Illithids have tentacles, shouldn't they be able to grab items too?
3. Why do magma finishing forges, magma cruicibles, and other magma smelters still require a source?

SUGGESTIONS

Tree Seeds
Maybe more civizilations in Dwarf Fortress Mode playable? I know how to do it. When I do, however, it messes the game up like I can't play Dwarves as a class...
More use of wood for dwarves and other races

Thank You



~My First Post~
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: NRN_R_Sumo1 on June 23, 2010, 06:46:06 pm
Thank you, I will fix it.
I just didn't want it in stone crafts.
its a sacrifice I think most of us are happy with taking Deon :)
Good news is that this means all the other stones which were missing could be easily fixed.

also I have a Minor suggestion of something that could be added, Fire on Demand by Warlord255, it's still kinda rough but I think it makes a nice addition to my own game and I'm sure that this very useful and flavour adding mod will make a great addition to any fortress.
http://www.bay12forums.com/smf/index.php?topic=58806.0
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Hippoman on June 23, 2010, 07:48:41 pm
Why can't I plant moonberry seeds ANYwhere?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: JusticeRings on June 23, 2010, 08:11:13 pm
they have to be planted in a good biome. They are rare.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Knight Otu on June 24, 2010, 05:39:24 am
Er, quite perhaps! Could you please point me in the right direction as to where I can find more info on SIZE tag affecting damage? I feel my knowledge here is lacking.
There are a number of topics on weapon comparison in the Dwarf Mode forum. Anyway, a greater size means a greater weight, which in turn is used in the damage calculations (which is why adamantine now makes horrible hammers).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: jayseesee on June 24, 2010, 05:45:21 am
Thank you, I will fix it.
I just didn't want it in stone crafts.

No real reason to fix it.  I was being lazy by not wanting to manage a quantum stockpile for the stuff =P
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Normandy on June 24, 2010, 12:18:35 pm
Has anyone noticed this? When I do training in the anatomical theater, even though cloth/thread is properly preserved, it gets "stuck" inside the building, and no dwarves will use it for a job until I dump it out of the building and reclaim it. Is this a bug with 31.08 in general? Or something dealing with the reaction?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Deon on June 24, 2010, 12:32:55 pm
They were dragging it back to stockpiles in .06, I didn't try .08 yet.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Hippoman on June 24, 2010, 01:35:44 pm
Has anyone noticed this? When I do training in the anatomical theater, even though cloth/thread is properly preserved, it gets "stuck" inside the building, and no dwarves will use it for a job until I dump it out of the building and reclaim it. Is this a bug with 31.08 in general? Or something dealing with the reaction?

I was wondering why that was.
It's really annoying.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: afoninv on June 24, 2010, 02:01:44 pm
Hmm, my Anatomical Theater works OK, dwarves drag cloth / thread back to stockpile after medic has finished his practice...
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Deon on June 24, 2010, 03:50:10 pm
Then it's probably some pathing bug. Are you sure there's no empty hauling job in the list? Can you check it again?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: NRN_R_Sumo1 on June 24, 2010, 03:52:39 pm
simple work around, just keep a small storage area next to the trainers.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Hippoman on June 24, 2010, 03:58:06 pm
simple work around, just keep a small storage area next to the trainers.

Cept when it doesn't work around and you have 15 dwarves all not doing anything when there are about 40 spaces right next to the anatomical theatre just ready to have shit placed on it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: NRN_R_Sumo1 on June 24, 2010, 04:08:33 pm
simple work around, just keep a small storage area next to the trainers.

Cept when it doesn't work around and you have 15 dwarves all not doing anything when there are about 40 spaces right next to the anatomical theatre just ready to have shit placed on it.

Strange, never had that problem before.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: TomiTapio on June 24, 2010, 04:26:22 pm
Hey Deon, I'm merging my tweaks, which are inside Gen2.5, into 2.81.

I have unicorns at 750 speed and dragon raptors much larger. (Fought a D-R with an adventurer, was too easy)

2.81's fleshball is missing the lines
[FREQUENCY:10]
[BIOME:SUBTERRANEAN_WATER]
[LARGE_ROAMING]
[UNDERGROUND_DEPTH:3:3]

I have cheetahs in groups of 1-3, sometimes get mom and two young or a two-brother hunting pair.
My gazelle at 780 speed, slightly below cheetah speed :)
cougar and dire wolf at 750 speed
groundhog at [SPEED:970]

I love the forest spiders. Fun for adventurers and forts alike.

giant eagle, less population, added [CURIOUSBEAST_EATER]
your eagles at 50kg, mine are smaller and hunt in rockydesert too
crow,   [TRAPAVOID]  [CURIOUSBEAST_EATER] for being clever

Should we add [FLEEQUICK] to more critters?

Deep crow, [BIOME:ANY_LAND], really? not in the caves?
No Beholder pets in my worlds.
swamp troll gets [CURIOUSBEAST_EATER]
My cats are 830 speed.
donkey gets [BIOME:GRASSLAND_TEMPERATE] [BIOME:SAVANNA_TEMPERATE]
turkeys got    [SPEED:790][FLIER][FLEEQUICK]
   [BIOME:GRASSLAND_TEMPERATE]
   [BIOME:SAVANNA_TEMPERATE]
   [BIOME:ANY_TEMPERATE_FOREST]
rabbits got [SPEED:800][FLEEQUICK]
maybe should remove ferret leather and bones, lesser than rabbits'.
Skunks got [CURIOUSBEAST_EATER]

Phew, got the merge done, hope some of this gets into the next Genesis ver.
My current fort in on two biomes, calm forest and evil shrubland, never know if gonna get ogres, harpies, ducks or bunnies :)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Deon on June 24, 2010, 04:44:02 pm
Quote
[2.81's fleshball is missing the lines
[FREQUENCY:10]
[BIOME:SUBTERRANEAN_WATER]
[LARGE_ROAMING]
[UNDERGROUND_DEPTH:3:3]
It's intentional.

Quote
Deep crow, [BIOME:ANY_LAND], really? not in the caves?
It's a megabeast, all megabeasts live in caves. Cave is not a biome, it's a site.

Also I like beholder pets :). They make cool companions for mage-like dwarves.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Mickey Blue on June 25, 2010, 12:48:26 pm
Is there a way to zoom in farther in this mod? I don't know if its the graphic set or the mod itself or what but I cannot zoom down nearly as far as with others which is difficult (I have an old crappy monitor, being able to zoom in makes it a lot easier on the eyes).

Just curious if this is something that can be adjusted somewhere.

Otherwise great Mod so far..

Oh also one other question, I started as hoofed creatures once, is this something that happens at random or what?

Thanks,

-MB
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: JusticeRings on June 25, 2010, 03:03:54 pm
Goes without saying that starting as a hoofed creature is pretty abnormal. Dwarf fortress is full of dwarves. Not goats.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Mickey Blue on June 25, 2010, 03:11:38 pm
That's.. Sorta what I figured, but they had a whole description setup (with the final part being something like "they have hooved legs covered in fur" or some such thing instead of "sturdy and fond of drink")

I'll see if I can duplicate the situation and then toss up a screenshot.

ETA:

I still have files from the Feathers/Fur/etc mod installed but I wouldn't think that would change your race and everything right? I just made a pocket world and it comes up like this.

(http://i229.photobucket.com/albums/ee24/mtcorias/Temporary/Opening.jpg?t=1277497237)
This is the opening scene after embark

(http://i229.photobucket.com/albums/ee24/mtcorias/Temporary/Description.jpg?t=1277497262)

Description of one of them.

ETA2:

I went with a fresh install (no mod) and it worked normally (dwarves), but odd thing to add, the 'age of [word]' thing and hoofed creatures, the only mod I had was the fur/feathers mod and then just the latest version of genesis.. Very odd indeed.

-MB
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: kilakan on June 25, 2010, 04:33:01 pm
in think fur/feathers comes with modified normal raws too, so there was probably duplicate entries.  aka FUN
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Carpman on June 25, 2010, 04:44:29 pm
I think the training dummy is broken. I built one, but when I tried to add a task, there were no options. How do I fix this?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: afoninv on June 25, 2010, 05:26:03 pm
I think the training dummy is broken. I built one, but when I tried to add a task, there were no options. How do I fix this?

You need to have a training weapon (made at Carpenters Workshop) to do the training. Make a weapon, don't forget to assign a specific dwarf to the Training dummy (through 'P' - workshop profile), and add training task to the workshop.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Carpman on June 25, 2010, 06:08:40 pm
Thanks, it works now!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Chainlinc3 on June 26, 2010, 11:42:30 am
This is probably a really retarded question, but I installed this and I can't figure out how to tell what caste a dwarf is.  It's nothing gamebreaking, I'd just like to know.  >.<
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: UmbrageOfSnow on June 26, 2010, 11:45:53 am
The same menu where you view their thoughts with z.  The line in the description that says "a short, sturdy creature, fond of drink and industry," has been replaced with what kind of dwarf they are.  It is at the very bottom.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: TomiTapio on June 26, 2010, 09:25:09 pm
Everyone should try embarking on an area that is half evil and half regular(tree-providing).
Skeletal rabbits are fun! And in the caverns I saw a Skeletal Giant Olm.

Edit: just changed my dwarf caste ratios to fit my ideas better.

Bah, skeletal rabbits shredded two of my war dogs.
I embarked with copper bars, they were way too cheap (10€) compared to the quite-useless bismuth and lead. So I changed them to 30€ (value 6).
Trading with parent civ, they requested the zero-value skeletal-deer hooves and bones. Hmm.

Success is... ten chainmails, ten battleaxes and 200 units of beer.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Snook on June 26, 2010, 09:56:34 pm
Downloading now to try this out until your Wasteland mod is updated for 31.08. I'm curious if DT works with this...

*crosses fingers*

E: FYI, in the manual on the plants section, you might wanna choose different colors for "edible raw+cooked" and "edible cooked." They're almost indistinguishable, I have to lean waaaaay back, squint kinda funny, and tilt the monitor to see the difference.

E^2: First impressions time! I admit I've barely scratched the surface, but I'm going to bed soon anyhow.

-Gen'd a world, and loved the graphics pack you used. Found out it was Ironhands. I'm used to Maydays', but I think I'll switch now.
-Hmm. A manual? *click* Oh gawd the plant list is huge... I'll just stick with what I know so far. Plump helmets and pig tails for all!
-TONS of new stuff on the embark screen. I had 3 shroom dorfs and 4 stone dorfs. Is it normal to have such little variety at embark? I assume more come later, but I would've liked an admin type for my leader.
-Found a nice spot and began scratching out a hole. Was very happy that DT still worked with the mod. I haven't noticed much difference between the dorfs yet.
-Giant ant horde came by. Having no idea what they were, I just prayed they weren't looking for some tasty dorfs. They left without incident.

Things which would be nice:
-A small FAQ to highlight the actual gameplay differences between the mod and vanilla. I see the castes and new workshops in the OP, but how do they actually work in practice? Yeah I could search the thread, but I'm Urist McLazy. EG: "Oh god why is everything burning?!"/"You has !!firedorf!!" or something.
-Maybe a crash course to the mod, to go along with the FAQ? "New to Genesis 101" or something. EG: "This is a new workshop, it does [X], and allows for [new feature Y]."
-...And then adding the above items to the manual. I also mentioned above about the colors on the plant spreadsheet. I like the layout (I'm a sucker for spreadsheets) but it needs contrast.
-And this last one isn't really important, but it'd be nice to have different graphics versions. as nice as Ironhands' graphics are, some might prefer Maydays or whatever, but not want to (or know how) switch it all manually. Again, this isn't really important, but it'd be nice.

And lastly... So far so good. I'm gonna put in a few more hours tomorrow and I hope my fort doesn't burn to the (under)ground.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Medicine Man on June 28, 2010, 04:14:39 am
Hey Deon I have a request to make shields block less because adventurer+shield=Fu*kin' tank.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: TomiTapio on June 28, 2010, 12:05:33 pm
Here's the Genesis manual in PNG format for those who don't like it in spreadsheet format.

(http://web6.twitpic.com/img/122202421-801ced01f8d19067f75da558cf7aca07.4c28d510-full.png)

Hosted on http://twitpic.com/20r7zp/full (http://twitpic.com/20r7zp/full)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: TomiTapio on June 28, 2010, 12:09:06 pm
Hey Deon I have a request to make shields block less because adventurer+shield=Fu*kin' tank.

Isn't 7th level dodging skill too elite too? All the wildlife is puny because tooth and claw is very inferior to sword and axe and chainmail.
Try having your adventurer attack a goblin fort, see if he's a super tank over there.

Edit: tried a dwarf sword-and-shield adventurer, killed 20-25 lizardfolk before died of paralysis breath attack suffocation and 30 bruised-by-spear attacks.
Reported a bug to Mantisbt, "When an adventurer kills skeletal wildlife, not all the kills are recorded in the kills page. Perhaps one third to half of the kills show up."
Another adventurer. Died of lizardfolk paralysis breath attack suffocation.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Organum on June 28, 2010, 03:39:49 pm
Query: Can anything kill a God Brain Ganglion? I've pitted two against each other in arena mode. So far, both are alive. One's lost all it's limbs, but other than that it's fine.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Medicine Man on June 28, 2010, 07:49:54 pm
I have an idea!spitting raptor,like a regular raptor but larger with frills,green R instead of red and much stronger scales.Spits acid.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Medicine Man on June 28, 2010, 07:55:28 pm
Query: Can anything kill a God Brain Ganglion? I've pitted two against each other in arena mode. So far, both are alive. One's lost all it's limbs, but other than that it's fine.
Maybe a God Brain or Bronse Collosus?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Ghundio on June 29, 2010, 06:48:59 pm
I'm really liking this mod but I'm having some trouble:
--I don't seem to have plump helmets as an option when embarking or ever during the actual game
--Weapons and Armors that my dwarfs have made don't seem to show up on the military screen.

Anyone else having issues like this, or is it simply something stupid that I did?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Organum on June 29, 2010, 10:08:02 pm
Query: Can anything kill a God Brain Ganglion? I've pitted two against each other in arena mode. So far, both are alive. One's lost all it's limbs, but other than that it's fine.
Maybe a God Brain or Bronse Collosus?

I sent out, like, ten Bronze Collosii equipped with full slade armor and amazingtastic hammers and axes. They fought for IRL hours and no one died. God Brain Ganglions are not to be challenged.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Tilla on June 30, 2010, 12:59:26 am
Just got into Genesis - so far I haven't explored the changes too much but I really like the idea of the Practice Dummy - something toady should think about borrowing from you :P
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: afoninv on June 30, 2010, 06:30:38 am
I'm really liking this mod but I'm having some trouble:
--I don't seem to have plump helmets as an option when embarking or ever during the actual game
--Weapons and Armors that my dwarfs have made don't seem to show up on the military screen.

Anyone else having issues like this, or is it simply something stupid that I did?

1. Weird. Really. I have plump helmets all right. These are subterranean plants, and so it does not matter which biomes are available to your parent civ.
2. Ah, military... ;) Very bugged, but that's not Genesis issue.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Griminald on June 30, 2010, 11:03:48 am
Just showing some appreciation for Genesis. Really like what was done with it.

BTW, I struggled for a good night and a half to be able to play a Human civ (in this case the Wesmans) that could actually appoint nobles -- every time I modded it to make Wesmans playable (and I added in the extra buildings and reactions dwarves had too), no noble positions were available.

Turns out that it worked just fine if I used the *default* embark size. In fact, I changed the default embark block size to 8x8, and used that, and it was fine. But when I used the 4x4 default and increased it to 8x8 on the embark screen, no nobles. Weird.

Anyway, looking forward to seeing how well it works out. ;)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Medicine Man on July 01, 2010, 12:11:02 am
Query: Can anything kill a God Brain Ganglion? I've pitted two against each other in arena mode. So far, both are alive. One's lost all it's limbs, but other than that it's fine.
A Deep Crow has killed me when I played as a God Brain Ganglion but it was a lucky shot that sent me plummeting down about 30 floors in a cavern.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Organum on July 01, 2010, 04:00:31 pm
A Deep Crow has killed me when I played as a God Brain Ganglion but it was a lucky shot that sent me plummeting down about 30 floors in a cavern.

Interesante...So, all I need to do to kill a God Brain Ganglion is dig a 30 z-level ditch and attack the illithing with a Deep Crow?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: TomiTapio on July 01, 2010, 04:35:06 pm
Query: Can anything kill a God Brain Ganglion? I've pitted two against each other in arena mode. So far, both are alive. One's lost all it's limbs, but other than that it's fine.
A Deep Crow has killed me when I played as a God Brain Ganglion but it was a lucky shot that sent me plummeting down about 30 floors in a cavern.

Just delete God-Brain Ganglions as they are much over 70 tons and with force fields of heavystuff.
The Gold Dragon in Dungeons & Dragons is listed at max. 1 280 000 pounds, 580 000 kg, 24 feet high. The weakest good dragon, Brass Dragon at 160 000 pounds, 72 000 kg and 16 feet high.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Organum on July 02, 2010, 02:49:12 am
Query: Can anything kill a God Brain Ganglion? I've pitted two against each other in arena mode. So far, both are alive. One's lost all it's limbs, but other than that it's fine.
A Deep Crow has killed me when I played as a God Brain Ganglion but it was a lucky shot that sent me plummeting down about 30 floors in a cavern.

Just delete God-Brain Ganglions as they are much over 70 tons and with force fields of heavystuff.
The Gold Dragon in Dungeons & Dragons is listed at max. 1 280 000 pounds, 580 000 kg, 24 feet high. The weakest good dragon, Brass Dragon at 160 000 pounds, 72 000 kg and 16 feet high.


That would be cheating! It's like aborting your nemesis from time! Where is the adventure?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Chainlinc3 on July 02, 2010, 07:52:27 am
Umm... Does anyone know what the gateball field does?  Because I built one, and it has no actions, unlike the rockball courts.  >.>
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: NRN_R_Sumo1 on July 02, 2010, 09:06:02 am
Umm... Does anyone know what the gateball field does?  Because I built one, and it has no actions, unlike the rockball courts.  >.>
ignore it, it has no use currently, because wanted it to be used by 2 dwarves instead of 1 ;)
my guess though, is that it trained the kicking skill.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Chainlinc3 on July 02, 2010, 09:15:50 am
Rofl, guess I'll just leave it there for looks.  I mean, I don't really need ANOTHER legendary dining hall.  >.<

Though, I could use it for a gaming room.  But lemme guess, chess boards and gaming tables don't work either, right?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: TomiTapio on July 02, 2010, 09:30:59 am
(Delete 70 ton monster)
That would be cheating! It's like aborting your nemesis from time! Where is the adventure?

Using Genesis mod is cheating, with more trees and better arrows and steel-without-flux... and no helmets.
My plan is just as good as Deon's :)
The adventure is in you changing some of the goblin castes to have TrapAvoid.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Medicine Man on July 02, 2010, 10:06:50 am
God Brain Ganglions can kill a bronze colossus in a single strike so i don't blame him
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: zlurker on July 02, 2010, 08:06:13 pm
So is there way to play the other major races? Some of them sound interesting after all. :O
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: StephanReiken on July 02, 2010, 11:02:40 pm
So is there way to play the other major races? Some of them sound interesting after all. :O

Add

Code: [Select]
[CIV_CONTROLLABLE]
To the Entity you wish to control ^^. Keep in mind that many non-dwarf civs have limitations and you may want to modify that race to get the desired effect.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: zlurker on July 03, 2010, 12:38:20 am
Well I went and basically just copied the dorf info before changing a few things (name most importantly) but now the game won't let me generate a new world. Srsly, it rejected 60 of them before I finally pulled the plug. D:
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Malecus on July 03, 2010, 12:44:16 am
Out of curiosity, Deon, is there any reason your healthcare reactions are leaving out diagnostics?  Maybe snag a corpse and examine what went wrong with it?  Maybe a bit of...
Code: [Select]
[REACTION:TRAIN_DIAGNOSTICS]
[NAME:Train Diagnostics]
[BUILDING:ANATOMICAL_THEATER:CUSTOM_D]
[REAGENT:A:1:REMAINS:NONE:NONE:NONE]
[SKILL:DIAGNOSE]

Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Patchouli on July 03, 2010, 01:06:59 am
Out of curiosity, Deon, is there any reason your healthcare reactions are leaving out diagnostics?  Maybe snag a corpse and examine what went wrong with it?  Maybe a bit of...
Code: [Select]
[REACTION:TRAIN_DIAGNOSTICS]
[NAME:Train Diagnostics]
[BUILDING:ANATOMICAL_THEATER:CUSTOM_D]
[REAGENT:A:1:REMAINS:NONE:NONE:NONE]
[SKILL:DIAGNOSE]
Man, that's a great idea.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: NRN_R_Sumo1 on July 03, 2010, 01:26:19 am
Nurse: Doctor, it seemed the patient died from not drinking enough alcohol and his liver survived..
Doctor: Damn our allergy to livers!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Cheddarius on July 03, 2010, 01:28:51 am
You could call it a Morgue or Autopsy Room.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Medicine Man on July 03, 2010, 03:20:03 am
Hey Deon I think giant ants should be more powerful,because a regular ant can lift things 100s of times its body weight so could you imagine a giant one?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Lofn on July 03, 2010, 03:21:57 am
Hey Deon I think giant ants should be more powerful,because a regular ant can lift things 100s of times its body weight so could you imagine a giant one?

Unfortunately... (http://en.wikipedia.org/wiki/Inverse-square_law)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Organum on July 03, 2010, 09:46:20 am
Hey Deon I think giant ants should be more powerful,because a regular ant can lift things 100s of times its body weight so could you imagine a giant one?

Biologically speaking, giant insects of any sort won't work because of how they breathe. They don't have lungs the way we do. What they do have is a series of tubes called tracheals. These tracheal tubes end in what are called tracheoles. It's there that the gas transfer occurs. Although they can do some things to speed it up, their whole oxygenation process relies on diffusion. It's for this reason that even the largest insect is small to you or I-they aren't designed for a larger scale.

Of course, this is fantasy. Even Dwarf Fortress can't be expected to follow biology that closely.

Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Chainlinc3 on July 03, 2010, 10:24:20 am
Waitwaitwait.
Did anyone else notice that ironwood is magma safe?
Quote
[IGNITE_POINT:NONE]
[MELTING_POINT:12768]
[BOILING_POINT:15150]
According to the wiki, magma is 12000 Urist, so it looks like we have a wood that is magma safe.  In other words, all those plans for dwarven water reactors over on the wiki, could totally be used for dwarven magma reactors because we can build a waterwheel that can handle magma.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Haspen on July 03, 2010, 10:29:35 am
Waitwaitwait.
Did anyone else notice that ironwood is magma safe?
Quote
[IGNITE_POINT:NONE]
[MELTING_POINT:12768]
[BOILING_POINT:15150]
According to the wiki, magma is 12000 Urist, so it looks like we have a wood that is magma safe.  In other words, all those plans for dwarven water reactors over on the wiki, could totally be used for dwarven magma reactors because we can build a waterwheel that can handle magma.

Ironwood is modded, no?

So unless we will incorporate Genesis into vanilla DF, no magma powered dwarven reactors, sir.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Medicine Man on July 03, 2010, 10:56:02 am
I was playing as an osman and i stumbled across a cave and found a frost dragon (or whatever it is called) i had a lasher with me and we proceeded to lay down the pain but suddenly the lashers spine broke!and had frost breathed on him and me,i managed to kill the dragon but somehow my backpack disapeared and the contents scattered over the floor,i just wouldn't thaw so i decided to light a fire and sleep..that continued forever,now i am playing as an adventurer (mind you i had forgotten about the epic battle until i found the cave)and found the exact cave the epic battle was fought in!i took all of the treasures that he had and now i am going to be a hero for a change.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Chainlinc3 on July 03, 2010, 11:13:05 am
Waitwaitwait.
Did anyone else notice that ironwood is magma safe?
Quote
[IGNITE_POINT:NONE]
[MELTING_POINT:12768]
[BOILING_POINT:15150]
According to the wiki, magma is 12000 Urist, so it looks like we have a wood that is magma safe.  In other words, all those plans for dwarven water reactors over on the wiki, could totally be used for dwarven magma reactors because we can build a waterwheel that can handle magma.

Ironwood is modded, no?

So unless we will incorporate Genesis into vanilla DF, no magma powered dwarven reactors, sir.
I'm fully aware that this is a mod.  That does not change the fact that, within this mod, magma reactors are possible.  Which would be the whole point of my initial post.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: ghosteh on July 03, 2010, 04:11:34 pm
Is there any way I can use the Aspid/Obsidian breath attacks in Adventure mode?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Diex on July 03, 2010, 05:18:11 pm
loving this mod. After killing a frost wyrm with my meatshields we went down into the caverns and they both got melted by lost adventurers, so i took their good equipment and ran away.

only to find out later that the covering of dead flies the lost adventurers sprayed all over the stuff would melt me into a puddle of goo when i attempted to wear my old pal's stuff
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: ghosteh on July 04, 2010, 03:12:57 am
loving this mod. After killing a frost wyrm with my meatshields we went down into the caverns and they both got melted by lost adventurers, so i took their good equipment and ran away.

only to find out later that the covering of dead flies the lost adventurers sprayed all over the stuff would melt me into a puddle of goo when i attempted to wear my old pal's stuff

Should have gone for a swim first to clean it off  ;)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Medicine Man on July 04, 2010, 09:37:11 am
I picture lost adventurers to look like a little like a fresh corpse walking,anyway I never knew that you could get melted by the flies,I thought they just nested in your cerebal area.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: blackmagechill on July 06, 2010, 01:29:10 pm
I play this mod. I embarked on a westman town only to find the queen was a giant noseless hare shooting fire.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Zargen on July 06, 2010, 07:06:32 pm
You think thats bad? Try having a giant pulsating skinless ass monster
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: EuchreJack on July 06, 2010, 10:45:59 pm
Hey Deon I think giant ants should be more powerful,because a regular ant can lift things 100s of times its body weight so could you imagine a giant one?

Biologically speaking, giant insects of any sort won't work because of how they breathe. They don't have lungs the way we do. What they do have is a series of tubes called tracheals. These tracheal tubes end in what are called tracheoles. It's there that the gas transfer occurs. Although they can do some things to speed it up, their whole oxygenation process relies on diffusion. It's for this reason that even the largest insect is small to you or I-they aren't designed for a larger scale.

Of course, this is fantasy. Even Dwarf Fortress can't be expected to follow biology that closely.

Perhaps giant "insects" could have lungs, so they would be more like giant turtles, except with legs and body covered in chitin.  But good point, they wouldn't be insects in the truest sense.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: OmnipotentGrue on July 07, 2010, 04:57:04 am
Is there any way I can use the Aspid/Obsidian breath attacks in Adventure mode?

No, it's the same as modding dragons or GCS' as playable races, you can't use their special attacks.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: kilakan on July 07, 2010, 10:04:40 am
Hey Deon I think giant ants should be more powerful,because a regular ant can lift things 100s of times its body weight so could you imagine a giant one?

Biologically speaking, giant insects of any sort won't work because of how they breathe. They don't have lungs the way we do. What they do have is a series of tubes called tracheals. These tracheal tubes end in what are called tracheoles. It's there that the gas transfer occurs. Although they can do some things to speed it up, their whole oxygenation process relies on diffusion. It's for this reason that even the largest insect is small to you or I-they aren't designed for a larger scale.

Of course, this is fantasy. Even Dwarf Fortress can't be expected to follow biology that closely.

Perhaps giant "insects" could have lungs, so they would be more like giant turtles, except with legs and body covered in chitin.  But good point, they wouldn't be insects in the truest sense.
unless they walked around in a sphere of higher-oxygen level air, which would allow them to exist... like they did millions of years ago.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Organum on July 07, 2010, 05:51:53 pm
Perhaps giant "insects" could have lungs, so they would be more like giant turtles, except with legs and body covered in chitin.  But good point, they wouldn't be insects in the truest sense.
unless they walked around in a sphere of higher-oxygen level air, which would allow them to exist... like they did millions of years ago.
That seems reasonable. What would the effects of air with a higher oxygenation be on other things?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: JagoBallium on July 07, 2010, 07:08:47 pm
Perhaps giant "insects" could have lungs, so they would be more like giant turtles, except with legs and body covered in chitin.  But good point, they wouldn't be insects in the truest sense.
unless they walked around in a sphere of higher-oxygen level air, which would allow them to exist... like they did millions of years ago.
That seems reasonable. What would the effects of air with a higher oxygenation be on other things?
Fire, lots and lots of fire.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: kilakan on July 07, 2010, 07:16:58 pm
Perhaps giant "insects" could have lungs, so they would be more like giant turtles, except with legs and body covered in chitin.  But good point, they wouldn't be insects in the truest sense.
unless they walked around in a sphere of higher-oxygen level air, which would allow them to exist... like they did millions of years ago.
That seems reasonable. What would the effects of air with a higher oxygenation be on other things?
Fire, lots and lots of fire.
basically yes, fossils from that period show that lightening could have caused explosions big enough to level a few acres of forest... each.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Organum on July 07, 2010, 07:19:59 pm
If DF ever gets to a point where we can edit oxygenation and it is simulated realistically, we might need to rethink our use of magma.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Medicine Man on July 08, 2010, 11:39:26 am
I just had a ghoul talk like a Megabeast would when it said how many people it killed,wtf?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: chrisruls00 on July 08, 2010, 02:58:26 pm
I've been playing your mod for a while and I am having a lot of fun with all the changes and new additions. However, there are a couple of things I'm having problems with. First problem is that all my miners somehow end up getting hurt. When this happens they move REALLY slow and I can barely get anything done. Why is this happening and is there a way to fix it? Second problem is with the Ironworks features. I can't seem to find the finishing forge it mentions in the build list, and without it I can barely do anything with Iron and can't make steel. Besides these two issues the mod is great. I would really appreciate some help.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Meanmelter on July 08, 2010, 04:52:37 pm
I've been playing your mod for a while and I am having a lot of fun with all the changes and new additions. However, there are a couple of things I'm having problems with. First problem is that all my miners somehow end up getting hurt. When this happens they move REALLY slow and I can barely get anything done. Why is this happening and is there a way to fix it? Second problem is with the Ironworks features. I can't seem to find the finishing forge it mentions in the build list, and without it I can barely do anything with Iron and can't make steel. Besides these two issues the mod is great. I would really appreciate some help.
About the miners, sounds like they got black lung disease. I think, most of my miners that mine Coal never end up getting it. Hurray for very resistant to diseases!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Lord Shonus on July 08, 2010, 04:57:44 pm
I just had a ghoul talk like a Megabeast would when it said how many people it killed,wtf?

Any creature that can talk will give that sort of speech if it has a number of notable kills.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Medicine Man on July 09, 2010, 02:04:37 am
It killed one person with the help of its fellow bronze colossus also I have made some tests:Balors.God Brain Ganglions and Void master mind flayers are capable of killing a BC.The void masters have a LOOONGGG fight but usually win,the GBGs slaughter the BCs and the balors melt the BCs,also I haave a question:What race uses dread claymores?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Kranchan on July 09, 2010, 09:23:34 pm
Anyone know why I can't change layers in Genesis? / and * work fine in other menus but don't do anything when I try to change layers. I've tried adding other key binds and they work fine in other menus but will not change the layer I'm on. I've tried pushing all the buttons on the keyboard and nothing will change the layer.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: kilakan on July 09, 2010, 09:24:47 pm
Anyone know why I can't change layers in Genesis? / and * work fine in other menus but don't do anything when I try to change layers. I've tried adding other key binds and they work fine in other menus but will not change the layer I'm on. I've tried pushing all the buttons on the keyboard and nothing will change the layer.
Are you playing the old 2d version???  But seriously, > and < work fine for me, >.<
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Kranchan on July 09, 2010, 09:34:39 pm
I'm playing this one. http://dffd.wimbli.com/file.php?id=2462 Which afaik is the newest version.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Kranchan on July 09, 2010, 09:43:58 pm
What 3D/Isometric viewer should I use with Genesis? It sounds like a much better option than fighting with top down 2D.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: TomiTapio on July 10, 2010, 08:26:34 pm
What 3D/Isometric viewer should I use with Genesis? It sounds like a much better option than fighting with top down 2D.

You can't play with an external viewer. You can only admire the static landscape/constructions.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: NRN_R_Sumo1 on July 10, 2010, 08:41:31 pm
What 3D/Isometric viewer should I use with Genesis? It sounds like a much better option than fighting with top down 2D.

You can't play with an external viewer. You can only admire the static landscape/constructions.

Not true, stonesense can be used while playing.

..However-- there is a fair many creatures in Genesis which arent in stonesense.

edit: Since Deon's hasn't been on for a week and it's hard to say when he'll be back (although it should be soon I hope) I ported over Genesis to the version which was released today
Unofficial port of Genesis 0.31.09
http://sharebee.com/d9ef3752

if you find any errors with it I'll try to correct them, just mention it here.

edit2: I think I put in the "non-fanciful" raw's I was playing with by mistake, but your current raw's should work fine, just toss those ontop of these ones.
edit3: Yep turns out I was right, also mountain goats are domesticated and produce milk.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Griminald on July 10, 2010, 10:10:44 pm
Thank you for porting it to the new version -- but it needs to get uploaded to another service. One that doesn't flood me with attempted popups and won't allow me to download without taking a survey.

EDIT: This link works better -- exact file you uploaded, but without the "thank god I have a popup blocker" reminder first:

http://www.megaupload.com/?d=4U5ZNLJ1

Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: shibdib on July 10, 2010, 10:31:22 pm
What 3D/Isometric viewer should I use with Genesis? It sounds like a much better option than fighting with top down 2D.

You can't play with an external viewer. You can only admire the static landscape/constructions.

Not true, stonesense can be used while playing.

..However-- there is a fair many creatures in Genesis which arent in stonesense.

edit: Since Deon's hasn't been on for a week and it's hard to say when he'll be back (although it should be soon I hope) I ported over Genesis to the version which was released today
Unofficial port of Genesis 0.31.09
http://sharebee.com/d9ef3752

if you find any errors with it I'll try to correct them, just mention it here.

edit2: I think I put in the "non-fanciful" raw's I was playing with by mistake, but your current raw's should work fine, just toss those ontop of these ones.
edit3: Yep turns out I was right, also mountain goats are domesticated and produce milk.

Nice up, what do ur raws change exactly? always down to try new things
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: NRN_R_Sumo1 on July 10, 2010, 11:00:31 pm
Thank you for porting it to the new version -- but it needs to get uploaded to another service. One that doesn't flood me with attempted popups and won't allow me to download without taking a survey.

EDIT: This link works better -- exact file you uploaded, but without the "thank god I have a popup blocker" reminder first:

http://www.megaupload.com/?d=4U5ZNLJ1
Sharebee actually uploads itself to several upload services so people have a choice of which to download from..
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Medicine Man on July 11, 2010, 11:34:55 am
I just have a question,how do I make glass?If it is a kiln how do I make that?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: shibdib on July 11, 2010, 11:43:25 am
I just have a question,how do I make glass?If it is a kiln how do I make that?

b -> e

should be in that menu, its then made using sand
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Medicine Man on July 11, 2010, 12:56:29 pm
Thanks,I can't wait for the next release of Genesis it'll have all the cool features like adv.mode butchery and stuff.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Shaostoul on July 11, 2010, 02:49:19 pm
Does anyone know if you can just copy and paste the save game information or is the .09 and .10 updates save breaking for some of the features?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Lofn on July 11, 2010, 02:51:02 pm
I believe Toady would have said so if it was a save-breaking change.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Shaostoul on July 11, 2010, 03:01:08 pm
The crossbow changes and some other changes seem like they might be a little breaking. I guess I could just wait for Deon to come out with the latest version and copy/paste the new information.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: TomiTapio on July 11, 2010, 05:51:39 pm
I already merged stuff from .31.10 to my private Genesis. Which doesn't have illithids or breath-attacks on dwarves.
Weapon and metal changes are difficult to decide, one should test them but I've never done any arena testing. My copper costs much more than lead or nickel, because copper is useful.
I've got some language tweaks too so you won't get FBs (in the Legends mode) named His, Mum, etc.

Here's my raws + Ironhand-with-punctuation:
http://dl.dropbox.com/u/8967397/DF3110Gen281_Tomis-raw.zip

The crossbow changes and some other changes seem like they might be a little breaking. I guess I could just wait for Deon to come out with the latest version and copy/paste the new information.
You could take the 30-maxvelocity suggestion to let armor protect vs. bolts.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: TomiTapio on July 11, 2010, 06:12:33 pm
I play this mod. I embarked on a westman town only to find the queen was a giant noseless hare shooting fire.

Yeah, the vanilla too can have random-demons weaseling their way to being site leaders. I've seen it in Legends Mode often.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: shibdib on July 11, 2010, 06:19:36 pm
The crossbow changes and some other changes seem like they might be a little breaking. I guess I could just wait for Deon to come out with the latest version and copy/paste the new information.
You could take the 30-maxvelocity suggestion to let armor protect vs. bolts.

Bolts were made to penetrate armor, the question is do regular elven bows penetrate?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Kranchan on July 11, 2010, 11:04:41 pm
So nobody knows why I can't change layers?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Medicine Man on July 12, 2010, 01:34:41 am
I just have a question:Is it possible to transfer the data from Genesis into the latest DF without fucking it up?and if so what files do i copy and which ones don't I copy?and Tomi what version do I put your raws in?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Lord Shonus on July 12, 2010, 02:06:37 am
So nobody knows why I can't change layers?
There is only one possible reason for shift+. and shift+, (> and <)to not work. That is if you have changed the config.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: NRN_R_Sumo1 on July 12, 2010, 05:20:29 am
I just have a question:Is it possible to transfer the data from Genesis into the latest DF without fucking it up?and if so what files do i copy and which ones don't I copy?and Tomi what version do I put your raws in?
the raws can be transfered over fine, but if you want to use the graphics included you'd need to edit your init and d_init files
I'll put together another unofficial genesis tonight after work if noone else has by then.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Shaio on July 12, 2010, 06:59:32 pm
The port is easy, I've already done it twice.

Get new ver.
Extract to where-ever you want.
Delete init folder and raw folder.
Copy old genesis install over it, hit skip all when box comes up asking if you want to overwrite.
open entity_default, delete arsenal dwarf entry

I'd upload mine but, but its modded a fair bit from normal genesis mod.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: TomiTapio on July 14, 2010, 05:11:08 pm
Being a Genesis-mod tweaker, I now have Mastiffs (85), Bulldogs (47), vanilla dogs (30) and Spaniels (12).
The dog breeds do no make mixed puppies; if they were castes, you'd get 12kg x 12kg = 85kg mastiff, magic.

Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Pan on July 14, 2010, 09:57:45 pm
Hello everyone, I just downloaded the Genesis mod a week ago, and I noticed that when you engrave, instead of a white outline on the wall (as in Mayday), the wall turns into an icon of whatever the engravement is more or less about.

 Is it just me, or does it make your fortress look confusing (like a trees and seeds in bedrooms and all that).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Patchouli on July 15, 2010, 01:09:16 am
Hello everyone, I just downloaded the Genesis mod a week ago, and I noticed that when you engrave, instead of a white outline on the wall (as in Mayday), the wall turns into an icon of whatever the engravement is more or less about.

 Is it just me, or does it make your fortress look confusing (like a trees and seeds in bedrooms and all that).
You can toggle it through designations.

There's also an init option for having them hidden by default.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Pan on July 15, 2010, 08:38:51 am
 :o

 Thanks alot... now i can finally stop worrying about those trees and dropped seeds growing in the middle of my dining room.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: bobbens on July 15, 2010, 08:47:41 am
I like the mod although the caste things are a bit hard to see and control, so I sort of ignore what dwarf is what. I'm guessing it's impossible to handle nicely unless it is coded into the engine. Once I can get dwarf therapist up and running with this version

I have some comments from the short time I've been playing:
Still looking forward to my first hostile encounter. Although you feel like a kid again with all these new shiny items and workshops all over.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Medicine Man on July 15, 2010, 01:47:15 pm
I am begining to think that Kahn kidnapped Deon and forced him to hand over all documents regarding the project "Genesis"  ;)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Patchouli on July 15, 2010, 03:19:55 pm
The make stone bed doesn't seem to apply the "economic stone" filter. So I'm seeing many tetrahedrite beds which means I probably won't be using that much.
Applying [WORTHLESS_STONE_ONLY] to the reagent part of the reaction should work.

Code: [Select]
[REACTION:CRAFT_STONE_BED]
[NAME:craft stone bed]
[BUILDING:FURNITURE_WORKSHOP:CUSTOM_S]
[REAGENT:A:1:BOULDER:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]
[REAGENT:B:1:CLOTH:NONE:NONE:NONE]
[PRODUCT:100:1:BED:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:MASONRY]
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Ockad on July 15, 2010, 04:06:40 pm
Is this modification compatible with the current DF version, 0.31.10?
I just don't want to risk any damage done by incompatibility..

Thank you.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Lord Shonus on July 15, 2010, 04:15:33 pm
I see no reason why it wouldn't bee, although the huge combat changes might screw up the balance.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Ockad on July 15, 2010, 04:18:09 pm
Just making sure...
Well, thank you.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: TomiTapio on July 15, 2010, 04:34:56 pm
I like the mod although the caste things are a bit hard to see and control, so I sort of ignore what dwarf is what. I'm guessing it's impossible to handle nicely unless it is coded into the engine. Once I can get dwarf therapist up and running with this version

I removed the castes' web spit, paralysis spit and firebreath. Because all my dogs died in a FB melee and Our Paralysisbreath. You could try reading the personality screen of each immigrant, and set the strong/agile/durable ones to military. (Nickname helps, Alath digmilitary)

Therapist works fine, you just add to it's ini file what they said works. 31.10 graphical is what I have.
http://www.bay12forums.com/smf/index.php?topic=39229.1425
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Daywalkah on July 15, 2010, 05:36:45 pm
Sorry for being random and off topic, but I must know: TomiTapio, are you taking over for Deon or filling in for a while? He hasn't been online in a while, and you seem to be working on some things in the mod.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: ghosteh on July 16, 2010, 05:32:59 am
I was wandering around an illithid tower, purging the unclean, etcetera, when I encountered a named creature's corpse out in the open, since I couldn't glean from what little info I could get, I butchered it. It was then that I discovered that this creature provided just under a hundred units of misc 'illithid meat', and that it didn't have bones or a skull.

What did I find out in the snow?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: NRN_R_Sumo1 on July 16, 2010, 05:55:29 am
Sorry for being random and off topic, but I must know: TomiTapio, are you taking over for Deon or filling in for a while? He hasn't been online in a while, and you seem to be working on some things in the mod.
Deon is on Vacation and should be back soon.

Just because people modify their own versions doesnt mean that they are taking over  ;D

I would have kept my word on making another unofficial Genesis port for 31.10, but there were raw changes that I havent kept up with, and I'm sure when Deon gets back he will get right on tackling this. :)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Deon on July 16, 2010, 06:25:01 am
I'm back into the town!

I need some time to solve common issues which happen when you're away for a while, and I will be back to the modding. I have to run to visit my wife at her work now (oh weird fortune, I greet B12 before I greet my wife after I arrive :P) and I will read the thread this evening or tomorrow.

Hello to everybody! :D

(http://img96.imageshack.us/img96/8052/southi.jpg) (http://img96.imageshack.us/i/southi.jpg/)

Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: OmnipotentGrue on July 16, 2010, 06:29:44 am
Awesome.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Deon on July 16, 2010, 06:37:40 am
I was wandering around an illithid tower, purging the unclean, etcetera, when I encountered a named creature's corpse out in the open, since I couldn't glean from what little info I could get, I butchered it. It was then that I discovered that this creature provided just under a hundred units of misc 'illithid meat', and that it didn't have bones or a skull.

What did I find out in the snow?
Does it mean we have butchering now?! I need to test this now!... Oh wait, oh noes... Wife first... Oh well...
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: bobbens on July 16, 2010, 07:16:08 am
I removed the castes' web spit, paralysis spit and firebreath. Because all my dogs died in a FB melee and Our Paralysisbreath. You could try reading the personality screen of each immigrant, and set the strong/agile/durable ones to military. (Nickname helps, Alath digmilitary)

Well, I don't tend to use war animals (although I do have a dozen war elephants in a cage connected to a lever). They tend to do much worse than ultra-legendary speardwarves in full masterwork steel (haven't gotten stuff to make crucible steel yet).

Therapist works fine, you just add to it's ini file what they said works. 31.10 graphical is what I have.
http://www.bay12forums.com/smf/index.php?topic=39229.1425

I'm on linux, but I think I've got it almost worked out. Problem is font is illegible and want to see if I can get around to fixing that.


Another thing, is it normal for a genesis fort to be soo placid? I'm on my 3rd year and haven't had _ANY_ combat yet. There's only hostile snakemen (as civilization). I have tried generating 5 worlds and everytime the illithid never survive on any area with other factions. There's only an island with illithid and dwarves, but mainland with all the others is basically humans with some sylvan and snakemen. I haven't entered the cavern yet (working on my main fort) but it is a bit bland. Netiher giant ants nor elephants have attacked me which is very depressing. I want blood! It's funny to see my hunter keep on pelting the elephants with wood arrows and never actually kill them before they run off the map (he keeps on having to reload).

So, how can I make genesis much more violent and bloody? Is it too late for my current fort?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: coinich on July 16, 2010, 08:19:20 am
Move the end date back a couple hundred years or so?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Medicine Man on July 16, 2010, 08:26:17 am
That should do it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: TomiTapio on July 16, 2010, 08:58:10 am
Sorry for being random and off topic, but I must know: TomiTapio, are you taking over for Deon or filling in for a while? He hasn't been online in a while, and you seem to be working on some things in the mod.

I'm just fine-tuning things for myself. Can't be arsed to make creature graphics or 20 hours of weapon testing. But I can let people download my version of genesis,
here's my current raws: http://dl.dropbox.com/u/8967397/DF3110genesis281-Tomi-raw.zip
Have 4 kinds of dogs and 2 kinds of cats. Giant Gargoyle and Giant Otter too. The new creatures don't have a graphic tile :) So they're the corpse symbol 255.

Have one type of gibbon and "camel", got tired of "twooo-huuumped caaaamel leather". No illithids at all, and dogs & horses are faster than in vanilla.
Oh and the megabeasts ignore traps and come quite much sooner, get those first migrants to train! Also altered dwarf caste ratios to get more males, had 8 males 55 females a few forts ago.

After generating a world, check that there are still goblins around (Control-Find in world_sites_and_pops.txt).
Spoiler (click to show/hide)

http://dl.dropbox.com/u/8967397/announcements.txt    http://dl.dropbox.com/u/8967397/world_gen.txt
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: bobbens on July 16, 2010, 09:53:13 am
Move the end date back a couple hundred years or so?

What's the reasoning behind that? More time allows more civilizations to grow and not kill each other out? Why do the illithids always get massacred? I'd love to be able to create some awful evil world where you have to keep 50% of your dwarves as military and get sieged constantly by snakemen, goblins and illithid.

Oh and the megabeasts ignore traps and come quite much sooner, get those first migrants to train! Also altered dwarf caste ratios to get more males, had 8 males 55 females a few forts ago.

Would changing the megabeast thing affect a game in progress?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: kilakan on July 16, 2010, 09:58:15 am

Oh and the megabeasts ignore traps and come quite much sooner, get those first migrants to train! Also altered dwarf caste ratios to get more males, had 8 males 55 females a few forts ago.

Would changing the megabeast thing affect a game in progress?
If you change it in the init/ raws of the save game folder it does.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Medicine Man on July 16, 2010, 10:26:35 am
Ass brute? XD
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Haspen on July 16, 2010, 12:27:09 pm
Ass brute? XD

Just an old word for 'donkey'.

Don't get yer imaginatin' all excited, son'.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: coinich on July 16, 2010, 02:00:07 pm
Move the end date back a couple hundred years or so?

What's the reasoning behind that? More time allows more civilizations to grow and not kill each other out? Why do the illithids always get massacred? I'd love to be able to create some awful evil world where you have to keep 50% of your dwarves as military and get sieged constantly by snakemen, goblins and illithid.

Yeah, thats the idea.

Do the Display Cases actually work, and if so, what are they for?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: TomiTapio on July 16, 2010, 02:15:37 pm
Oh and the megabeasts ignore traps and come quite much sooner, get those first migrants to train! Also altered dwarf caste ratios to get more males, had 8 males 55 females a few forts ago.
Would changing the megabeast thing affect a game in progress?
Shouldn't, just on next roll-if-megabeast-attacks check the conditions are different (less population required for attack.) I was mighty annoyed when a wildlife-catching cage trap stopped a mighty and huge Hydra. Hydras should be the size of a few workshops, not the size of half a cave-ogre.

Deleting creatures and items and civs breaks the most across different raws. Adding creatures to save's raws should work fine.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: TomiTapio on July 16, 2010, 02:38:17 pm
This should be interesting... my 2nd siege of .31.xx arrived, it's year 5 late autumn. We have 620k wealth and 97 dwarves.
Spoiler (click to show/hide)

wtf we have a caged "Stray Raptor Furnace Operator". So I remove CAN_LEARN from raptors.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: bobbens on July 16, 2010, 02:57:14 pm
This should be interesting... my 2nd siege of .31.xx arrived, it's year 5 late autumn. We have 620k wealth and 97 dwarves.
Spoiler (click to show/hide)

Damn, I think I'll have to make a new fort. I've only had some "provoked" fights so far in the cavern. I have 2.5M wealth and 81 dwarves. Where art thou snakemen?

Spoiler (click to show/hide)

EDIT:
Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Lord Shonus on July 16, 2010, 05:34:16 pm
Do the Display Cases actually work, and if so, what are they for?
The display case is made of a block, clear glass box, and any item. Intended to allow craft artifacts to boost room value by making them buildable, they also have a purely decorative use.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: rynait on July 16, 2010, 06:25:37 pm
hello all,

well after not appreciating the illithids and certain races to crowd out a medium map,  I broke up the entity_default.txt
into "several" race text files.  This allows me to "ahem, rename a race file to bak" and make the selected race disappear
from the world generate.

I already attempted to break down the creature_standard to achieve the same "oops intention" 
and that did not work quite well.

So for now, the only way to get rid of certain races from your map, is to remove the undesirables from the
entity_default.txt and regenerate.

If someone wants my "breakdown" entity text files, ask!!

Rynait




 
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: coinich on July 16, 2010, 06:40:34 pm
Do the Display Cases actually work, and if so, what are they for?
The display case is made of a block, clear glass box, and any item. Intended to allow craft artifacts to boost room value by making them buildable, they also have a purely decorative use.

Ah.  I must've failed in making them; I immediately made one with granite rocks thinking it was apart of the construction.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Lord Shonus on July 16, 2010, 06:45:31 pm
So you put a granite rock on display.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: coinich on July 16, 2010, 09:59:21 pm
So you put a granite rock on display.

Yep.  :D

Hey Deon, if you're interested, I made a weight set workshop to compliment the Training Dummies and the Obstacle Courses so we can train Shield and Armor skills now.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: TomiTapio on July 16, 2010, 10:21:25 pm
Hey Deon, if you're interested, I made a weight set workshop to compliment the Training Dummies and the Obstacle Courses so we can train Shield and Armor skills now.

I think armor skill is not only moving better in heavy armor, but also twisting your body to offer wrong attack angle to the incoming strikes. "The squareness of the strike".
Easier to hit a plate-armored opponent who is standing still, harder to hit a clever one who keeps twisting around and shifting her balance.

Shield training workshop should be powered like windmill, swinging its multiple training weapons at you and then you block with shield.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Deon on July 17, 2010, 12:33:37 am
Sorry, sneak peaking here in the morning, no actual reading yet due to the family reuinion.
Is it possible to power buildings now? AFAIK you could do it with magma only before.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: OmnipotentGrue on July 17, 2010, 01:33:55 am
Sorry, sneak peaking here in the morning, no actual reading yet due to the family reuinion.
Is it possible to power buildings now? AFAIK you could do it with magma only before.

I think TomiTapio just means it should just spin when powered by wind. Unless you're asking a completely different question, in which case: I don't think so.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: bobbens on July 17, 2010, 12:45:53 pm
I think I recall this in vanilla too, but why do the squads not attack Elk Birds when near them? I had a squad near an elk bird while it was chowing down on a dwarf's head, until I gave them an explicit kill order they just stood there. Other monsters like troglodytes do get attacked on sight.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Deon on July 17, 2010, 01:42:36 pm
I've just read the changelog, tee hee! Crafting! I already used my free 5 min to check the Lofn's crafting mod. Awesome. I plan to make an expanded crafting system for adv. mode for Genesis now.

Also, now when we can get reagents from containers... Yay! True alchemy! I think I want to scrap all the plants alltogether except for most basic ones (I already wanted to remove some very long names which do not display well due to DF text window size) and re-add them with a few unique reactions for each one. They were here for diversity, now it would be for gameplay too. I do not promise to add back all 150+ plants and that they will be the same, but I think it will be much more interesting nonetheless. I never used all 150+ plants anyway, I had only about 4-6 major crops on my farms. Correct me if I'm wrong.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Deon on July 17, 2010, 01:48:51 pm
I already merged stuff from .31.10 to my private Genesis. Which doesn't have illithids or breath-attacks on dwarves.
Weapon and metal changes are difficult to decide, one should test them but I've never done any arena testing. My copper costs much more than lead or nickel, because copper is useful.
I've got some language tweaks too so you won't get FBs (in the Legends mode) named His, Mum, etc.

Here's my raws + Ironhand-with-punctuation:
http://dl.dropbox.com/u/8967397/DF3110Gen281_Tomis-raw.zip

The crossbow changes and some other changes seem like they might be a little breaking. I guess I could just wait for Deon to come out with the latest version and copy/paste the new information.
You could take the 30-maxvelocity suggestion to let armor protect vs. bolts.
It may be what I want for a base actually. While I admired Illithids I've never actually corrected them as I wanted so they were original author's work in most cases. I would want to rework them, so the non-illithid version seems like a good start to redo that. What do you think about that, TomiTapio? Mind if I use it? I don't have too much time now because I've just recently arrived, and I have to baptize my son tomorrow, so there's a lot of people and stuff around me which do not let me to relax, get a drink and slowly mod as I like to do :).

P.S. What's new with crossbows which I should take care of in the new version for my old Genesis raws? I haven't got a time to test the new version yet.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: TomiTapio on July 17, 2010, 03:20:44 pm
I never used all 150+ plants anyway, I had only about 4-6 major crops on my farms. Correct me if I'm wrong.

Sort of fun to gather cave and outdoor plants, get all sorts of exotic alcohols made. But cave tomatoes and cucumbers, bye-bye.
I'd keep the fruit trees and some 8 berry types. Jute and Flax are solid. Never heard of Ramie before DF. (googles Ramie)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: bobbens on July 17, 2010, 03:26:36 pm
I never used all 150+ plants anyway, I had only about 4-6 major crops on my farms. Correct me if I'm wrong.

Sort of fun to gather cave and outdoor plants, get all sorts of exotic alcohols made. But cave tomatoes and cucumbers, bye-bye.
I'd keep the fruit trees and some 8 berry types. Jute and Flax are solid. Never heard of Ramie before DF. (googles Ramie)

It's fun at starters, but it's a pain to manage X++ seed types and end up accumulating enormous stockpiles of seeds. What I dislike the most is that a lot of them can be milled, which means all my bags get full of flour instead of dimple dye. However I think this is me just sucking at the game. Fewer but more differenciated would help increase the signal to noise ratio.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: TomiTapio on July 17, 2010, 03:27:55 pm
It may be what I want for a base actually. While I admired Illithids I've never actually corrected them as I wanted so they were original author's work in most cases. I would want to rework them, so the non-illithid version seems like a good start to redo that. What do you think about that, TomiTapio? Mind if I use it? I don't have too much time now because I've just recently arrived, and I have to baptize my son tomorrow, so there's a lot of people and stuff around me which do not let me to relax, get a drink and slowly mod as I like to do :).

P.S. What's new with crossbows which I should take care of in the new version for my old Genesis raws? I haven't got a time to test the new version yet.

I'll upload my current world raws, made some animal tweaks based on adventurer's raptor & lion fights. Rhino and Elephant stuff too. And put Babysnatcher tag back into serpentfolk, hope to have more conflict.
http://dl.dropbox.com/u/8967397/DF3110Gen281_Tomis-raw-July17.zip

I can run a few weapon tests, got the hang of log analysis now with OpenOffice spreadsheet, see my posts at
http://www.bay12forums.com/smf/index.php?topic=61203.30
I recommend to have no whips at all in the world. Flails may be useless junk too -- unless you change their numbers to war hammer numbers. Guess vanilla has some issue about Robes and Cloaks spreading the incoming impact over their large surface area (leather glove: damage through, leather robe: absorb blow!)
I think currently no armor can ever protect throat?

-- Yeah it's quite annoying to have 100 leather bags for seeds. Leather is too cheap at 5 €, or cloth is too expensive at 34-68 €. Annoying to make barrels forever, because barrels apparently get destroyed when drunk empty.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: sir labreck on July 18, 2010, 12:43:26 am
Great mod so far! I need to play it more and lose lees time adding civ in it lol ^^
Thank for it ;)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Deon on July 18, 2010, 01:50:30 am
Quote
because barrels apparently get destroyed when drunk empty.
Is it a new feature of 0.31.09/10? It was not present in 0.31.08.

Also I do not want to ax the number of plants totally, I just want the existing to be included in more reactions like achemy and slightly magical reactions. I always liked reagent magic in various RPG games so an ability to fiddle with it in Fortress (and now Adventurer) mode seems interesting for me.

Thank you, Labreck :). I haven't worked on it for some time, so expect more dedication in the next release.

Quote
I'll upload my current world raws, made some animal tweaks based on adventurer's raptor & lion fights. Rhino and Elephant stuff too. And put Babysnatcher tag back into serpentfolk, hope to have more conflict.
Are there any new creatures which do not have graphics I should be aware of?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: TomiTapio on July 18, 2010, 09:51:03 am
Quote
I'll upload my current world raws, made some animal tweaks based on adventurer's raptor & lion fights. Rhino and Elephant stuff too. And put Babysnatcher tag back into serpentfolk, hope to have more conflict.
Are there any new creatures which do not have graphics I should be aware of?

I mapped the mastiff/bulldog/spaniel to some canine pics. Spaniel isn't trainable, too friendly. Forest Cat (bigger cat), giant otter, giant gargoyle don't have graphics.
Should make the mastiff and bulldog stand-alone creatures instead of copy-tags-from-dog.

Should make ToughBone, ToughTooth, ToughNail, ToughMuscle, ToughSkin for monsters, so not all monsters have puny human bones and human skin. Maybe that's the main thing wrong with hydra/dragon/giant now, made out of puny materials. (Cow bone strength numbers at http://www.engin.umich.edu/class/bme456/bonefunction/bonefunction.htm)
--I'll try making the materials and new quadruped template now--

Shortening the metal names is confusing to newbies, of course. I have
wrought iron, w-iron
enchanted ironwood, e-irwood
black bronze, kbronze
bismuth bronze, bbronze
sterling silver, ssilver.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: TomiTapio on July 18, 2010, 11:27:08 am
Should make ToughBone, ToughTooth, ToughNail, ToughMuscle, ToughSkin for monsters, so not all monsters have puny human bones and human skin. Maybe that's the main thing wrong with hydra/dragon/giant now, made out of puny materials. (Cow bone strength numbers at http://www.engin.umich.edu/class/bme456/bonefunction/bonefunction.htm)

Done with materials. Testing in arena.
four toughmaterial elephants killed a Genesis Red Dragon without casualties.
8 toughmaterial elephants team vs. 8 regular elephants, I think 4 or 5 tough-ele survived.

Six stone dwarves, copper sword, shield, copper armor, no skills, versus two tough-ele. Bah the tough-ele wore same copper armor! Redo.
One dwarf dead, tough-elephants defeated. Spreadsheet: http://dl.dropbox.com/u/8967397/arena_6_sworddwarf_vs_2tough-ele_.csv

20 regular elephants vs. 20 toughmaterial elephants, hmm... 15 tough survived the clash. Spreadsheet: http://dl.dropbox.com/u/8967397/arena_20_tough-ele_vs_20_ele_.csv
"Elephant 10 kicks Toughfant 13 in the head with her right front foot bruising the muscle!"
"Elephant 10 kicks Toughfant 13 in the throat with her right front foot tearing it apart!"
"Elephant 10 kicks Toughfant 15 in the upper body with her left front foot bruising the muscle and bruising the heart!"
"Elephant 11 gores Toughfant 14 in the guts with her left tusk tearing it!"
"Toughfant 1 kicks Elephant 17 in the lower body with her left front foot chipping the skin and bruising the muscle and bruising the right kidney!"
"Toughfant 10 kicks Elephant 7 in the upper body with her left front foot fracturing the skin and bruising the muscle, jamming the right true rib through the heart and tearing apart the heart!"

My current raws including dangerous toughfant: http://dl.dropbox.com/u/8967397/DF3110Gen281_Tomis-raw-toughmate.zip
To upgrade a dangerous creature just use [BODY_DETAIL_PLAN:TOUGHSTANDARD_MATERIALS] instead of regular STANDARD_MATERIALS. Tissues were not changed.

Addendum: actual fort, goblin & caravan & copper swords log: http://dl.dropbox.com/u/8967397/DF%20Genesis%20fort%20-%20actual%20combat%20gobs.csv
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: TomiTapio on July 18, 2010, 03:22:08 pm
Actually, TomiTapio, did you remake your goblins into Ender Goblins with a size of 2,000,000 or something?  I can't see many other ways for five goblin bones to weigh basically as much as an entire goblin normally weighs, when normal goblins have about 22 bones.  Elsewise, there is some very bizzare mechanic making your goblin far more massive than they should be.

(checks) damn, only four gob castes have body size tags in Genesis mod, but there are 8 castes. Deon's work :)

Fixed goblins into my version, not uploading yet. Maybe .31.11 has huge weapon balance changes.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Nil Eyeglazed on July 18, 2010, 03:39:23 pm
Hey, this is cool!  Been playing just a little bit.

I'm sure my questions are answered SOMEWHERE in this thread, so I'm going to phrase them as a request instead :)

Maybe it'd be a good idea to talk about the relative value of materials someplace?  I see that there are sterling silver weapons, and sun gold weapons, and I'm sure there's more, and I don't have a clue as to what is better than what.  Maybe the first post of this thread could be updated with this information, or it could be in the manual?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: isabuea on July 18, 2010, 10:58:09 pm
small little bug i just found. my fisherman just hauled in a raw forest spider and its listed as a fish under the stock screen
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Deon on July 19, 2010, 12:17:18 am
Why did you make an alternate spider, Tomi? :)

small little bug i just found. my fisherman just hauled in a raw forest spider and its listed as a fish under the stock screen
Do you have any duplicate entries? AFAIK non-vermin creatures cannot be "raw".
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: isabuea on July 19, 2010, 12:51:25 am
not sure about the duplicates... i just downloaded the graphics set of it and played
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Deon on July 19, 2010, 01:31:47 am
You mean in the first post? It was not updated for .10 so it could cause problems. I am working on a new version right now.

I've fixed goblin castes' sizes, made chitin tannable (Lofn's solution I was going to implement for a long time). Also I've included Wanderer reactions by Lofn with a few tweaks of mine, and now I try to make a hair-to-thread reaction for adv. mode.

Also I've included a herbalism reaction which looks for random plants. Too bad you cannot make output chances based on the skill.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Medicine Man on July 19, 2010, 03:28:56 am
O.O I just saw a Goblin town with Wesman and Sylvien Elves,I bet the Elves are violent.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Deon on July 19, 2010, 04:16:23 am
I've added some magery: "create food" and "cast fireball arrow". The fireball arrow is based on Wizardmod fireball, and you can either shoot it or throw it. I plan to add more spells. Because of DF bugs I replaced "weave hair into thread" with "weave plants into thread" so you still get a steady way to get thread but without bugs. Now I think what else to add for spellcraft, hmm... Right now each spell uses a coin. It gives some use to all those stacks of coins around the place and makes it not totally "free". Also you have to "prepare spells" by dropping a coin (because you don't want to use the whole stack for a single spell, right?) which makes it more "realistic" :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Medicine Man on July 19, 2010, 05:28:27 am
How do you drop a coin?I can just drop the entire stack.(Edit)I think raptors need to be less common,right now if you meet them you are fucked,no matter how heavily armoured you have about a 70% chance of dying.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Deon on July 19, 2010, 07:35:18 am
You throw the coin at your feet. Also raptors are much slower now so you can avoid them. I will upload a 2.9 shortly. No plant rework yet, but Lofn's crafting with some tweaks and food/fireball casting is in.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Medicine Man on July 19, 2010, 07:36:28 am
You can cast a fireball on adventure mod?!?Sweeeeeeet....
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Acanthus117 on July 19, 2010, 07:36:41 am
DEON IS A GODLY MO-FO

PRAISE THE DEON MODDER MAN GUY!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Deon on July 19, 2010, 07:38:56 am
You can cast a fireball on adventure mod?!?Sweeeeeeet....
Yes, the original idea is in the Wizard Fortress mode where you make a glob which ignites the next turn it is created. I've expanded the idea into fireball arrows and bolts, so you can either throw it OR shoot it with your weapon (especially if the enemy is far and your throwing skill is bad).

It's more deadly too. Wizard Fortress globs ignite targets and they start to melt, while arrows if stuck make the blood to boil in addition to the "normal" burning. Also globs stay on one tile while stuck-in arrows travel with the victim and constantly damage him.

Next thing I plan to make is to give dragons and the like tougher bones and teeth so you will have a reason to hunt them to make weapons and arrows out of their bones/teeth. A test dragon teeth arrows were able to pierce copper armor of goblins.


Oh, I forgot, I've also added a new caste of goblins called "spitters", they are agile and spit web. Also common goblins avoid traps to compensate their lack of special abilities. All other goblin castes are still caught.

And hydras, colossi and the like are trap immune now... I integrated most of TomiTapio's ideas, they are good.

P.S. Hi Acanthus.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Medicine Man on July 19, 2010, 07:41:07 am
Hey Deon,I think dragons and dragon raptors and hydras and pretty much any semi-megabeast that is capable of biting or clawing should get tougher claws and/or teeth.Also I have a question,is it possible to get people to worship you on adventure mode?And also do all races have this magic,or just stuff like Orc Shamans?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Deon on July 19, 2010, 07:44:07 am
Hey Deon,I think dragons and dragon raptors and hydras and pretty much any semi-megabeast that is capable of biting or clawing should get tougher claws and/or teeth.Also I have a question,is it possible to get people to worship you on adventure mode?And also do all races have this magic,or just stuff like Orc Shamans?
I've edited the previous post because I forgot to add a lot of stuff I wanted to write. Basically I plan to give all big animals like elephants and the like toughter bones to support big game hunters, and give metal-like bones and teeth to large fanciful creatures like dragons and hydras.
Right now dog bone spear and dragon spear are the same so I plan to fix it before release.

And any adventurer can use any adventure reaction, there's no way to limit it yet (sadly).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Acanthus117 on July 19, 2010, 07:47:30 am
You're awesome, d00d.

Don't stop being that way, maaaan.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Medicine Man on July 19, 2010, 07:48:28 am
Yeah Deon you are awesome.I can't wait for the next version :3
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Deon on July 19, 2010, 08:47:21 am
All right, it works. Too bad all crafted through reactions armor is "large", or we could have a fully self-supplying adventurers. Still fortress-crafted dragon scale armor should be awesome now. It always bugged me that dragon scale armor was almost the same as dog leather armor. Now it's different.

Here you can see that spears made out of dragon teeth easily pierce iron armor.
(http://i31.tinypic.com/ets3v9.jpg)

Now a "Play Now!" character can get an awesome weapon if he somehow manages to kill a dragon. Also he can make an awesome backpack out of its scales >.<. As I said, armor reactions do now work yet :(.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: coinich on July 19, 2010, 08:53:42 am
Hey Deon, I made a small workshop that trained up the armor and shield skills to compliment the training workshops you have as well, if you are interested.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Deon on July 19, 2010, 09:01:27 am
Sure I am. Post it here if you don't mind. I am ready to release 2.9 already.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: coinich on July 19, 2010, 09:15:38 am
http://www.bay12forums.com/smf/index.php?topic=61319.msg1394305#msg1394305
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: TomiTapio on July 19, 2010, 09:31:39 am
Why did you make an alternate spider, Tomi? :)
My dangerous forest spiders are called fospiks, and the Cave Spider (spir) I duplicated into spix, so there is less supervaluable GCS (spik) silk in the world.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Deon on July 19, 2010, 09:43:39 am
Ah, I see. I may make more silk-bearing insects then. Your spiks and spirs made my head spin :P.
New version:
- 2.9: adventure crafting and spellcraft; tougher materials for semimegabeasts and megabeasts; new goblin caste; "common goblins" avoid traps; tweaked weapons to follow DF fixes; new critters and adjustments supplied by TomiTapio; illithids' nation temporary removed; weight set workshop by Coinith
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: bobbens on July 19, 2010, 09:47:09 am
- 2.9: adventure crafting and spellcraft; tougher materials for semimegabeasts and megabeasts; new goblin caste; "common goblins" avoid traps; tweaked weapons to follow DF fixes; new critters and adjustments supplied by TomiTapio; illithids' nation temporary removed; weight set workshop by Coinith

Does the illithid removal allow upgrading from older versions or is it only good for new forts?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Deon on July 19, 2010, 09:48:39 am
It has lots of new reactions, and I removed many old stuff like some unused extracts and I totally axed Gibbons. It requires a new fort. You wouldn't get anything anyway so there's no need to upgrade your old saves, you can play them as they are.

The new stuff with reactions and new plants requires regen anyway.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: bobbens on July 19, 2010, 09:54:31 am
It has lots of new reactions, and I removed many old stuff like some unused extracts and I totally axed Gibbons. It requires a new fort. You wouldn't get anything anyway so there's no need to upgrade your old saves, you can play them as they are.

The new stuff with reactions and new plants requires regen anyway.

Well bolts are pretty broken in the old version. My ex-hunter (legendary) couldn't really kill anything with wooden bolts. He was legendary archerer and marksdwarf and would always hit, but never really did enough damage to kill anything past pigeons. He eventually got slaughtered by a cave crocodile.

It's a shame too, because I've lost over half my militia from the bloody "explode into pus monsters". It seems like monsters like Mummies and Lost Adventurers blow into pus every so often. This causes an insane symptom that will kill your dwarves before they manage to take 10 steps (fever -> heavy bleeding -> death). Was thinking about trying to get marksdwarves to not have to get into melee since it's pretty much instadeath even for legendary dwarves in masterwork steel.

Might just wait for the next df release which should be soon and should fix all the training bugs that make it so half of your militia refuses to train making it so you wind up with horribly weak dwarves.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Deon on July 19, 2010, 09:58:07 am
You can replace all inorganic_***.txt and item_*** files to re-adjust weapon values to the new state. Also I reduced the amount of "explode into pus" monsters, at least their spawn rates are much less now.

I always train my militia using training dummies (and now weight set thanks to Coinich) so there's no problem with their skills for me.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: bobbens on July 19, 2010, 10:11:33 am
You can replace all inorganic_***.txt and item_*** files to re-adjust weapon values to the new state. Also I reduced the amount of "explode into pus" monsters, at least their spawn rates are much less now.

I always train my militia using training dummies (and now weight set thanks to Coinich) so there's no problem with their skills for me.

Do training dummies actually increase other stats besides weapons? Back in the day when they would spar (managed to get some sparring in 0.31.08 but not 0.31.10) they would get many stats. I thought the dummies only gave primary weapon stat and not armour, dodging, shield and the works.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Deon on July 19, 2010, 10:19:18 am
Yeah, they train specific skills only, but you can get the whole set if you set up their work place properly. I allow them to train weapon skills, dodging, shield and armor repeatedly, and it works nicely.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Medicine Man on July 19, 2010, 10:34:01 am
What are  some major changes in the new version?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Deon on July 19, 2010, 10:42:41 am
They are listed in the changelog. There's much more readjustments and tweaks than anything, but new adventurer stuff is the most noticeable change.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Medicine Man on July 19, 2010, 11:09:58 am
Is the link supposed to be to an earlier Genesis Mod?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Deon on July 19, 2010, 11:19:06 am
Both links in the first post (graphical and ASCII) lead to the new version.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Medicine Man on July 19, 2010, 11:21:49 am
[excuse]Oh,I must have been confused by the names [/excuse]
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Ricky on July 19, 2010, 11:24:09 am
the mod looks quite interesting, i might have to try it
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Medicine Man on July 19, 2010, 11:26:05 am
the mod looks quite interesting, i might have to try it

SU NIOJ SU NIOJ!!!!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Ricky on July 19, 2010, 11:36:36 am
the mod looks quite interesting, i might have to try it

SU NIOJ SU NIOJ!!!!


why should i join you?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Medicine Man on July 19, 2010, 11:39:08 am
WELCOME BAAACK!!!!!

Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Ricky on July 19, 2010, 11:42:43 am
WELCOME BAAACK!!!!!

Spoiler (click to show/hide)


yeah.... ill just make sure to stay away from you...


onto buiness
how do i get the mod to work? i have these 'RAR' files and i dont know what to do with them to make them work
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Medicine Man on July 19, 2010, 11:45:51 am
You copy them over your existing raws.You should probably do it with another DF file.Create a world straight after the raw merging.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Deon on July 19, 2010, 11:50:11 am
No. Just unpack the file and play. Winrar or 7zip do the job. This is the WHOLE game. DO NOT merge it. Please :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Medicine Man on July 19, 2010, 12:37:46 pm
I just have a question,how do I butcher?I go to the butchery menu and it is blank.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: TomiTapio on July 19, 2010, 12:48:36 pm
Good work Deon! I think I must start a new fort soon, my current (and first) volcano fort gets 8 goblin ambushes per year. Then the serpentfolk start sending ambushes too.

My forest cat was meant to be totally domestic-only, based on the "Norwegian Forest Cat" old cat breed. Regular cats are more Egyptian desert-heat adapted with less fat.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: bobbens on July 19, 2010, 12:51:40 pm
No. Just unpack the file and play. Winrar or 7zip do the job. This is the WHOLE game. DO NOT merge it. Please :).

Copying the raws and init over to another install should do the job also no? I just copied the raws and init over and it seems to work. I use linux so I can't use your "whole game".
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Eremit on July 19, 2010, 01:42:13 pm
I just have a question,how do I butcher?I go to the butchery menu and it is blank.

Can someone answer?
I am not going to give it a try, if there are such probs here..
So, is there a prob or not.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: TomiTapio on July 19, 2010, 01:51:00 pm
Okay I'm merging/inspecting Genesis 2.9 into my custom use. It's a chore but might spot some improvements for y'all.

Tissue_Template_Default.txt, Genesis brains have [HEALING_RATE:5000], vanilla DF has no healing (or default healing).
I have removed Dungeon Master's tomb requirement, why should she be the first have a tomb when mayors not require any.

I don't like giving the other civs training weapons, they just might show up for combat wielding them.
Normans have    [ARMOR:ITEM_ARMOR_BREASTPLATE:COMMON] and [ARMOR:ITEM_ARMOR_BREASTPLATE:UNCOMMON]
IMHO no civ can live on the glacier. Tundra, yes, reindeer farming.

Oh boy the test adventurer might have trouble with the ubiquitous raptor packs.
I see you still have the Monitor Lizard, [BODY_SIZE:1000:0:25000000]. "It lives in deserts, catching insects and small mammals."

Good revising on the goblins.
Added [REMOVE_MATERIAL:SKIN] to tiny bluejay. And it's neighboring birds; I've seen too many "pelican skin chests" :)

Cheers Deon.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: TomiTapio on July 19, 2010, 01:55:14 pm
I just have a question,how do I butcher?I go to the butchery menu and it is blank.
Can someone answer? I am not going to give it a try, if there are such probs here..  So, is there a prob or not.

Is this the brand-new adventure mode butchering or Fortress mode butchering?

for fort,  http://df.magmawiki.com/index.php/DF2010:Butcher
adventurer, http://df.magmawiki.com/index.php/DF2010:Adventure_Mode_quick_reference
'x' opens reactions menu, I guess the corpse or other source item has to be on the ground (at your feet).

This is a forum, not an IRC chatroom. Some people check the forums only once a day, be patient. The forums' search function sucks, very hard to find relevant info.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Medicine Man on July 19, 2010, 02:18:36 pm
I press x and go into the butchery menu in Adventure and it is completely blank,I have tried it with A corpse in my inventory and a corpse on the ground.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: TomiTapio on July 19, 2010, 02:48:25 pm
Do you have a dagger of some kind or a sharpened rock? This is not a Genesis issue I believe. You might want to ask in the
http://www.bay12forums.com/smf/index.php?topic=52208.2070
busy helpers thread.

Edit: testing with my own adventurer, who has a hand axe.
x,b,right,enter,enter. Bear is butchered. Hmm its nerves are not edible, not raw at least.
Slaking your thirst by licking blood spatters is a little silly.

I guess gather wood is kinda hard, you somehow have to climb on top of a growing tree first?
Small chert rock, no go in knapping.
"You pick up the blanked mire."
Loophole: gather plants from nowhere, make ginseng thread.
A few Camel kicks, goblin adventurer is dead.

New world and adv. Butchering practice. What is "black bear fat laced with water"?
Could gargoyle's "[TISSUE:ROCK]" mess up the ROCK in knapping? (changes it)

Hey, managed to make a sharp marble out of two small marble rocks i dropped. (not throw?)
Try to make more items... Select hammerstone fails. Do I need hammerstone IN HAND?
Wiki says "To knap, you must hold a stone in each hand." http://df.magmawiki.com/index.php/DF2010:Adventurer_mode

Got my first Scraper! boy it's clumsy to drop sword and shield and then get rocks from ground.
Tan.. macaque half.. scraper in hand.. success! Left hand now has generic "tanned hide" and blunt rock. Yay made a bear bone needle.
Oh wow, "drop bear blood" made adv dump whole backpack contents!
Bear tooth spearhead made. Bone+spearhead = spear :) Made spear used ok in butchering.
Made leather-and-bone shield okay. Now have 3 items in right hand and 3 in left.

Made stone axe, procured some pine logs.
Drop scraper, pickup scraper, drop skin, tan it. Black bear leg makes generic tanned hide, macaque skin makes macaque leather.
Made a pair of leather gloves.
Hmm crafted a bone trophy out of my bone needle.
Hmm the fireball-arrow I made makes my left hand melt x turns later. Got better. Left hand's fat is gone now. Moss dwarf power.

"You butcher the rotten Zombie Giant Ant mutilated corpse.
"You pick up the Zombie Giant Ant chitin [14] and put it in your giant toad leather backpack.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Rumrusher on July 19, 2010, 04:48:57 pm
I press x and go into the butchery menu in Adventure and it is completely blank,I have tried it with A corpse in my inventory and a corpse on the ground.
you can only butcher/craft is the item is on the floor or in your hands.
so you need to drop/remove the corpse first and have the dagger/sharprock/Axe/sword/anythingsharp in your hands.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: TomiTapio on July 19, 2010, 08:28:43 pm
Noticed something funny... "giant ant fatty" in my leather stocks in the haul-to-depot choosing. Want to check it out Deon?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Tarran on July 19, 2010, 08:35:45 pm
Yey, new version. Keep up the good work.

You forgot to update something though. What, exactly? Well, check one of your posts, any one, and scroll down until you see green text. It's directly above it.

Or, in other words:
Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Deon on July 20, 2010, 12:50:04 am
Quote
Black bear leg makes generic tanned hide, macaque skin makes macaque leather.
It's a problem with DF and it should be fixed anytime soon because Toady knows it. Basically bodypart reactions accept ANY bodyparts, even corpses, even while it's stated that ONLY specific parts (i.e. skin) should be used in it. In turn, you have to select a right component by yourself. I mean, when you tan, you have to pick "*** skin" to get a leather piece. If you pick a different bodypart (which is "wrong") it produces a generic "tanned hide". That's the reason why I dumped the "hair to thread" reaction and made a "plant to thread" instead.

Quote
Loophole: gather plants from nowhere, make ginseng thread.
Yep, it's imposible to check for biome/ground under you, and it's impossible to gather real plants, so it's a placeholder until we get herbalism. I really want to add more plant-related reactions so it's needed.

Quote
New world and adv. Butchering practice. What is "black bear fat laced with water"?
Could gargoyle's "[TISSUE:ROCK]" mess up the ROCK in knapping? (changes it)
"Laced with water" must be some kind of a relative description for a wet fat. I don't remember seeing it.
What's up with the gargoyles?

Quote
Select hammerstone fails. Do I need hammerstone IN HAND?
Yep, it's quite boring to craft different stuff because you need instruments in your hands.

Quote
I see you still have the Monitor Lizard, [BODY_SIZE:1000:0:25000000]. "It lives in deserts, catching insects and small mammals."
Okay, something has to be done here. I really don't remember setting such size. Probably I based it on a dragon some time ago and totally forgot about size. Thank you for showing it to me.

Quote
Added [REMOVE_MATERIAL:SKIN] to tiny bluejay. And it's neighboring birds
Yeah, good call.

Quote
You forgot to update something though.
I always keep forgetting to update it. Oh well, thanks :D.

Quote
"giant ant fatty"
Huh. Something cool. I must try to find it... Somewhere. I really have no idea what is "fatty".

Quote
Hmm the fireball-arrow I made makes my left hand melt x turns later.
Yeah, you're supposed to throw/shoot it the same turn you summon it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Lofn on July 20, 2010, 03:17:36 am
The "giant ant fatty" thing happens when you mix up the chitinous detail plans with skin, if I remember right.  Make sure you're not allocating any materials to chitinous creatures that demand a material reaction product that they don't actually have.

You don't need to have tools in your hands, by the way,  you can have them on the ground under you.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Deon on July 20, 2010, 04:09:20 am
Quote
Make sure you're not allocating any materials to chitinous creatures that demand a material reaction product that they don't actually have.
Can you provide an example? What can it be? "Demand a material reaction product that they don't actually have"?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Rooster on July 20, 2010, 05:36:36 am
Just tried it and it blew my head off!!!

Thanks for such a great mod.
And to think I was about to make a  story thread in a vanilla DF...
Hear goes the rest of my summer vacation.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Lofn on July 20, 2010, 05:58:20 am
Quote
Make sure you're not allocating any materials to chitinous creatures that demand a material reaction product that they don't actually have.
Can you provide an example? What can it be? "Demand a material reaction product that they don't actually have"?

Well, let's say you're giving a creature a material that can produce leather, but don't give them a leather material for it to grab.  They'll produce a generic tanned hide item, but sometimes it causes individuals to show up wearing items made of impossible materials.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Deon on July 20, 2010, 06:30:51 am
Hmm, I have tannable chitin and I followed all your suggestions in your tannable chitin thread.

I gave [MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:TANNED_CHITIN] to chitin and made a chitin template.

Then I added [ADD_MATERIAL:TANNED_CHITIN:TANNED_CHITIN_TEMPLATE] to CHITIN_MATERIALS in b_detail_plan_default.

I don't see anything wrong here.

P.S. I see... Giant Ants and antlions have "STANDARD_MATERIALS", then I substract leather and add chitin. It screams "Wrong!". Thank you :D.

Quote
Thanks for such a great mod.
Thank you for the kind words.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Prepaid Lenin on July 20, 2010, 08:52:07 am
I downloaded this last night and it looks fantastic. I nearly had the embark party starve and that hasn't happened in a long time.

I don't really have the time to read through the whole thread, but was there an option to turn off black lung from coal mining? I wouldn't mind it if there was a way for the dwarf to recover, but I'd rather keep all the uncurable diseases to the megabeasts and those cubes.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Deon on July 20, 2010, 08:54:04 am
There's no black lung. :)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Prepaid Lenin on July 20, 2010, 09:34:10 am
There's no black lung. :)

Yay!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Eremit on July 20, 2010, 11:42:32 am
All right, i tried Your pack, Deon, and all i can say is: GREAT experience, and ZERO size error.log.
ONLY thing so far I found annoying it this:
Spoiler (click to show/hide)
These blocks are trees(poplar, etc etc)...
Why's that?

regards,

xoen.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Deon on July 20, 2010, 11:55:29 am
Can you give me a save? I've never seen it. Does it happen with the latest install? Are you under windows? It looks strange :P.

This is how the trees look for me:
(http://i25.tinypic.com/33de9fb.png)

P.S. Meanwhile, I plan to release 2.91 shortly, fixing the ant and antlion tannable chitin and abandon Genesis for a while unless you have big suggestions. I slowly embark on a new mod from scratch which uses stuff I learned while I made Genesis but it's much more thought through (at least it's planned to be like that). I divide all stuff in elements (fire, earth, water, air). At least most of the stuff. I already simplified most of the existing "mundane" animals (i.e. "bear" for all types of bears, much less fish variations, just a few apes etc.) and all of "mundane" animals will be "earth". "FIRE" will be EVIL and all of them will be demonic creatures and they all will be related to mundane critters ("arachna" for common spider, a woman with a body of a spider, "cerberus" for a wolf, a three-headed dog which breathes fire, "blood siren" instead of seal, "nightmare" instead of horse etc.), in the same way all "AIR" critters will be GOOD critters of magical nature and all "WATER" critters will be "SAVAGE" critters of ancient nature (dinosauri, zauropods etc.), thus normal, evil, good and savage areas all will have different sets of critters. All critters will drop a component of their element which will be used in alchemy to "rotate" elements (all gems, stones and metals will belong to fire, air, water or earth element and you will be able to transmute them in circle). All races similarly belong to "earth" (dwarves), "air" (elves), "fire" (goblins) and "water" (humans). I also plan an "aether" element but I haven't made any progress on it yet. If I will be able to pull it off, it should be interesting.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Eremit on July 20, 2010, 12:38:07 pm
Quote
Can you give me a save?
ahhh i realized what is it now,  tiles 157 and 158 in my custom tileset(dfg/ironhand mix) are blank resulting with that effect.
my fault, sorry.

Quote
I plan to release 2.91 shortly
Great.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Vertigo on July 20, 2010, 02:37:12 pm
Is there a way to train crossbow (or other ranged weapon) milita in this mod other than using the methods from vanilla dwarf fortress?
I really can't get my crossbow militia to train.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Deon on July 20, 2010, 03:27:09 pm
Okay, I was planning to add it for some time already but somehow other things made me to forget about it. I will add it to the next release.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: bobbens on July 20, 2010, 03:44:03 pm
What's the deal with steel dwarves anyway? My steel dwarf is "extremely slow to heal" and got nerve damage from a naga thief in the first combat on his arm and has been healing for ages. Aren't these guys supposed to be very buff or am I just unlucky? (I think he's my only steel dwarf out of ~80 dwarves)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Deon on July 20, 2010, 05:00:47 pm
They are very buff, you just was unlucky, And they can have bad characteristics too, it's random, but "extremely slow to heal" for a steel dwarf is still much faster than "slow to heal" for a stone dwarf.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Ricky on July 20, 2010, 09:51:05 pm
hey there, ive tried playing the mod, no luck

you told me to get winrar or 7zip, i got 7zip as a zipped file, i i still cant play it, i cant unzip the mod because its a RAR file

any help?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: JagoBallium on July 20, 2010, 11:14:23 pm
Deon, did you make many major changes since last release because my Dwarf Fortress seems to run much faster now. :) It may be due to the new DF version though, haven't gotten a chance to test to see yet.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Deon on July 20, 2010, 11:57:37 pm
hey there, ive tried playing the mod, no luck

you told me to get winrar or 7zip, i got 7zip as a zipped file, i i still cant play it, i cant unzip the mod because its a RAR file

any help?

http://en.wikipedia.org/wiki/7-Zip
7-zip unpacks rar files too. You just right-click it and select "unpack". Are you under windows?

Deon, did you make many major changes since last release because my Dwarf Fortress seems to run much faster now. :) It may be due to the new DF version though, haven't gotten a chance to test to see yet.
I have no idea what caused it. A correct output method in init files is all that is required to make the game to run fast.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Tormy on July 21, 2010, 07:06:23 am
приветствие! I just tried out this mod, it's superdwarvenly awesome. Keep up the good work Deon!  :)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Pan on July 21, 2010, 10:55:45 am
 Hey there,
 I've been playing this for a couple weeks, and kept having problems with goblin ambushes with shamans that toss fireballs aroung, incinerating the entire map. Is there anything i can do in the raws to turn off fireballs (for obsidian dwarves as well... never been a fan of those guys since the booze stockpile went up when one of the soldiers thought it'd be clever to fling a fireball at a snatcher)?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Daywalkah on July 21, 2010, 11:02:00 am
Go into the creature_genesis.txt in which they are located. Remove [FIREBREATH] from the creature file and you should be good to go. This is assuming you know the basics of modding. If not, then I'll tell you how to accomplish the task in a more adequate tutorial.

EDIT: Sorry, I didn't know the files were moved, my bad.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Deon on July 21, 2010, 11:40:39 am
They are in creature_genesis.txt, other than that, yeah, just remove [FIREBREATH] from goblins and dwarves there.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Eremit on July 21, 2010, 11:50:44 am
Quote
goblin ambushes with shamans that toss fireballs aroung
i was so fockin' amazed while first ambush, 3 dwarves died, but damn...this was something, exploding dwarves, sudden attack...

shame i am unable to understand BASICS of military (31's is a mess)...editing raws would be like profanation imho, so...it may be hard to live in 31's for me.
tbh, someone should tell Toady to GET real with military interface(..not eternal asslicking only, imo).
looking on donations status i am amazed that nobody made hard talk alerady.

I am just honest now, guys.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: bobbens on July 21, 2010, 12:21:35 pm
Speaking of which, anyone actually seen a gloomer? I tried to add one in the object testing area nad it crashed. I've checked over most of my dwarves and haven't seen a gloomer anywhere, so what's the deal with them? More bad luck?


EDIT: And while I'm at it, is there anyway to avoid the exploding pus? Does disease immunity work?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Deon on July 21, 2010, 12:28:17 pm
Disease immunity SHOULD work. I mean, in the raws everything is perfect, but I didn't try actual tests.

Also gloomers are pretty rare, but I had some.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Deon on July 21, 2010, 02:17:23 pm
Okay, as I said I work on another mod which is much more structured than Genesis ane less about "moar" and more about "system". I base the whole mode on four elements ("air, fire, earth, water" -> "north, east, south, west" -> "father, yang, mother, yin" -> "moist hot, hot dry, dry cold, cold moist" -> "human, goblin, dwarf, elf" -> "mundane, evil, savage, good" etc.). I try to base ALL the stuff on it, including creatures (good/savage/evil/mundane), gems, rocks, et cetera. I plan a complex transmutation system later which will allow to shift materials, and I have other ideas.


Right now I build a "mundane" creature table. I plan to have 3/3/1 of small/medium/large predators for each biome and 5/3/1 of small/medium/large prey for each biome. I simplified most animals (i.e. one/two humped camels -> camel, all bears -> bear etc.) but it should give no big impact on gameplay (and maybe a positive impact - shorter creature names mean easier to read products).

Spoiler (click to show/hide)
Here's the table for predators. I have a similar one for prey but it is in the works.

I want your comments and feedback. Tundra has less animals intentionally, and I have special plans for a glacier.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: dennislp3 on July 21, 2010, 04:11:16 pm
I feel exceptionally retarded because I cant find the "manual" or changelog....in the previous version I thought they were right in the open....am I missing something?...I need to skim over the reference stuff (am I thinking of a different mod? have I lost my mind?)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: TomiTapio on July 21, 2010, 05:02:20 pm
I don't think there's a "manual" for Genesis mod, it's just new creatures and plants. There is the new workshops and their reactions" excel sheet.
You should find out on your own what the deepest-cavernlayer critters are.

There's the funky weapons which are totally unbalanced due to DF development. I just stick to short swords and shields.
The materials are confusing, of course, with three kinds of bronze and 3 kinds of steel (rare pattern welded steel included).
Anyways, use steel, then bronzes, then copper.

I gave my goblins bronze making, upgrading them a little. Just boosted crossbows a little thanks to a hunter constantly shooting unicorns.


Deon, on the new four-way mod, can we have Wurms, huge earth/nature creatures that tunnel along, and eat giants.
Wurm pics: http://www.cardkingdom.com/catalog/item/121275?combo_id=31018

Maybe pegasi for air area, and griffons. Evil 3-headed manticores (http://monsterfinder.dndrunde.de/details.php?id=209&backlink=%2Fallmonsters.php )?
Yay maybe a strength-in-numbers smaller critter, that comes in packs of 15-30.
Aerial ambush predator would be nice. And aerial 10-20 pack of high speed menace. Maybe some super-durable water beast, steel plated river serpent.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: dennislp3 on July 21, 2010, 05:09:32 pm
Yeah...well I dont see the excel sheets anywhere...thats what I was looking for...
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Prepaid Lenin on July 21, 2010, 06:29:44 pm
Disease immunity SHOULD work. I mean, in the raws everything is perfect, but I didn't try actual tests.

Also gloomers are pretty rare, but I had some.

I had a steel dwarf die from a lost adventurer pus explosion. I thought I'd just overestimated their disease immunity but maybe I was wrong?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Pan on July 21, 2010, 07:47:32 pm
 Hate it when that happens. Are the pus explosions always fatal? I mean, i lost a steel equipped grand master macedwarf (stone dwarfette) against a pack of lost adventurer. (especially since that was directly after a ambush where i lost a whole bunch of guys to fireballs, and she was a third of my remaining military.)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Deon on July 22, 2010, 12:36:34 am
Well they are mostly fatal due to extreme bleeding from eyes and other bad stuff. But I planned them to be a "nemesis", some kind of a scary critter you should avoid, like those ex-human monsters in zombie movies which totally fock over superstrong survivors... I reduced their number in 2.9, and I plan to make them even more rare.

Yeah...well I dont see the excel sheets anywhere...thats what I was looking for...
That's my bad. Because I built the latest version on top of a .31.10 download I just forgot to put the file inside.

I will release a fix shortly.

Quote
Deon, on the new four-way mod, can we have Wurms, huge earth/nature creatures that tunnel along, and eat giants.

Maybe pegasi for air area, and griffons. Evil 3-headed manticores

Pegasi and griffons will be in. If you notice, the 4-element system is totally greek. So expect many greek creatures :P. Pegasi and unicorns will be "good" equivalents to horses and donkeys, and manticores - "evil" equivalents to lions.

Wurms look like nice semimegabeasts. Too bad they can't tunnel.

P.S. I at least expected some comments on biome habitation from you, TomiTapio :P. Can you see the picture?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Pan on July 22, 2010, 12:52:11 am
I plan to make them even more rare
Sure am glad to hear that  :o But currently, is there any effective way to dispatch them? Marksdwarves?

 When will illithids be back? I like those guys. (liked them initially since i thought they were some insectoid race at first, since their name sounds alot like the Silithids from Warcraft. But it was still fine after discovering they were actually tentacle faced mind flayers)\

 Oh, are you the same Deon that did the Boatmurdered comic?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Deon on July 22, 2010, 01:01:22 am
Yeah, too many projects to make with my family routines.

I don't release 2.95 yet because I want to include illithids back. All other fixes are already done.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Medicine Man on July 22, 2010, 01:42:35 am
Hey Deon,when I go to butcher something it says you are not that hungry.I think i'll report it to bugtracker.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: bobbens on July 22, 2010, 03:22:25 am
I plan to make them even more rare
Sure am glad to hear that  :o But currently, is there any effective way to dispatch them? Marksdwarves?

Sometimes times the only way to win the war is to not fight the battle.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: isabuea on July 22, 2010, 08:47:22 am
hey there deon i have a rather interesting screen cap of your mod. if someone could tell he how to post an image i will show you
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Deon on July 22, 2010, 09:36:51 am
http://tinypic.com
Make it a PNG to load faster and avoid JPG artifacts.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: isabuea on July 22, 2010, 10:39:27 am
sorry about late reply was watching tour de France
(http://i30.tinypic.com/jqp660.png)
this is the second time i have had some non fish animal be there
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Deon on July 22, 2010, 11:00:26 am
That's totally nuts. Can you upload the save? I should definitely test this :D.

P.S. Do you have errorlog.txt in your DF folder? If so, can you post your contents?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: isabuea on July 22, 2010, 11:21:49 am
i have no such error log in my folder and the save is a recently embarked fortress near a river.

i had a look at my fisher and near his feet there were some turtles so it seems like only the stock screen interprets it as horses
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Medicine Man on July 22, 2010, 11:23:15 am
That picture brings a whole new meaning to the animal known as a "Seahorse"
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Deon on July 22, 2010, 11:33:42 am
What happens if you press "TAB" and zoom to them?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: isabuea on July 22, 2010, 11:52:11 am
the plot thickens!
i was trying to zoom to them but when i hit tab the individual bundles of 2 and 3 were labeled as raw turtles but reverted to being "horses" when i hit tab again.
also when i zoomed to them the bundle of turtles were on the ground at the fishers feet so for some reason the stock screen is mistaking the collected bundles as a horse but the separates are accurate. the first time something like this happened it thought the turtles were forest spiders on the stock screen
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Deon on July 22, 2010, 12:34:05 pm
Then it's some DF bug because there's nothing about "horse" in the turtle file. Moreover, the turtles are vanilla.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Lofn on July 22, 2010, 12:56:40 pm
It sounds like a variation on the duplicate raw entry bug.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Deon on July 22, 2010, 01:31:04 pm
But it's a real turtle and the author has no errorlog as he says. I believe him because if he used my download without modifications it gives no errorlog.

Meanwhile I'm done with 2.95. I want to update it with Lofn's new adventure reactions and it should be released.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.95 ϟ] - we're almost there
Post by: Deon on July 22, 2010, 02:14:01 pm
It's up.

- 2.95: illithids are back; ant/antlion chitin is properly fixed; new reactions for adventure crafting; monitor lizards' size is fixed.

I removed illithid slaves' castes, let them enslave people normally :P. Everything is there, but force fields are much easier to pierce (like steel).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.95 ϟ] - we're almost there
Post by: Prepaid Lenin on July 22, 2010, 04:05:56 pm
Yay!

Will this be compatible with the new version set to release really soon?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: TomiTapio on July 22, 2010, 04:17:09 pm
Wurms look like nice semimegabeasts. Too bad they can't tunnel.
P.S. I at least expected some comments on biome habitation from you, TomiTapio :P. Can you see the picture?
Wurms could be AmbushPredator, pop up on their targets.
Nah couldn't be bothered to analyze biome placements. Tried Medal Of Honor Xbox360 MP beta last night.


Hey Deon,when I go to butcher something it says you are not that hungry.I think i'll report it to bugtracker.
Trying to butcher people (humanoids) in adventurer mode? Your adventurer's civ doesn't have cannibalism enabled.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.95 ϟ] - we're almost there
Post by: Prepaid Lenin on July 22, 2010, 04:37:17 pm
I'm having trouble generating a world with any mind flayer civilizations. Does anyone have any tips?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.95 ϟ] - we're almost there
Post by: bobbens on July 22, 2010, 04:40:21 pm
I'm having trouble generating a world with any mind flayer civilizations. Does anyone have any tips?

In the older version I've only had them survive on isolated islands where no other civilization was present. I might not have tried enough because it seems like world generation is pretty tricky with then new versions of DF.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.95 ϟ] - we're almost there
Post by: Prepaid Lenin on July 22, 2010, 04:51:32 pm
I'd be fine if it was tricky, but they don't seem to be mind flayer civilizations being generated. There is no mention of them and I've been digging around legends for half an hour.  :(
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.95 ϟ] - we're almost there
Post by: Deon on July 22, 2010, 05:18:06 pm
Ahem. That's my bad. Go into creature_illithid.txt and change the first line from "creature_z_illithid" to "creature_illithid". A really stupid mistake. Thanks for pointing that out.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.95 ϟ] - we're almost there
Post by: Prepaid Lenin on July 22, 2010, 06:14:26 pm
Tried it but it didn't work boss. :(

Any other suggestions?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.95 ϟ] - we're almost there
Post by: TomiTapio on July 22, 2010, 06:20:48 pm
In the older version I've only had (illithids) survive on isolated islands where no other civilization was present. I might not have tried enough because it seems like world generation is pretty tricky with then new versions of DF.

Hmm maybe should have the illithids make more babies, like 3-4 per birth. Worth a try; anyone? Umm do they even HAVE female castes to make offspring?


Here Deon, exotic trees with fixed adjectives: http://dl.dropbox.com/u/8967397/plant_dendrology.txt
No more "cottonwood wooden logs", now cottonwood logs. Or "monkey-puzzle tree wooden logs" (now pezzle logs, perhaps you like puzzle logs better).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.95 ϟ] - we're almost there
Post by: Deon on July 22, 2010, 08:13:14 pm
They have female castes, I checked it... But I didn't check that they don't have male castes :D.

Anyway, you have to add [MALE] to those genderless illithids and [FEMALE] to the outpost brain.

And I upload 2.96 now with the said fixes and TomiTapio's dendrology names. Thank you Tomi :D.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.96 ϟ] - we're almost there
Post by: Prepaid Lenin on July 22, 2010, 09:19:29 pm
Thank you for fixing it so fast. :)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.9 ϟ] -> adventure skills and new stuff
Post by: Pan on July 23, 2010, 06:06:44 am
I plan to make them even more rare
Sure am glad to hear that  :o But currently, is there any effective way to dispatch them? Marksdwarves?

Sometimes times the only way to win the war is to not fight the battle.

 Darn it...
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.95 ϟ] - we're almost there
Post by: TomiTapio on July 23, 2010, 09:09:09 am
They have female castes, I checked it... But I didn't check that they don't have male castes :D.
Anyway, you have to add [MALE] to those genderless illithids and [FEMALE] to the outpost brain.

What if the randomness of the system makes illithids' first town all male? I'd put them mostly female if the problem is they don't last in the history.
Hooray .31.11 is out!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.96 ϟ] - we're almost there
Post by: Deon on July 23, 2010, 09:58:31 am
Cool, checking it.

Also it doesn't matter what is rare, male or female, because creatures in DF marry only once and there're no bastard children.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.96 ϟ] - we're almost there
Post by: Deon on July 23, 2010, 12:44:04 pm
0.31.11 version is up

- 2.97: new version; glass beds and glass grates in furniture workshop; crossbow/bow training in obstacle course (temporary).

I don't like simply "updating" the game, I always want to add something.

Now you can make green/clear/crystal beds and grates in Furniture Workshop. I don't know why didn't I include it earlier.

Also you can now train bow and crossbow in Obstacle Course, it's temporary until training is fully fixed.

Also THIS time I didn't forget to include the manual :D.
It's not updated with new glass reactions and a few new plants (ginseng, mandrake root, nightshade etc.) but I will get to it next time I release something (soon) :P.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: bobbens on July 23, 2010, 01:30:22 pm
I was thinking it would be cool to mash up genesis mod and the civilization forge mod (more civs = better, more enemies = better, more fancy alchemy = better). However looking over the files they touch it seems like there's lots of collision. Any chance of using something like uristmod (http://www.bay12forums.com/smf/index.php?topic=53028.15 (http://www.bay12forums.com/smf/index.php?topic=53028.15)) someday? Would probably make it easier to maintain with newer versions of df raws and mash mods up between themselves, although I know it is a lot of work that might be a problem with an already made mod like yours.

edit: blarg syntax
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: Deon on July 23, 2010, 01:32:50 pm
The main problem is that I edit all the creatures and entities and everything else, so there's almost nothing from vanilla.

You would have to manually check for conflicts, but it's not too hard.
You just need the entity and creature info, and that's not a lot.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: bobbens on July 23, 2010, 01:36:40 pm
The only stuff that really matters are the raws right? Or is the worldgen and such also tweaked? (besides stuff like art for graphics, etc...)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: Lord Shonus on July 23, 2010, 01:38:56 pm
CivForge's alchemy is stand-alone. All you have to do is edit the entity files to get them to use the new reactions. Likewise with the don-dwarven races.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: Deon on July 23, 2010, 01:43:24 pm
Civforge also has ironworks which was integrated in Genesis and some other stuff which could conflict. I would just check errorlog and maybe look around files a bit :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: Deon on July 23, 2010, 01:54:33 pm
Okay, I thought about that, and for 3.0 we need more races.

I think we need some races which siege right away but are not too strong to allow you to fight them. It will add some adrenaline and action.

The main thought is that if they had lots of clothes/armor, they would litter the whole map with garbage, and that is not good. Thus they should have natural weapons and armor. Some insectoid race could work, and maybe there could be more than one. Scarabs for desert, scythers for forests, termites for plains. Or some animalmen, like molemen with sharp claws or werewolves with fangs.

But I want to hear which kind of a race you want to see attacking you first. Any suggestions on the flavor?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: bobbens on July 23, 2010, 01:58:56 pm
But I want to hear which kind of a race you want to see attacking you first. Any suggestions on the flavor?

Insects are a lovely idea (beetles, umber hulks, etc...).

Small civilized raptors are another good idea, they could bring in bigger dinosaurs as support.

Bird people would also give more play, since they would also fly in from above and bypass your fortifications.

Giants would also be good, but would be more dangerous. Would have clothes but you could keep it to a loincloth and some big ass club.

What about also getting fancier metals? I really like the idea of using alchemy and stuff to create really good metals like in civ forge (probably going to fail epically in my merge).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: TomiTapio on July 23, 2010, 03:57:49 pm
Oh yeah! Archery range go! Now weaklings can train goblin and unicorn shooting. Strong lasses have three chainmails and sword and shield.
Remember to assign bolts to archer squad. And create leather quivers (they are used automatically).

(http://dl.dropbox.com/u/8967397/Archerypractice.png)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: TomiTapio on July 23, 2010, 04:04:34 pm
Okay, I thought about that, and for 3.0 we need more races.
I think we need some races which siege right away but are not too strong to allow you to fight them. It will add some adrenaline and action.
But I want to hear which kind of a race you want to see attacking you first. Any suggestions on the flavor?
I made Beastmen, based on your lizardmen, back in 40d18. Some worlds they were friendly, some hostile, which was Great!
They had wooden clubs and spears, no metalworking I think. No bows, that's too cowardly. One throwing spear, then close in for some throat biting.
I'll paste them here.

Spoiler (click to show/hide)

Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: ghostxxx on July 23, 2010, 04:12:18 pm
Hi Deon!

I love your mod, and I'm itching to play it but I was wondering if it's possible to modify to work with Phoebus graphic set?

Could you point me to a tutorial on how I can do that?

I don't mean to knock on Ironhand's graphic set, but I'm not a big fan of it.

Thanks!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: Tarran on July 23, 2010, 04:18:19 pm
...Glass beds Deon?

They had better be smoothed, else they would be really, REALLY uncomfortable. :P

Anyway, quick updates. Kind of nice, though fortresses are quickly outdated.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: Roses on July 23, 2010, 04:56:02 pm
Just saying love the mod, and for the person talking about merging Genesis and CF it's not that hard to do with WinMerge. I lot of the stuff they actually have in common. I was able to get a no error read-out in about 20 minutes of work combining them. Of course this was back with 2.8 and 2.1 respectively but I can't imagine it is much harder now.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: bobbens on July 23, 2010, 04:59:16 pm
Just saying love the mod, and for the person talking about merging Genesis and CF it's not that hard to do with WinMerge. I lot of the stuff they actually have in common. I was able to get a no error read-out in about 20 minutes of work combining them. Of course this was back with 2.8 and 2.1 respectively but I can't imagine it is much harder now.

I guess I don't feel comfortable enough with modding dwarf fortress. With the amount of hours I spend already playing it would be evil to spend twice as much modding too.

On a side note, I'm having a really hard time creating a decent world. The worlds seem to be either dominantly good or dominantly evil.  If they're dominantly evil, usually there's very few illithid and the dwarves, and such are extinct. If it's good usually only snakemen survive. Illithid seem to always get massacred (only had one world have them). Anyone have news on that?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: John Keel on July 23, 2010, 05:02:19 pm
Okay, I thought about that, and for 3.0 we need more races.

I think we need some races which siege right away but are not too strong to allow you to fight them. It will add some adrenaline and action.

The main thought is that if they had lots of clothes/armor, they would litter the whole map with garbage, and that is not good. Thus they should have natural weapons and armor. Some insectoid race could work, and maybe there could be more than one. Scarabs for desert, scythers for forests, termites for plains. Or some animalmen, like molemen with sharp claws or werewolves with fangs.

But I want to hear which kind of a race you want to see attacking you first. Any suggestions on the flavor?

If they're going to siege early on, I wouldn't give them natural armor, as asking that the player have decent quality metal very early is very annoying. Maybe extra limbs with claws of a weak material, so that even leather armor could stop them from doing much damage, and crossbows could stop them from reaching you, but without either your dwarves would be shredded. That way, it would force some military without forcing expensive embark items or getting metalsmithing up and running in the first year.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: Prepaid Lenin on July 23, 2010, 05:32:31 pm
Illithids sieged my fortress and brought a bunch of tadpoles with them.

That promptly airdrowned or dived into murky pools.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: Tarran on July 23, 2010, 06:04:50 pm
Deon, 31.11 is out. And from what I've read (http://www.bay12forums.com/smf/index.php?topic=62202.msg1424139#msg1424139) the Skill_Rates function was changed. But that's all I know about it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: Prepaid Lenin on July 23, 2010, 09:09:15 pm
One of my soldiers was bitten by a mind flayer and was poisoned, besides having a foot cut off she has been asleep since the battle (about a year). Is this a bug related to healthcare or is it the poison that causes the endless sleep?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: TomiTapio on July 23, 2010, 09:58:49 pm
If they're going to siege early on, I wouldn't give them natural armor, as asking that the player have decent quality metal very early is very annoying. Maybe extra limbs with claws of a weak material, so that even leather armor could stop them from doing much damage, and crossbows could stop them from reaching you, but without either your dwarves would be shredded. That way, it would force some military without forcing expensive embark items or getting metalsmithing up and running in the first year.

Hmm... if it's no-armor no-weapon civ, maybe... high speed? Intelligent wolves or high-speed kangaroos? I'd try with a speed:700 beast with bite & horn stab. Waitaminute, is that the specs for an unicorn? I know there was a Centaur civ in older 40dXX Genesis.

Leather armor doesn't protect the throat. No armor in DF protects throat.
Now to roll a new fort with militia stage 1: "wooden crossbows and wooden bolts". And 300 FPS. Bowyer skill just got valuable with .31.11.

Edit: hunting with wooden bolts (stack of 25 valued at 25-300 €). Pelicans and swans are great for easy hunting! And then there was 2 alligators vs. hunter. A child mooded and made a goethite mug.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: Medicine Man on July 23, 2010, 11:15:18 pm
Hey Deon (or anybody else) is there still some cannibal races?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: Daywalkah on July 23, 2010, 11:23:53 pm
If they're going to siege early on, I wouldn't give them natural armor, as asking that the player have decent quality metal very early is very annoying. Maybe extra limbs with claws of a weak material, so that even leather armor could stop them from doing much damage, and crossbows could stop them from reaching you, but without either your dwarves would be shredded. That way, it would force some military without forcing expensive embark items or getting metalsmithing up and running in the first year.

Hmm... if it's no-armor no-weapon civ, maybe... high speed? Intelligent wolves or high-speed kangaroos? I'd try with a speed:700 beast with bite & horn stab. Waitaminute, is that the specs for an unicorn? I know there was a Centaur civ in older 40dXX Genesis.

Leather armor doesn't protect the throat. No armor in DF protects throat.
Now to roll a new fort with militia stage 1: "wooden crossbows and wooden bolts". And 300 FPS. Bowyer skill just got valuable with .31.11.

piecewise created centaurs for the new version that is currently in my possession. They are fast and large, you could just take weapons and armor away from them. They are already enough of a challenge anyway.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: Medicine Man on July 23, 2010, 11:35:40 pm
Every time I go to butcher a Semi-megabeast or Megabeast it says you are not that hungry.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: Tarran on July 23, 2010, 11:38:16 pm
Every time I go to butcher a Semi-megabeast or Megabeast it says you are not that hungry.
That's a bug, it's not Genesis's fault. Report it to the bugtracker.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: Daywalkah on July 23, 2010, 11:39:22 pm
That is supposed to happen. It happens with important historical figures/named creatures.

EDIT:Ninja'd

It is a bug? I would say it says 'you are not that hungry' because the dwarves dislike cannibalism. Therefore disallowing you to butcher a sentient being unless you are about to die of hunger.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: Tarran on July 23, 2010, 11:45:48 pm
Well, I don't know, I'm too lazy to check. So sue me. ::)

It could be a bug, it could also not be one.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: Daywalkah on July 23, 2010, 11:51:10 pm
Why does everything I type come out as a harsh tone in peoples' minds ???? Is it the lack of smilies? Sorry if you thought it seemed like that, I must amend this :P.

Anyhow, I'm no expert on Adventure mode but I just assumed so. As you said:

It could be a bug, it could also not be one.


I just noticed that there is a Giant Otter in Genesis. So...Much...WIN!!!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: Tarran on July 23, 2010, 11:53:34 pm
Why does everything I type come out as a harsh tone in peoples' minds ???? Is it the lack of smilies? Sorry if you thought it seemed like that, I must amend this :P.
It didn't come out that harsh, slightly yes, but not that much. I wasn't angry.

I think the reason your posts come out harsh is because of your avatar. Considering it's a scull avatar. :P
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: Daywalkah on July 23, 2010, 11:56:06 pm
It takes away my time during the day and makes people misinterpret my posts...Curse you One Piece!!!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: Deon on July 24, 2010, 01:08:17 am
I just noticed that there is a Giant Otter in Genesis. So...Much...WIN!!!
Say thanks to TomiTapio :D.

Hey Deon (or anybody else) is there still some cannibal races?
If they're going to siege early on, I wouldn't give them natural armor, as asking that the player have decent quality metal very early is very annoying. Maybe extra limbs with claws of a weak material, so that even leather armor could stop them from doing much damage, and crossbows could stop them from reaching you, but without either your dwarves would be shredded. That way, it would force some military without forcing expensive embark items or getting metalsmithing up and running in the first year.
Hmm... if it's no-armor no-weapon civ, maybe... high speed? Intelligent wolves or high-speed kangaroos?
That sums up some of my ideas. Werewolves' siegers should be fun. So bugs and werewolves seem like a good choice.
Centaurs are fine too, but I would prefer them as a babysnatching race. By this I mean that I want werewolves and bugs to attack right away and do not steal babies. I don't want werewolf retreats full of elves and dwarves. They do not take prisoners, they eat them :).

One of my soldiers was bitten by a mind flayer and was poisoned, besides having a foot cut off she has been asleep since the battle (about a year). Is this a bug related to healthcare or is it the poison that causes the endless sleep?
He's probably unconscious due to a removed feet. It's not a bug, he just cannot come back from the pain. Illithid poison has minor effects. Stronger illithids cause partial paralysis, weaker only dizzyness. And all effects go away quickly.

Illithids sieged my fortress and brought a bunch of tadpoles with them.

That promptly airdrowned or dived into murky pools.
Oops. Gonna check that. Thanks :).

...Glass beds Deon?
They had better be smoothed, else they would be really, REALLY uncomfortable. :P
Anyway, quick updates. Kind of nice, though fortresses are quickly outdated.
I just got a new job so I will be busy within the next week, so be happy that I update it while I have time hehe :D.

Also glass beds use cloth, so they are not much worse than stone beds.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: Deon on July 24, 2010, 01:11:11 am
Hi Deon!

I love your mod, and I'm itching to play it but I was wondering if it's possible to modify to work with Phoebus graphic set?

Could you point me to a tutorial on how I can do that?

I don't mean to knock on Ironhand's graphic set, but I'm not a big fan of it.

Thanks!


Daww, I missed your post.
I will make a phoebus version next time I update.
There was a time when I had to update 5 different versions at once due to different graphic packs. Oh well... It's a bit annoying but doable.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: bobbens on July 24, 2010, 03:19:30 am
One of my soldiers was bitten by a mind flayer and was poisoned, besides having a foot cut off she has been asleep since the battle (about a year). Is this a bug related to healthcare or is it the poison that causes the endless sleep?
He's probably unconscious due to a removed feet. It's not a bug, he just cannot come back from the pain. Illithid poison has minor effects. Stronger illithids cause partial paralysis, weaker only dizzyness. And all effects go away quickly.

It is a bug. Soldiers with damaged feet (nerve damage or amputated) will never stop resting. See bug: http://bay12games.com/dwarves/mantisbt/view.php?id=2373
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: bobbens on July 24, 2010, 04:06:02 am
OK, so how do you guys get illithid to live? My record is 35 illithid (with dwarves fallen). Second best is 12 illithid (also with dwarves fallen). It seems like snakemen consistantly survive, but goblins and especially illithid die all the time... Whenever there are many baddies, the good guys are dead... Generated at least 12 worlds so far, parsing logs with ParseDFlogs to check results.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: Knight Otu on July 24, 2010, 04:32:07 am
It is a bug? I would say it says 'you are not that hungry' because the dwarves dislike cannibalism. Therefore disallowing you to butcher a sentient being unless you are about to die of hunger.
You're right. If a creature has one of the INTELLIGENT or CAN_LEARN tags, most races will refuse to butcher it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: Medicine Man on July 24, 2010, 04:35:59 am
Ahh shit...I posted a bugtracker about it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: Tarran on July 24, 2010, 04:56:07 am
It is a bug? I would say it says 'you are not that hungry' because the dwarves dislike cannibalism. Therefore disallowing you to butcher a sentient being unless you are about to die of hunger.
You're right. If a creature has one of the INTELLIGENT or CAN_LEARN tags, most races will refuse to butcher it.
Oops.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: bobbens on July 24, 2010, 05:15:12 am
Started a new fort and I see "goblin skin thread" on the surface. This is with 0.31.11 and 2.97 embarking in a terrifying woodland.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: ghostxxx on July 24, 2010, 05:38:11 am
Hi Deon!

I love your mod, and I'm itching to play it but I was wondering if it's possible to modify to work with Phoebus graphic set?

Could you point me to a tutorial on how I can do that?

I don't mean to knock on Ironhand's graphic set, but I'm not a big fan of it.

Thanks!


Daww, I missed your post.
I will make a phoebus version next time I update.
There was a time when I had to update 5 different versions at once due to different graphic packs. Oh well... It's a bit annoying but doable.

Great! Thanks Deon! Keep up the amazing work!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: Nat on July 24, 2010, 06:07:56 am
OK, so how do you guys get illithid to live? My record is 35 illithid (with dwarves fallen). Second best is 12 illithid (also with dwarves fallen). It seems like snakemen consistantly survive, but goblins and especially illithid die all the time... Whenever there are many baddies, the good guys are dead... Generated at least 12 worlds so far, parsing logs with ParseDFlogs to check results.

I had a fully populated illithid city, about 100 of them, by only running 300 years of history. Oh, I also had about twice the number of caves and megabeasts/titans... well, maybe less, I remember I had to cut the number down because they kept wiping everybody out... hehehe

Edit: I should note that this was a few versions back, so I can't say it'll work for sure now.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: Deon on July 24, 2010, 06:11:44 am
Started a new fort and I see "goblin skin thread" on the surface. This is with 0.31.11 and 2.97 embarking in a terrifying woodland.
Ahem. I should check it. I've added some adventure reactions which COULD cause it, but I am not sure. Let me check it, I was unable to play the game lately, only mod and fix errors :).

OK, so how do you guys get illithid to live? My record is 35 illithid (with dwarves fallen). Second best is 12 illithid (also with dwarves fallen). It seems like snakemen consistantly survive, but goblins and especially illithid die all the time... Whenever there are many baddies, the good guys are dead... Generated at least 12 worlds so far, parsing logs with ParseDFlogs to check results.

I had a fully populated illithid city, about 100 of them, by only running 300 years of history. Oh, I also had about twice the number of caves and megabeasts/titans... well, maybe less, I remember I had to cut the number down because they kept wiping everybody out... hehehe

Edit: I should note that this was a few versions back, so I can't say it'll work for sure now.
The lack of female castes could cause it. I will try to balance and playtest things to make them survive better.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: Deon on July 24, 2010, 06:12:28 am
Started a new fort and I see "goblin skin thread" on the surface. This is with 0.31.11 and 2.97 embarking in a terrifying woodland.
Wait. Is it item, or is it like "web"?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: bobbens on July 24, 2010, 06:20:54 am
Started a new fort and I see "goblin skin thread" on the surface. This is with 0.31.11 and 2.97 embarking in a terrifying woodland.
Wait. Is it item, or is it like "web"?
Like web.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: Deon on July 24, 2010, 06:33:43 am
Then it could be cause by new "webbing" goblins. I will look into it.
P.S. Yeah, I forgot to adjust their material, sorry. I will fix it shortly.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: Deon on July 24, 2010, 07:16:07 am
Okay, I replaced spitters' webs with weak poison because webs were too strong, and also they caught their own attackers and mounts so it was like a Benny Hill show.

Also I've fixed illithids so now they are many... And added werewolves' civs to temperate forests and taiga.
Now I need to add an insectoid race and the release should be ready.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: Medicine Man on July 24, 2010, 08:05:50 am
Okay, I replaced spitters' webs with weak poison because webs were too strong, and also they caught their own attackers and mounts so it was like a Benny Hill show.

Also I've fixed illithids so now they are many... And added werewolves' civs to temperate forests and taiga.
Now I need to add an insectoid race and the release should be ready.
Are the insect people going to be playable?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: Vherkin on July 24, 2010, 08:12:40 am
I read alot the forum but never actually registered or posted before, so hi people!
I don't know much about modding but was kinda annoy to see illithid alway getting wipe out. When i read the tread for a solution, nothing. So i did the only thing to do, running away opening the raw and trying to find the solution myself.

They mostly get wiped around year 100-300. So, after doing lot's of world-gen i decided to alway use the same seed for the test. that way i could see the effect of my modification on the illithid without chance it's was simply a world more suited for them. (Not that is ever happened before)

I only worked on above-ground illithid (ILLITHID_EMPIRE_ENTITY) in the entity_illithid.txt:
First, i saw this:
   [START_GROUP_NUMBER:100]
   [MAX_POP_NUMBER:750]
Most of the good aligned civ:
   [START_GROUP_NUMBER:10]
   [MAX_POP_NUMBER:10000]
See something strange?
They start strong but hit rapidly their max population. So later, when other nation have thousands, the only thing left for them is saying THIS! IS! SPARTA! and getting swarmed to dead. When i edited that and set the value to 5000... Surprise! they still got their ass kick but atleast they where surviving 500-700 year.

I look a little more and saw the item_thief tag. If the information from the kobold camp mod tread are exact that tag make them:
1. Come into people fort and steal they're shit. :o
2. Everyone who don't have that tag actually hate you because you steal their stuff, even the evil civilization like the goblin want you dead. Ouch  :-\

So illithid are actually the smallest nation and everyone want them dead. :-\ Poor thing
I changed that tag for [BABYSNATCHER].
Now goblin and serpentfolk are friend with them. Sure, some could argue that illithid are monstruosity and no one would want to be friend with them. But, atleast, now they have a new way to get slave and won't come in your fort only to steal a pair of pant. :P Even the illithid would know that it's not a good thing when everyone want you dead. ;D

The result aftermath:
HO my god, im gonna die! :X
not only the illithid, with their new number and new ally, is now the most successful of all the evil civilization but actually, they're arrival modified the balance of power making more goblin and serpentfolk civilization survive too.  :o That was unexpected.

Note1: I did not test the babysnatcher tag without boosting their max number, i kinda like the way is now so i did not bother. If someone want to try... Personnally i will prepare myself to fight the horde!
Note2: The reason of they're succes is maybe because of the start_group_number of 100. it's 10x bigger than most other civ after all. Like before, i did not bother to verify and im actually thinking of giving the same advantage to goblin and serpentfolk.

Another thing:
The underground illithid empire have both [ETHIC:SLAVERY:UNTHINKABLE] and [ETHIC:SLAVERY:ACCEPTABLE] in their entity. Don't know if it's affect some part of the gameplay at all but i wanted to mention it.

Sorry if some part of my post are weird, english is not my first language.

Edit:
Quote from: Deon
Also I've fixed illithids so now they are many...
Damn, im to late! Hey, maybe the babysnatcher tag can still be usefull
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: Deon on July 24, 2010, 08:52:02 am
Yep I think I will make them snatchers. Also I've fixed entity ethics too. Anyway I should make a release this evening.

Okay, I replaced spitters' webs with weak poison because webs were too strong, and also they caught their own attackers and mounts so it was like a Benny Hill show.

Also I've fixed illithids so now they are many... And added werewolves' civs to temperate forests and taiga.
Now I need to add an insectoid race and the release should be ready.
Are the insect people going to be playable?
Playable in adventure mode: yes. Fortress mode: no for now. As you see, I fleshed out only dwarven gameplay. Other races are not playable for a reason: they are not that different. Next thing I plan to do is to make kobolds distinct, in a "kobold camp" way, then I will make them playable. Then goblins or elves, etc.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: Prepaid Lenin on July 24, 2010, 08:57:13 am
Any chance you could make the tadpole swarms not airdrown? It's hilarious, but any that get into murky pools stay there until I send in the marksdwarves.

Though it is kind of flavorful if this is how Illithid make new cities, fill the area with biomass.  :S

This mod is so awesome.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: Deon on July 24, 2010, 10:49:05 am
I already fixed it in my dev. version.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: TomiTapio on July 24, 2010, 11:13:38 am
I just noticed that there is a Giant Otter in Genesis. So...Much...WIN!!!
I saw otters on the telly and added them. :)
  Deon approved.

Maybe could have a Giant Emu or Giant Ostrich, with a serious clawed kick. "Giant" version in fantasy world could be 2x or 3x size compared the real world.

Wikipedia, Emu: The largest can reach up to 150 to 190 centimetres (59–75 in) in height, 1 to 1.3 metres (3.3–4.3 ft) at the shoulder. Emus weigh between 18 and 48 kilograms (40 and 106 lb).
Ostriches usually weigh from 63 to 130 kilograms (140–290 lb), with exceptional male Ostriches weighing up to 155 kilograms (340 lb).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: bobbens on July 24, 2010, 11:44:05 am
Okay, I replaced spitters' webs with weak poison because webs were too strong, and also they caught their own attackers and mounts so it was like a Benny Hill show.

Also I've fixed illithids so now they are many... And added werewolves' civs to temperate forests and taiga.
Now I need to add an insectoid race and the release should be ready.

Sounds like I'll have to start a new fort T_T.

I just noticed that there is a Giant Otter in Genesis. So...Much...WIN!!!
I saw otters on the telly and added them. :)
Deon approved.

Maybe could have a Giant Emu or Giant Ostrich, with a serious clawed kick. "Giant" version in fantasy world could be 2x or 3x size compared the real world.

All these giant things are fine, but they should be more aggressive when a puny dwarf attacks them. The giant ants for example are gigantic wusses. In my last fort a freaking cat would send them running. They also made for great money when you hearded them into cages.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: Deon on July 24, 2010, 11:48:27 am
Yep, wildlife in fortress mode is very easy to freighten. In adv. mode they go straight after you while in fort. mode they run around. This is some DF weird behaviour.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: bobbens on July 24, 2010, 11:50:16 am
Yep, wildlife in fortress mode is very easy to freighten. In adv. mode they go straight after you while in fort. mode they run around. This is some DF weird behaviour.

Elephants, giant ants and leopards had this behaviour in my last fort. On the other hand the cave crocodile just ripped my hunter to shreds instead of ignoring it like other wild life. Can you make them more like the cave crocodile? Blood for the blood god.

EDIT: And another thing, what about using a more sane skill rust? Currently my armoursmith and weaponsmith I embarked with are already rusty and it's just autumn of the first year... It seems like it's awfully fast to rust.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: Deon on July 24, 2010, 01:14:13 pm
I will look into it later. Currently you lose 1 level per year, so it's not a big deal. And it was like that all the time and nobody complained.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: bobbens on July 24, 2010, 01:20:43 pm
I will look into it later. Currently you lose 1 level per year, so it's not a big deal. And it was like that all the time and nobody complained.

More like nobody noticed since you didn't have the [RUSTY] next to it. However toady seems to have stated that at the first stage just doing one item will make it go away. So I'll have to test to see if it actually is an issue or isn't. Don't worry about it and release soon, I need a new fort with proper illithid and insectoids :P.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: Prepaid Lenin on July 24, 2010, 02:41:17 pm
I eliminated skill rust with a raw edit. It's annoying going in a making little changes, but not that annoying. :)

Have you considered Ogres as a civilization? Low population but stats good enough to trouble even legendary warriors and no pain? And you could have another caste of little squishy allies to run about their feet and die horribly and hilariously.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: Nat on July 24, 2010, 07:39:53 pm

Maybe could have a Giant Emu or Giant Ostrich, with a serious clawed kick. "Giant" version in fantasy world could be 2x or 3x size compared the real world.

Wikipedia, Emu: The largest can reach up to 150 to 190 centimetres (59–75 in) in height, 1 to 1.3 metres (3.3–4.3 ft) at the shoulder. Emus weigh between 18 and 48 kilograms (40 and 106 lb).
Ostriches usually weigh from 63 to 130 kilograms (140–290 lb), with exceptional male Ostriches weighing up to 155 kilograms (340 lb).

If you're thinking of an Emu or Ostrich, why not go for a Giant Cassowary? I mean, they're already about the most dangerous animal in Australia when normal-sized...
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: TomiTapio on July 24, 2010, 08:04:48 pm
Yep, wildlife in fortress mode is very easy to frighten. In adv. mode they go straight after you while in fort. mode they run around. This is some DF weird behaviour.

I just had an alligator faint of pain from hunter's quality wrought iron bolt to a joint. Hmm. I'll put NOPAIN to crocs & gators.
Maybe... NOFEAR would help with fort mode wildlife??

I have fort mode announcements telling "x looks sick" and "x gives into pain" combat lines.

Edit: Rhino fainted from steel bolt to the tail & tail's bone. So I give it NOPAIN.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: Deon on July 25, 2010, 01:50:13 am
NOPAIN is too strong IMHO. It will allow them to go on without legs and eyes without noticing it.

Rhino may be okay, but alligators are definitely pain-sensitive.

And I consider this method ("I saw this fainted from pain so I give it NOPAIN") to be flawed. It's a totally random behavior based on personality stats thus you cannot consider single occasions as a rule. For example a dwarf can faint from a cut toe. Would you put NOPAIN on dwarves for this too?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: bobbens on July 25, 2010, 05:03:32 am

Would NOFEAR keep them from running? If so give all the big thingies NOFEAR (elephant, giant ant, etc...) or it's a bit lame.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: TomiTapio on July 25, 2010, 07:24:25 am
NOPAIN is too strong IMHO. It will allow them to go on without legs and eyes without noticing it. Rhino may be okay, but alligators are definitely pain-sensitive.

And I consider this method ("I saw this fainted from pain so I give it NOPAIN") to be flawed. It's a totally random behavior based on personality stats thus you cannot consider single occasions as a rule. For example a dwarf can faint from a cut toe. Would you put NOPAIN on dwarves for this too?
Real-world gators and cave-carp eating fortress gators may be different. I upgraded the Swamp Troll too; do they regenerate in DF or not, probably not.
Toady has obviously optimized the system for dwarves. I don't think gators have personality stats. The "pain receptors" (in bones and joints) setting may be a little too high for monsters and tough wildlife if it's tuned for elf-fearing dwarves.

It's clearly a problem for me if the highly dangerous wildlife takes a fainting spell from first arrow/bolt, so I fix it for my worlds, and tell it to you Genesis users.

Edit: bones have [PAIN_RECEPTORS:50] while skin and muscle have 5 and fat tissue 1. Eye only 5, hmm. Tweak tweak.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.97 ϟ] - glass beds and bars
Post by: Deon on July 25, 2010, 11:49:03 am
It's true. Bones have bone marrow and a lot of nerves. Fat has not so many nerves, and eyes while have a lot of photoreceptors do not cause a lot of pain too in comparison to other parts. What do you mean by "tweak tweak"?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Deon on July 25, 2010, 12:42:58 pm
- 2.98: new df version; illithids are fixed so they take over the world normally; a new semimegabeast (thunderbird); a new enemy: werewolves' civ which sieges immediately; a few new prefstrings and a new reaction (a wooden millstone).


It was a bit unexpected so I don't have a lot of time on my hands right now.  Sorry, no Phoebus tileset yet, wait a bit more.

It's my current development version updated to .12, so illithids are fixed and you get werewolves. No bug people yet because they are WIP.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: bobbens on July 25, 2010, 12:57:10 pm
- 2.98: new df version; illithids are fixed so they take over the world normally; a new semimegabeast (thunderbird); a new enemy: werewolves' civ which sieges immediately; a few new prefstrings and a new reaction (a wooden millstone).

You change the tileset? Or did I never upgrade it properly? It seems very similar, but much darker and font seems to have an aura around it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Deon on July 25, 2010, 01:06:20 pm
It was like that for a few versions already :). I also plan to replace "[" with bags of something, it's from Ironhand's tileset, it would make the fortress to be full of sacks instead of "[". It may look good, at least I like it. You don't see "[" too often in the text, and a fortress full of sacks with random items looks better than full of "[" :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: isabuea on July 26, 2010, 04:51:58 am
what do you mean by sieges immediately?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: OmnipotentGrue on July 26, 2010, 04:53:17 am
what do you mean by sieges immediately?

As early as goblin babysnatchers, e.g the first summer of your fort.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Nat on July 26, 2010, 05:27:45 am
I'm getting crashes in worldgen using the LARGE REGION preset settings, roughly 20 years into history. I haven't tried to track down exactly what it is yet, but common sense would say that it's either the werewolf or illithid civs doing something strange that DF doesn't like.

I'll work on sorting this out for myself in a few hours when I have the time, but I thought I should bring this up anyway in case others are having the same problem.

Edit: Genesis version 2.98, I haven't done anything after downloading except for changing temperature, weather and economy to no, sound off, pop cap 50, and having water as numbers.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Patchouli on July 26, 2010, 05:45:11 am
I'm getting crashes in worldgen using the LARGE REGION preset settings, roughly 20 years into history. I haven't tried to track down exactly what it is yet, but common sense would say that it's either the werewolf or illithid civs doing something strange that DF doesn't like.

I'll work on sorting this out for myself in a few hours when I have the time, but I thought I should bring this up anyway in case others are having the same problem.

Edit: Genesis version 2.98, I haven't done anything after downloading except for changing temperature, weather and economy to no, sound off, pop cap 50, and having water as numbers.
Are you getting a message upon crash? Or is it just freezing up?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Deon on July 26, 2010, 06:28:02 am
There must be some .12 issue, I had crashes during adv. mode for no reason for sure.

And make sure you do not alt-tab out of the game while it generates the world. It causes crashes.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Nat on July 26, 2010, 07:09:28 am
It's just that generic WINDOWS has to close DF because FAIL thing.

Give me a moment, I'll play around a little and see what I can find out.

Edit: Maybe it was some stupid auto-update popping up and stealing focus from DF causing the crash. Normally I start worldgen and leave the computer and come back an hour later hoping it'll be done. This time I'm watching it and so far it's managing to not crash. Also there is at least one successful Illithid civ and one werewolf civ active. I might have just over-reacted, but since it crashed the same way twice in a row...

Edit 2: Okay, the world finally finished successfully generating. I guess that means the problem is with me or my computer, sorry!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Deon on July 26, 2010, 09:10:36 am
It means that there're some DF crash problems and new ones appear with every version. Eventually they will be fixed.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Nat on July 26, 2010, 09:23:10 am
I understand. I'm sorry, I should have made sure there was actually a definite problem with the mod before I posted anything.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Deon on July 26, 2010, 10:32:53 am
Nah, the more ideas you have, the more chances to find some existing problem :). I'm glad it works now for you.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: ghostxxx on July 26, 2010, 11:57:12 am
Hey, I looked but I think I missed your post, did you get a chance to combo it with pheobus set?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Deon on July 26, 2010, 12:32:57 pm
I said not yet because I made it in a hurry. But I can do it today.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: ghostxxx on July 26, 2010, 12:46:43 pm
Ah! Found the post! My analogies for missing it! Hey if you can get it today, I'll owe you a beer, cause man, I can't wait to try out what you've done!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Deon on July 26, 2010, 01:21:34 pm
Let it be an irish Guinness.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: ghostxxx on July 26, 2010, 02:20:11 pm
Can you send Beer over USPS? :D
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Huesoo on July 26, 2010, 02:26:31 pm
When is the last .02 coming?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Deon on July 26, 2010, 03:23:17 pm
When is the last .02 coming?
The last? Who told you such nonsense? :D
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Prepaid Lenin on July 26, 2010, 05:36:18 pm
How does cobalt compare to the other war metals?

I've got tons of it on this embark site and I'm converting it to armor and weapons until I can get steel going.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Deon on July 26, 2010, 05:45:19 pm
It's almost like iron, quite close.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: bobbens on July 27, 2010, 03:12:37 am
What's the deal with sun gold too? It's really freaking expensive and it seems to be good, but is it better than crucible? Is wrought iron really that bad? Just a bit sad that my aspid dwarf spear legendary militia commander got his hand ripped off in the first hit by some crappy copper weapon through his armour which I think was wrought iron masterwork.

On the other hand got my first gloomer, however he doesn't seem to spit webs. In general soldiers don't tend to use breath attacks too much. However the obsidian dwarves have an issue that when they do use it (only breath attacks I've seen in this game) they get unhappy thoughts from choking on the smoke they created, which is a bit of a bummer.

It's also great to finally see the illithids after the upgrade. One thing though, for every enemy you kill that gets subtracted from their population right? How fast do they reproduce? I'm worried because I started with the old version of illithid and there are very few. I feel bad everytime I kill one thinking I'll end up wiping them out before they siege me.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Deon on July 27, 2010, 07:02:21 am
1) Sun gold is a magical alloy which only ezrakim elves use. Wrought iron is not that bad, but new material system allows sharp weapons to pierce armor better.

2) They don't because I removed it, at least temporary. Tomi said that they harm more than give, but it's easy to put them back without regenning the world.

3) Siegers are generated on your site, so only their leaders (named ones) can "end".
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: antymattar on July 27, 2010, 09:19:14 am
I tried using this but it seems too... out of style... no offence but I think it just dose'nt mix. Its a great mod bu it seems too complicated. It reminds me of those russian books that, altho they DO have a style, dont go with me becaue of marines fighting dragons and vampires. I dono, It's all to colorfull.

BTW, Deon, is that you in your avatar?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Prepaid Lenin on July 27, 2010, 09:52:53 am
I had an epic battle between the Illithid Leader and my fortress that lasted three sieges. My main army sallied forth and left the fortress to be defended by an artifact mechanism trap with an artifact adamantine disk in it.

When I engaged the leaders squad there were a couple casulalties on my side but no deaths, and my militia commander fought the law giver one on one. He cut one of it's tentacles off before getting hit with a blast of gas and the leader high tailed it. It took two more battles to finally finish the creature.

Soooo awesome.

Also Werewolves aren't spawning in my worlds, could it be something on my end or is it just another missed line of text?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: isabuea on July 27, 2010, 10:07:06 am
has anyone had trouble growing underground crops? I've been trying to grow some cave strawberries in an area that was irrigated before i put down the farm plot as usual from vanilla but for about a year I've had no results, almost lost the fort a few times.Is this a bug or something? still using 2.97 version.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Deon on July 27, 2010, 10:49:33 am
I tried using this but it seems too... out of style... no offence but I think it just dose'nt mix. Its a great mod bu it seems too complicated. It reminds me of those russian books that, altho they DO have a style, dont go with me becaue of marines fighting dragons and vampires. I dono, It's all to colorfull.

BTW, Deon, is that you in your avatar?
Yes it's me. And I know what you mean. There's no backstory why are all these races there and everything like that. As I said earlier in this thread I plan to make a mod (and slowly do it) based on 4 elements and with a backstory. Genesis was my learning experience plus I wanted to add a lot of stuff to make the world more complex and entertaining. It's a matter of taste, and if you want a fully thought-through world with some reason behind it, it's not Genesis :). That's why I make a new mod instead of updating this one to that status: I want to flesh it out first.

has anyone had trouble growing underground crops? I've been trying to grow some cave strawberries in an area that was irrigated before i put down the farm plot as usual from vanilla but for about a year I've had no results, almost lost the fort a few times.Is this a bug or something? still using 2.97 version.
Did they actually plant the seeds? It grows half of a full season for me.

I had an epic battle between the Illithid Leader and my fortress that lasted three sieges. My main army sallied forth and left the fortress to be defended by an artifact mechanism trap with an artifact adamantine disk in it.

When I engaged the leaders squad there were a couple casulalties on my side but no deaths, and my militia commander fought the law giver one on one. He cut one of it's tentacles off before getting hit with a blast of gas and the leader high tailed it. It took two more battles to finally finish the creature.

Soooo awesome.

Also Werewolves aren't spawning in my worlds, could it be something on my end or is it just another missed line of text?
It's great to see good stories :). And werewolves spawn for me, you probably had a smaller world (not Large) so they just didn't appear.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: isabuea on July 27, 2010, 10:57:52 am
nah deon they didn't even attempt to plant the seeds, they just let the plot do nothing with strawberries, dimple cups, chilies, lettuce etc.

Edit: got them working, for some reason the farms atom smashed the mud out from underneath them and re flooding it worked.

Edit 2:i feel like an ass to keep posting my bugs but i just had a trade depot implode with trading with dusk elves and slyvan elves. and now their stuff is everywhere and i wonder what they are going to do to me.
(http://i28.tinypic.com/2b38fd.jpg)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Deon on July 27, 2010, 12:44:55 pm
What actually happened to your depot? Buildings do not deconstruct themselves.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: TomiTapio on July 27, 2010, 03:24:41 pm
Ooh I just saw one of the rarest of tasks! "Fill waterskin".
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Deon on July 27, 2010, 03:54:39 pm
IN FORTRESS MODE? :D
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Lord Shonus on July 27, 2010, 04:08:55 pm
I see that all the time.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: NRN_R_Sumo1 on July 27, 2010, 04:13:52 pm
I see that all the time.
he means to say that the military issues are indeed fixed, no need to try and one up Tomi
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: TomiTapio on July 27, 2010, 05:00:06 pm
I have a suggestion. Allow the dwarven towns to be elsewhere than on high mountain sides.
And enable their (and many other civs') road building to make a easier to understand map. Imagine the paved roads are paths and trails, not Roman Empire paved excellence.

Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Teach on July 27, 2010, 05:08:18 pm
Oh man Deon's next mod is gonna be kickass.  Only thing I didn't like are a couple of the Dwarven castes everything else is pretty much awesome.  I'll never go back to adventuring in vanilla DF.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Prepaid Lenin on July 27, 2010, 06:06:48 pm
Would it be possible to make a custom work shop that used a crippled dwarf and a chunk of raw adamantine to uncripple the dwarf?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Lord Shonus on July 27, 2010, 06:07:23 pm
No.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: jester on July 27, 2010, 07:17:05 pm
Damn.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Vherkin on July 28, 2010, 01:45:35 am
Quote from: deons
Yes it's me. And I know what you mean. There's no backstory why are all these races there and everything like that.
Because the god wanted to piss of the dwarf obviously  ;D
After all, that was most if not all fantasy backstory are about, "god did it" with alot of word.

About the change of illithids, are you insane ?  :o
You really wanted people to never say again illithids did not survive in my map do you ?
max pop:15000         starting pop:100  8)
I kinda like to have a world mostly cover by evil civ now. Still, i will tunes them down a little and boost other evil civ for my game. It's just seems wrong to me they are more populous than goblin =D.

Another thing, in all the map i gen, osman and nord do great but wesman kinda have hard time to expand. I think is because osman love jungle forest where wesman actually don't like them, even the normal one.
Quote from: Toady One
(*)put forest start biome on humans (for proactive forest clearing)
in the vanilla 31.11 patch note.
So im gonna add that to the Wesman and see if they expand more.

Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Deon on July 28, 2010, 01:55:45 am
That might be a good idea.

Also I am positive on the change in relative evil race numbers.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Vherkin on July 28, 2010, 05:08:54 am
About Wesmans:
Good new, adding any_forest work really well, now wesman have nice little kingdom :)

Now the change i made to illithid and goblin. I hope it will help to balance genesis:
The idea here is simple, the illithids where to numerous, forming a litteral horde. Like i said before i love the idea but i find goblin more suited to be the horde. Now illithids still do well but don't actually cover 3/4 of the map. They are rare, small, really powerful nation. Like it was intended to be but with a whole lot more "survive world gen".

The green horde is coming  :o

Spoiler: Illithids biome change (click to show/hide)
This biome list is from the goblin raw with only little modification. I think that the old isolated in mountain way from the goblin fit more to the illithids. They kinda stopped to take over the world too that way.

Started with the biome from illithids and modified it alot. I did not want the goblin to actually start/live at mountain, they are to numerous now. They would probably run short of space or take it all from the other race.
I made them start at wetlands and deserts, two recluse place where they hided waiting for a chance to strike back. I make them to do well in a lot of different biome making it easier for them to spread out and build their nation.
Because they are not isolationist like illithids, i gave them road. It seemed just silly for a warmonging huge nation who build obsidian tower to not use road in their empire.

Random change:
Start group number changed to 50 for the wherewolf. It's help them survive the early part.
Max starting pop changed to 25, max civilization and max site pop multiply by two for serpentfolk. Not that they need it, i just love them and want to see more of them :).

Fun Fact: i actually played your mod for actually only 2-3 hours, i mostly used my game time, up to now, to gen world. I just love to see all these nation and race collide. =D
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Nat on July 28, 2010, 05:55:23 am
That goblin/illithid switch sounds great. I've been missing goblins the last few worlds, they always got wiped out by elves/humans/dwarves and now illithids, hehe ;)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Nat on July 28, 2010, 07:59:33 am
Well, I had a fairly fun adventure in my Illithid dominated world.

I started off as a steel dwarf in a mountainhome that's isolated from the rest of the world by a square of mountains you have to manually walk over. No problem, I started walking at night so I wouldn't get too distracted by shiny things and travelled for a while, when I thought I'd gotten far enough... oops, can't travel because something can see you! So I started walking back the way I came to clear my way out and killed some eagles, some more eagles, another group of eagles, a few more eagles, and OH MY GOD OGRES. This was actually my first time seeing ogres in Genesis so I wasn't sure whether they were lethal or deadly.

I'd made a crossbow and bolts from some of the eagles I killed, so I shot an ogre and it took damage. "If it bleeds, I can kill it" is the motto I play by in adventure mode, so I dropped the crossbow and took out my trusty Wrought Iron Battleaxe, and proceeded to carefully kill the ogres one by one. Ogres dealt with, I was able to travel to the single surviving dwarven mountainhome on the other side of the mountain, to look for spearcatchers valiant allies to aid me in my quest! Unfortunately there were only about 10 dwarves living there and I could only find one sword-dwarf to come with me. Oh well, onward to check out the illithid cities!

The illithid cities weren't hard to find, they control about half the map. Unfortunately when I arrived at the nearest one I quickly found out that you can't talk to them, only the non-illithid slaves. I felt greatly disappointed for all of 10 seconds until I realised that this just means that there's absolutely no reason at all not to begin the Age of Death with them.

Next on my list of fun new friends to make was werewolves! So I travelled halfway across the world without too much fuss (well, my sword-dwarf friend picked up a lot of bad-ass scars, but I was fine) and arrived at one of the werewolf forest retreats, only to find that they, like the illithid, are mute and therefore I cannot have a werewolf wrestler companion, alas :(

My next plan was to find a civilization near an Illithid or Werewolf civ who would be at war with them and see if I could pick up a mission to kill an Illithid or Werewolf, just as an excuse to start a rampage. The unlikely heroes in this case were the Sylvan Elves, who are either about 2 years from being extinct or just outside the range of the largest Illithid empire. There are 3 quest givers in their capital forest retreat, the queen, princess, and druid, and they all sent me after an Illithid high priest at a nearby dark fortress.

I arrived at the dark fortress with my trusty and scarred sidekick the sword-dwarf, and 2 serpentfolk warriors I'd picked up on the way to the elven kingdom. As fate would have it (I honestly didn't want or plan for this to happen. This is just a result of picking up the first warriors I find that are willing) they are an obsidian dwarf and 2 serpentfolk salamanders. Those of you who have adventured with similar companions know what this means in terms of combat, and those of you who haven't, should ;)

Anyway. I arrived right at the edge of the temple, with the illithid high priest about 5 paces from me, and the dwarf neaby, but the serpentfolk were out of sight. I charged at the high priest while the dwarf decided to take on some serpentfolk slaves that were nearby. My fight with the high priest was a draw, neither of us could inflict any serious damage. He had no weapons and I could only dent his forcefield. He then decided to fly up and over to the other side of the temple structure where I couldn't easily follow, and my serpentfolk allies, some more illithids, and more slaves showed up.

The fight was on, fire and medusa breath flew everywhere. The dwarf became paralysed and a bunch of slaves strangled him to death. I dropped my axe and picked up his crucible steel short sword, thinking that might be more effective against the illithid. Conveniently, the high priest came back within reach and I was able to test it. One swing and one decapitation later, my mission was complete, and I was ready to return to the elven capital for my next mission, if not for my serpentfolk allies, who were in a bit of trouble. One had become paralysed by something I think medusa breath from a slave, the other was struggling to fend off four opponents. With the crucible steel short sword in hand, I easily defeated the 3 slaves and one illithid who were fighting with my conscious ally.

I could have left after that, but I didn't want to leave my paralysed salamander companion behind. I saw another illithid priest on the far side of the temple, so I headed around the edge of the pit to attack him, to defend my paralysed companion. Unfortunately, when I got to him, he swung at me and I dodged into the pit, momentarily stunning myself. That was all the time the illithid needed to fly down and strangle me to death. Opportunistic bastard. Can't blame him though, it's what I'd have done in that situation, if I had wings. ;)

Oh, I'd like to note, that in this world, while the illithids do control about half of the world, every other race is still alive, except goblins and nords. Goblins have always died out because they are too aggressive and weak. Nords in this world, 2 of their civs got killed within 50 years because they were too close to illithids, the other 2 civs got killed in year 190 and 450 by serpentfolk civs, after 10 year wars. I don't know if that means nords are too weak/lizardfolk too strong, because I don't actually know how these war results are figured out. (except that it takes illithids about 5 years to wipe out any civ they decide to declare war on, it seems)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Prepaid Lenin on July 28, 2010, 08:22:08 am
Orcs are hardcore. I saw one get his hand chopped off, and he ran away.

Not to flee mind you, just to pick up his squad leaders axe and come back to round 2. O.O
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: bobbens on July 28, 2010, 08:47:07 am
Thought of this recently, would it be possible to add stuff like impaled heads and piles of skulls? Shouldn't be too hard to make no? Probably a whole lot more useful than the rockball courts and the likes. Nothing says dwarf like a hole in the ground sorrounded by goblin heads impaled on spears.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Deon on July 28, 2010, 12:09:08 pm
Hah, it should be a cool aestetical addition. I personally would like to build impaled skulls in front of my fort (instead of common statues I place there).

Nat: Great story :). Actually force fields are close to iron, so you should use steel or better to fight castes with them. Also it was a cool coincidence that the priest caste was the one with the shields. There're just a few of them, and they are very rare.

Orcs are hardcore. I saw one get his hand chopped off, and he ran away.

Not to flee mind you, just to pick up his squad leaders axe and come back to round 2. O.O
It reminded me of a situation where a lizardfolk shaman had his both arms chopped off and still somehow threw fireballs and continued to bite. He managed to snack on three military dwarves and one herbalist before he went down. Some persons are just too hardcore to die normally.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: bobbens on July 28, 2010, 12:19:23 pm
Obsidian dwarves make lousy military. This is my 3rd forest fire... The problem is that while I don't want to go to the surface, the freaking traders always run down and get ambushed. I'm too dependent on traders for wood and sun gold...

Now that I know gloomy dwarves don't spit webs, they don't really seem that enticing as military. I think I'll stick to steel and stone dwarves from now on (until they get amputated and retire - every hit is a freaking amputation in this version).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Prepaid Lenin on July 28, 2010, 12:36:14 pm
My military is made up entirely of Moss and Steel Dwarves. I have the pop cap set and 100, so I have 4 or 5 Steel Dwarves in the fort to act as slayers. The Moss Dwarves are good at taking out Illithids and other poison using beasts because they can shrug it off and keep severing limbs. :D

Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: bobbens on July 28, 2010, 12:45:38 pm
My military is made up entirely of Moss and Steel Dwarves. I have the pop cap set and 100, so I have 4 or 5 Steel Dwarves in the fort to act as slayers. The Moss Dwarves are good at taking out Illithids and other poison using beasts because they can shrug it off and keep severing limbs. :D

Not a bad idea actually, I'm freaking full of forest spiders and their poison is instakill for my dwarves (no moss in military).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Foamy on July 28, 2010, 02:54:29 pm
It reminded me of a situation where a lizardfolk shaman had his both arms chopped off and still somehow threw fireballs and continued to bite. He managed to snack on three military dwarves and one herbalist before he went down. Some persons are just too hardcore to die normally.

I just had a totality badass swordswoman adventurer. she went hunting werewolves with some friends but they were killed by a gang of land sharks and giant ants in a battle on the way. eventually she was killed by a land shark who had crippled both arms and a leg. in the last turn before she died she threw her sword at the shark as it was shaking her around and managed to cut it in half. they both died at exactly the same time.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: bobbens on July 28, 2010, 04:07:31 pm
I'm really enjoying the mind flayers. Actually got a place where my medics are working 24/7, full of skeletal raptors, skeletal elk, illithids, goblins, snakemen, skeletal dragon raptors, giants, deep crows, etc... 40% of my dwarves are military and they're really hard pressed to keep diplomats and traders alived (with mixed success, recent dusk elf diplomat bit it to a single skeletal raptor while I was dealing with the rest of the pack). The training is working finally so my soldiers are getting up to decent levels, and with a grand master armoursmith it's working out splendid keeping the damage down to a minimal. Only had two amputees retire, rest either died or got minor injury.

However all this fun has brought the hospital demon, and am running into issues like the famous surgery bug where your dwarves won't sit still. So I've got a really injured steel dwarf running around with compound fractures all over his body and training as usual. He'll probably bite the dust next siege.

The best part is I haven't really opened the caverns yet because I'm having too much fun with just the above ground part. So keep up the good work and let's hope 0.31.13 fixes all the hospital bugs.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: daemoria on July 28, 2010, 05:09:00 pm
well, it looks like i'm not the only one who has epic stories from this mod. :D

After making some tweaks to illithids, so they don't zergrushpwn everyone by year 45, I settled on a decent map that i liked. In adventure mode, I made a obsidan dwarfette, so i can explain rationaly why I'm tossing around fireball bolts, and started wandering the wilds.

I have to say, hunting down animals (and punching them to death) is strangely satsisfying. I made 2 more backpacks, and sorted my equiptment, weapons, and crafts into them. My plan was to make enough gold/silver coinage from the ezekram elves to legitimately trade for better armor. (didn't happen, I died before that happened)
In addition to hunting down and skinning elk, foxes, and marmots, I did my part to clearing the area surrounding the frozen desert of undead. This dwarfette was becoming more and more of a hard core ranger-monk. As I wandered the area around the northern pole, I was becoming more immersed into this world.

Near the end of my adventure, I had picked up a small group of companions. 2 or 3 dwarves from my starting empire (1 jade dwarfette who became insta badass wrestler from fighting a dragon raptor ambush) and 1 ezekram elf from the town i always traded at.
Guided by Forces Unknown, we decided to clear out a small werewolf encampment.

(http://i102.photobucket.com/albums/m110/Daezanartist/slaughter.jpg)

Which side inscribed this image is up to you to decide.
---

And being like that I am, looking at this image for ages while my internet was cutoff in the wee hours of the morning started my mind into overdrive.
Soon you shall see 'The saga of the Torch', coming to an internet webcomic near you.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Prepaid Lenin on July 28, 2010, 05:22:29 pm
I should probably generate a new world with werewolves.

I only ever have 10 dwarves in the military ever, I rely on prepared defenses and force multipliers to make them fight like a hundred.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Foamy on July 28, 2010, 05:32:29 pm
Every adventurer i make has the goal of hunting and eradicating werewolves. I've had around 10 so far and not one has even seen one yet. with a few exceptions they all ended up crippled by land sharks before they made it. I've removed them now as it was getting ridiculous. i hope the werewolves put up a fight when i finally find them.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Deon on July 28, 2010, 05:43:50 pm
Land sharks? Is it a badass creature of yours?

(http://i102.photobucket.com/albums/m110/Daezanartist/slaughter.jpg)
Congratulations, with this cool image you encouraged me to speed up on the next version. Expect it tomorrow.

I planned to give werewolves castes with different colored fur and stats, so it should come tomorrow. Also a few other tweaks, you won't notice. And of course goblin/illithid tweaks.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Foamy on July 28, 2010, 06:14:33 pm
Land sharks? Is it a badass creature of yours?

They're in the dangerous critters mod. got it of your first page :P

They're not usually deadly but for some reason they will sever motors and nerves whenever they bite a limb even through steel mail.

I was thinking of making a human fort near a wolf pack and trying to get a gingersnaps 3 type situation. are they effective siegers? as in can they get through doors or get around other defenses? I wish it were possible to give them massive jumps to get over fortifications.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Prepaid Lenin on July 28, 2010, 06:17:06 pm
Do werewolves need specific things to let them spawn on world gen? They just aren't appearing for me at all.

My current world gen paramaters are for a high FPS world that takes out lots of z levels, and also no caves.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Foamy on July 28, 2010, 06:29:05 pm
I've found that they're not doing too well on any worlds i gen. usually one or two civs left with very little territory.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Prepaid Lenin on July 28, 2010, 07:56:23 pm
Where are the werewolves located in the raws? I downloaded genesis again and I can't seem to find them in either one.

Edit 1: I downloaded the Tileset version and it worked, is anyone other than me using ASCII?

Edit 2: Yeah, it looks like the ASCII version is missing a file named "entity_attacker". Hopefully this works.

Edit 3: Success!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Foamy on July 28, 2010, 09:22:12 pm
Well i made it eventually. disappointing though as it was just a load of werewolf farmers and other professions standing around that didn't attack until i started fighting. and when they did in the end they just kept punching me until one of them choked me to death.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Vherkin on July 29, 2010, 12:34:01 am
For the people having problem with wherewolf spawning:
Quote from: Vherkin
Random change:
Start group number changed to 50 for the wherewolf. It's help them survive the early part.


Go to:
...\deons genesis 2.98\raw\objects
locate the file called Entity_attacker.txt and open it.

Their entity name is actually changelings.
Spoiler (click to show/hide)

Search for the line: [START_GROUP_NUMBER:15]
Change the number: [START_GROUP_NUMBER:50]

Now register and gen a world.

Other useful information:
-Wherewolf need forest to live, be sure to have enough.
-They live in forest retreat like the sylvian elf or the vanilla elf.
-In my large world they take control of entire forest but don't expect them to create an actual empire like human. They're hippy like elf but with more pointy teeth and a love for dwarven raw meat.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Deon on July 29, 2010, 01:35:08 am
Where are the werewolves located in the raws? I downloaded genesis again and I can't seem to find them in either one.

Edit 1: I downloaded the Tileset version and it worked, is anyone other than me using ASCII?

Edit 2: Yeah, it looks like the ASCII version is missing a file named "entity_attacker". Hopefully this works.

Edit 3: Success!
Oops! I am sorry. That's the problem why I don't like supporting different tilesets. I can sometimes forget to update something into both installations.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Flaede on July 29, 2010, 01:42:40 am

(http://i102.photobucket.com/albums/m110/Daezanartist/slaughter.jpg)

And being like that I am, looking at this image for ages while my internet was cutoff in the wee hours of the morning started my mind into overdrive.
Soon you shall see 'The saga of the Torch', coming to an internet webcomic near you.

Amazing. There may be more of this, you say? Internet Webcomic, you say?
Tell me more! Genesis Mod deserves to appear in comic-form, and that image is awesome and really captures the, er, epic spirit of the confrontations I've been having with the Genesis beasties, too.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Deon on July 29, 2010, 01:57:44 am
Okay, werewolf castes are in. Now just to make a little change I've mentioned earlier... I hope you'll like it. I will spoil it only a little, saying that there're no more goblins.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: bobbens on July 29, 2010, 02:39:36 am
They're not usually deadly but for some reason they will sever motors and nerves whenever they bite a limb even through steel mail.

This version is pretty ridiculous in that sense. I mean it's ultra common for copper weapons wielded by low skill goblins to amputate limbs of steel-clad dwarves. Also the fact that even a freaking arrow can sever a leg, which doesn't make much sense. It seems like instead of having the cool knockback of the older versions this version is a limb-tearing carnage.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Deon on July 29, 2010, 03:56:11 am
I adjusted all weapon stats to vanilla values so it's DF problem with the new armor piercing formula.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Nat on July 29, 2010, 04:15:40 am
Okay, werewolf castes are in. Now just to make a little change I've mentioned earlier... I hope you'll like it. I will spoil it only a little, saying that there're no more goblins.

Ooh. I hope we get an Empire of Evil civ instead, with some black steel armour clad Sauron-type leader, that can bring trolls and giants and orcs and such when sieging!

... because that's what I just tried to change goblins into, and I think I failed horribly somewhere.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: bobbens on July 29, 2010, 04:18:38 am
I adjusted all weapon stats to vanilla values so it's DF problem with the new armor piercing formula.

By version I meant DF version, not genesis. Genisis is fine.

On a side note, what about adding diagnosis training at the library? It takes ages to get up and unless you spend 5 points on a starting dwarf or get lucky with migrants you won't have a decent diagnostician. Not to mention the fact that if skeletal elks (seriously, they're ultra deadly) completely destroy your 5 point diagnostician in the first week of embarking it's a set back. Although I'm not entirely sure what diagnostician affects, I believe it just lowers the time it takes, because they seem to never miss injuries although bugs might make it so they never wind up getting cured.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Deon on July 29, 2010, 04:42:34 am
Okay, it will take a while, I am uploading the files. I've added diagnosis training, your comment was just in time.

Now I can spoil the fun. You get an evil demonic empire instead of goblins.

There're: goblins, trollkin, warlocks, bile demons, mistresses, vampires, dark elves and imps. Oh, and barghests, I left them in.

Now guess where is this empire from :P.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: bobbens on July 29, 2010, 04:59:12 am
Okay, it will take a while, I am uploading the files. I've added diagnosis training, your comment was just in time.

Now I can spoil the fun. You get an evil demonic empire instead of goblins.

There're: goblins, trollkin, warlocks, bile demons, mistresses, vampires, dark elves and imps. Oh, and barghests, I left them in.

Now guess where is this empire from :P.

More importantly, how does this affect upgrading? I'm assuming you need to regen to properly enjoy, but will it mess up existing games because you modified the gobos so much?

Personally I see modifying gobos to that extent a bit of sacrilege, I would have just added another civilization, but of course I like my worlds full of evil civilizations that want to kill me all the time.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: Deon on July 29, 2010, 05:07:45 am
I just love Dungeon Keeper :). And you can keep the save if you update everything but creature_genesis.txt file.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.98 ϟ] - werewolves!
Post by: bobbens on July 29, 2010, 05:16:51 am
I just love Dungeon Keeper :). And you can keep the save if you update everything but creature_genesis.txt file.

To be strict you're missing firefly, salamander, rogue, black night, dark angel, skeleton (probably undoable) and if you played the patch version (which I didn't) the maiden. Although that might be a bit much for a df civilzation. It was a great game.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99 ϟ] - "Dungeon Keeper" civilization
Post by: Deon on July 29, 2010, 05:21:50 am
GENESIS MOD: 2.99 update

(http://noctalis.com/dis/dk/pics/elite1.jpg)

- 2.99: goblins replaced with demonic civ with goblins, vampires, trollkin, imps and other critters; new castes for werewolves; biome tweaks to entities; new training reaction: study medical notes (diagnosis) at library.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99 ϟ] - "Dungeon Keeper" civilization
Post by: Deon on July 29, 2010, 05:24:12 am
Quote
To be strict you're missing firefly, salamander, rogue, black night, dark angel, skeleton (probably undoable) and if you played the patch version (which I didn't) the maiden. Although that might be a bit much for a df civilzation. It was a great game.
I didn't want to add fliers and even more firebreathing critters (there already are warlocks and imps). Also rogue is just a profession, black knight farmer would be weird (so in fact it would be just a profession name for swordsmen), and dark angels should be overpowered so I am not sure about adding them yet. I don't know what the "maiden" is, is it that drider-like critter avaliable only in multiplayer?

I consider expanding the civ later with the said critters, but I already like it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99 ϟ] - "Dungeon Keeper" civilization
Post by: bobbens on July 29, 2010, 05:40:20 am
Quote
To be strict you're missing firefly, salamander, rogue, black night, dark angel, skeleton (probably undoable) and if you played the patch version (which I didn't) the maiden. Although that might be a bit much for a df civilzation. It was a great game.
I didn't want to add fliers and even more firebreathing critters (there already are warlocks and imps). Also rogue is just a profession, black knight farmer would be weird (so in fact it would be just a profession name for swordsmen), and dark angels should be overpowered so I am not sure about adding them yet. I don't know what the "maiden" is, is it that drider-like critter avaliable only in multiplayer?

I consider expanding the civ later with the said critters, but I already like it.

An idea would be to add an evil civilization as an "end-game" type challenge. One that appears once you've reached a critical mass of 5-10 million wealth and 80+ dwarves. Could be full of dark angels. However things are quite fine as they are. With the illithids playing around stuff is fun again.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99 ϟ] - "Dungeon Keeper" civilization
Post by: Nat on July 29, 2010, 06:27:23 am
What a coincidence, I just realised yesterday morning that dungeon keeper 1 works on windows xp so I spent all day playing it :D
Pity the AI is so completely useless in that.

I'm guessing you're also leaving out the horned reaper because it'd also have to be completely overpowered?

Sucks that I'm in the middle of an awesome adventure in 2.98. Me and 4 of my dwarven buddies just took down a bronze colossus, we're all legendary wrestlers now, although 2 of my friends can't stand and I'm covered in a mess of scars and missing an ear from an earlier forest spider+raptor attack. Can't play the new one until I die :(

Edit: Well, that probably won't take too long. I've just been sent to kill a wyvern... there were 6 lost adventurers on the way in, so most of my friends will die to diseases, and I've had to swim to get to the caverns where the wyvern is, meaning I'll have to fight it solo... not really feeling confident about that!

Edit 2: My jerk friends suddenly decided they'd rather live with elves than adventure with me anymore. I hope their brains and spines rot and they die of suffocation! Time to retire and play the new version :)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99 ϟ] - "Dungeon Keeper" civilization
Post by: Mister Lingo on July 29, 2010, 06:45:06 am
Me: Well I better get to bed. I'll check up on DF forum first... *eyes explode from a combination of excitement and nostalgia*

In other words, I'm really looking forward to fighting this new evil enemy. hehe
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99 ϟ] - "Dungeon Keeper" civilization
Post by: nuker w on July 29, 2010, 07:05:19 am
Bwwaaah? You added DK to DF? Two of my favorite games starting with D now have merged! SUCCESS!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99 ϟ] - "Dungeon Keeper" civilization
Post by: bobbens on July 29, 2010, 07:11:22 am
Speaking of which, it wouldn't be possible to add some sort of torture chamber where you put your captured victims right? I wonder if it would be possible to do something like that. I remember having great fun with torture chambers in DK.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99 ϟ] - "Dungeon Keeper" civilization
Post by: Medicine Man on July 29, 2010, 07:13:18 am
You could slowly impale your enemies by dropping them down 3 or 4 floors onto wooden spikes and if that dosen't do it 5 or 8 should not kill them.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99 ϟ] - "Dungeon Keeper" civilization
Post by: ghostxxx on July 29, 2010, 07:55:42 am
Praise the Overlord for the new release! Does this one come with Phoebus package by any chance?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99 ϟ] - "Dungeon Keeper" civilization
Post by: Deon on July 29, 2010, 09:20:55 am
Gah. Okay. I knew I forgot something. Sorry, Ghost. I promise that 3.0 will have Phoebus :D.

Speaking of which, it wouldn't be possible to add some sort of torture chamber where you put your captured victims right? I wonder if it would be possible to do something like that. I remember having great fun with torture chambers in DK.
With addition of "cosmetical" stuff I plan (like impaled heads and Iron Maiden devices and such) you can set up a torture room easily. The best torture device in DF is an upright spike triggered by a lever :D.

Urist McTorturer: "Say me, how many soldiers do you have? No? *Pulls a lever.* "Do you want to think again?"
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99 ϟ] - "Dungeon Keeper" civilization
Post by: Medicine Man on July 29, 2010, 09:37:54 am
How about spiked cages for a torture device?they could damage your captured things overtime.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99 ϟ] - "Dungeon Keeper" civilization
Post by: Deon on July 29, 2010, 09:53:52 am
How do you plan to make it? Some kind of an utility?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99 ϟ] - "Dungeon Keeper" civilization
Post by: Medicine Man on July 29, 2010, 09:54:36 am
Wait is it even possible to make it?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99 ϟ] - "Dungeon Keeper" civilization
Post by: Deon on July 29, 2010, 12:20:02 pm
Memory hacking I suppose.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99 ϟ] - "Dungeon Keeper" civilization
Post by: TomiTapio on July 29, 2010, 01:22:08 pm
A GCSpider/Spik killed three of ours. Militia was wearing training set (shield+sword). Someone made a memorial thong out of the GCS:

(http://dl.dropbox.com/u/8967397/DF3112__Ceilingtuft__chitin_thong_memorial__2.png)

Notes from Ceilingtuft outpost:
Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99 ϟ] - "Dungeon Keeper" civilization
Post by: Prepaid Lenin on July 29, 2010, 01:53:47 pm
Grrrr, stupid caravan guards.

They killed 2/3 of the Forest Spiders in the area, I wanted to breed them. :(

Now all my cage traps have caught are pigeons. Shitloads of delicious pigeons.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99 ϟ] - "Dungeon Keeper" civilization
Post by: NRN_R_Sumo1 on July 29, 2010, 03:29:47 pm
Quote
To be strict you're missing firefly, salamander, rogue, black night, dark angel, skeleton (probably undoable) and if you played the patch version (which I didn't) the maiden. Although that might be a bit much for a df civilzation. It was a great game.
I didn't want to add fliers and even more firebreathing critters (there already are warlocks and imps). Also rogue is just a profession, black knight farmer would be weird (so in fact it would be just a profession name for swordsmen), and dark angels should be overpowered so I am not sure about adding them yet. I don't know what the "maiden" is, is it that drider-like critter avaliable only in multiplayer?

I consider expanding the civ later with the said critters, but I already like it.
Firefly's I kinda like the idea of, as they are very small, weak, and can get past the traps and walls you put up, being scouts is their nature afterall, but I do think they should be made aggressive instead of running from dwarves who are running from them to reduce annoyance of scaredy dwarves, and make them faster than dwarves so they can catch up.

DF Imp's are very similar to salamanders, but DK imps are closer to gnomes, so they should be labelled "Small Imp" or something similar to make them differant than the DF imp's and remove their fire breathing.
Salamanders would be great to have though to breath fire, but I don't remember if they actually did in DK, I think they might have just been like magma swimming crocodiles.

Babysnatcher should be added to the civ as well, to show their ability to take over heroes and such.  :D
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99 ϟ] - "Dungeon Keeper" civilization
Post by: Deon on July 29, 2010, 04:06:26 pm
They have babysnatching. Also I might consider removing fireballs from imps... And DF imps are "fire imps".

Also salamanders had fireballs AND fire arrows, so yeah, they were ultimate fire throwers.


Hey TomiTapio! It's an awesome coincidence that the GCS thong has an image of the said GCS killing one of dwarves! I haven't got anything like that.

Quote
A trog in the hospital, damn!
Eww. He was probably looking for pills!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99 ϟ] - "Dungeon Keeper" civilization
Post by: Deon on July 29, 2010, 04:12:27 pm
Okay, I am going to bed. I've made a first edition of my 2nd post in this thread. There're artifacts and artwork now.
If someone remembers a cool artifact or an art from this thread, I will add them.

As I said, I need to sleep. I will start gathering stories and putting them in the 3rd post tomorrow.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99 ϟ] - "Dungeon Keeper" civilization
Post by: NRN_R_Sumo1 on July 29, 2010, 05:05:39 pm
They have babysnatching. Also I might consider removing fireballs from imps... And DF imps are "fire imps".

Also salamanders had fireballs AND fire arrows, so yeah, they were ultimate fire throwers.


Hey TomiTapio! It's an awesome coincidence that the GCS thong has an image of the said GCS killing one of dwarves! I haven't got anything like that.

Quote
A trog in the hospital, damn!
Eww. He was probably looking for pills!

Woops, My bad! I must have glanced past that line somehow  :D

I really should go back and play dungeon keeper 2 though, it's been a fair time.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99 ϟ] - "Dungeon Keeper" civilization
Post by: TomiTapio on July 29, 2010, 05:43:41 pm
Made bug report, a river that need bridges thing.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=2882#bugnotes

"This was hunter's problem, he understood bridges going that way, but not this way.
Hunter should get unstuck automatically, without player needing to remove hunting job in this case.

Later: one caravan is walking in circles, maybe due to river plus bridges pathing.
Maybe they expect 3-5 tile wide bridges, not 1-wide.
Hmm the caravan is insane, and their donkeys too are crawling around.."
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99 ϟ] - "Dungeon Keeper" civilization
Post by: Prepaid Lenin on July 29, 2010, 07:41:55 pm
Have you considered adding in more metals? Like sun gold and spellwood are metals on the side of good, but what about evil metals? Ones that have that blucklung effect but create powerful armour?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99 ϟ] - "Dungeon Keeper" civilization
Post by: NRN_R_Sumo1 on July 29, 2010, 08:10:28 pm
Have you considered adding in more metals? Like sun gold and spellwood are metals on the side of good, but what about evil metals? Ones that have that blucklung effect but create powerful armour?
if they had that black lung effect they probably would have trouble making the equipment.

Although it does make me wonder if armor could be made which would burst into flame as soon as it got to outdoor temperature.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99 ϟ] - "Dungeon Keeper" civilization
Post by: Prepaid Lenin on July 29, 2010, 08:12:46 pm

if they had that black lung effect they probably would have trouble making the equipment.



Well that's the idea. I can imagine some Orc taskmaster in a dark fortress whipping slaves to mine the toxic ore and refine it into armour and weapons.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99 ϟ] - "Dungeon Keeper" civilization
Post by: NRN_R_Sumo1 on July 29, 2010, 08:29:27 pm

if they had that black lung effect they probably would have trouble making the equipment.



Well that's the idea. I can imagine some Orc taskmaster in a dark fortress whipping slaves to mine the toxic ore and refine it into armour and weapons.

..No I mean, it would not be possible to make armor out of it. Inorganic syndromes work by the item turning instantly into gas.. so you have the rock which falls out of the wall, and then the rock explodes in a puff of dust, giving the syndrome..
Simply put, unless you had coal, and then a dummy "coal" which would only spawn inside or real coal, it would be impossible.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99 ϟ] - "Dungeon Keeper" civilization
Post by: SammyLiimex on July 29, 2010, 11:30:01 pm
Is there any sort of guide explaining what all the new buildings and stuff do?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99 ϟ] - "Dungeon Keeper" civilization
Post by: Prepaid Lenin on July 30, 2010, 12:05:02 am

if they had that black lung effect they probably would have trouble making the equipment.



Well that's the idea. I can imagine some Orc taskmaster in a dark fortress whipping slaves to mine the toxic ore and refine it into armour and weapons.

..No I mean, it would not be possible to make armor out of it. Inorganic syndromes work by the item turning instantly into gas.. so you have the rock which falls out of the wall, and then the rock explodes in a puff of dust, giving the syndrome..
Simply put, unless you had coal, and then a dummy "coal" which would only spawn inside or real coal, it would be impossible.

Well the flavor would still be the same at least.

To everyone who isn't using Moss and Steel Dwarves exclusively in the military, here's another reason. Those Forgotten Beasts that use dust? They completely ignore that. My starting ice dwarf commander is in sickbay with all his skin rotting off right now, everyone else is back to drilling and sparring.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99 ϟ] - "Dungeon Keeper" civilization
Post by: Deon on July 30, 2010, 12:59:50 am
Is there any sort of guide explaining what all the new buildings and stuff do?
The manual does that.

Prepaid Lenin: The only way to make an exploding stone coming out when an armor is made is to make it through a reaction. And as you know, reactions with armor do not really work yet,  thus it can't be done yet.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99 ϟ] - "Dungeon Keeper" civilization
Post by: rex mortis on July 30, 2010, 02:25:38 am
As much as I love Fun, forest spiders seem kind of excessive. I frequently meet them in groups of two or three. So I am constantly webbed, sometimes before I can take a single move. Once one shoots webs I am dead, steel dwarf in wrought iron armour or not.

Perhaps if they were always alone? As far as I know, spiders are pretty solitary creatures anyway.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99 ϟ] - "Dungeon Keeper" civilization
Post by: Deon on July 30, 2010, 02:28:25 am
Yep, I thought about that. But they live in evil forests though, and I wanted to make evil areas deadly :).

P.S. It's possible to kill them if you quickly run away and shoot at them, they are not that fast and they don't spit webs from distance.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99 ϟ] - "Dungeon Keeper" civilization
Post by: bobbens on July 30, 2010, 02:50:47 am
As much as I love Fun, forest spiders seem kind of excessive. I frequently meet them in groups of two or three. So I am constantly webbed, sometimes before I can take a single move. Once one shoots webs I am dead, steel dwarf in wrought iron armour or not.

Perhaps if they were always alone? As far as I know, spiders are pretty solitary creatures anyway.

Forest spiders at least are worth a lot (2.5k the cage) and you can breed them and do other cool stuff (I have 20 or so in cages). Now skeletal elk, those can take out my legendary dwarves, they're ridiculous. I've given up with being outside anyway in my ultra-evil forest. It seems like the only harmless creatures I see are pigeons every so often, but more often than not it's full of skeletal raptors, dire wolves and the terrifying skeletal elk.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99 ϟ] - "Dungeon Keeper" civilization
Post by: Prepaid Lenin on July 30, 2010, 05:03:09 am
I have 2 female forest spiders and a male. Just sit back and wait for my monster horde.  8)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99 ϟ] - "Dungeon Keeper" civilization
Post by: Medicine Man on July 30, 2010, 05:51:01 am
I just have a question:Will crucible steel floodgates resist magma?and will a crucible steel door block magma too?and are there any hidden nasties in magma?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99 ϟ] - "Dungeon Keeper" civilization
Post by: Nat on July 30, 2010, 05:56:32 am
P.S. It's possible to kill them if you quickly run away and shoot at them, they are not that fast and they don't spit webs from distance.

Hmm, I usually don't notice forest spiders for a couple of steps after being taken into the local map. I just see a bunch of trees and think "Hmm, I don't see any raptors or bears or giant ants..." move around a bit, thinking they're behind trees where I can't see and BAM! webbed. Last time that happened some raptors came along too so it was basically me against 3 forest spiders and 3 raptors... not good odds, but I got lucky and managed to kill enough of them by my next webbing to survive the whole thing with my right ear missing and a bad-ass scar on my left cheek, a bad-ass scar on my right leg, and other scars on my upper/lower body and arms.

I like that you can get jumped by nasty stuff like this that isn't just something lame like instant-death-due-to-melting from wyvern breath with temperature on, though. It makes the game interesting and makes you a little more cautious about deciding to travel through that otherwise harmless forest :)

Oh yeah! After I tried Vherkin's changes to the illithds/goblins, I also tried setting nords and osman starting group sizes to 15 or 20 from 10. I found that this helped to make sure some of their civs survived the first century... I ended up with a world which had every civilization survive except the Dusk elves! Forgot to also bump their group size up as well, whoops.

But basically my point is, with... 11? different civs, there's always one or two that don't survive until the year 1050, and increasing starting group size seems to help with survival without upsetting the balance too much.

Edit 2: Well, my world for the 2.99 version has finally finished generating, and all the civs are alive at 1050. Maybe this isn't really necessary after all?
Edit 3: My dwarf's civ capital is an elven forest retreat. Something tells me this could be a very Interesting world :)

Edit: I forgot to point out, that wrought iron's pretty crappy, as far as weapons and armour go. Steel, or better yet, crucible steel, is the dwarven/adventurer way!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99 ϟ] - "Dungeon Keeper" civilization
Post by: Nat on July 30, 2010, 06:01:38 am
I just have a question:Will crucible steel floodgates resist magma?and will a crucible steel door block magma too?and are there any hidden nasties in magma?

Since crucible steel is just slightly better normal steel, I'm assuming it has the same magma-safe properties, though I didn't get to test it yet, as I embarked on the wrong site for the ore you need for crucible steel...

Erk, I just found some forgotten beast extract in the bottom of one of my desk drawers, and accidentally got some on myself when cleaning it. I hope it doesn't cause necrosis.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99 ϟ] - "Dungeon Keeper" civilization
Post by: Nat on July 30, 2010, 06:08:48 am
Oh, I'm sorry to make 3 posts in a row, but I've just noticed, on the adventurer screen, when picking your specific caste from the Demon civ,
Bile demons can only be male
vampires can only be female
trollkin can only be male
warlocks can only be male (Makes sense I suppose, because a female warlock would be a witch and those were heroes in DK1)
imps can only be female
dark elves can only be female (I guess this makes sense because it was a female model in DK2)
and mistresses can only be female (this makes sense, obviously)

I'm not sure if all of these were intentional.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99 ϟ] - "Dungeon Keeper" civilization
Post by: majikero on July 30, 2010, 07:22:27 am
Is this compatible with dfhack? I wanna be able to use the dig vein tool.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99 ϟ] - "Dungeon Keeper" civilization
Post by: Deon on July 30, 2010, 07:33:14 am
I am pretty sure that DFHack depends on dwarffort.exe which is not changed in any way. It's just a raw change. Other utilities work just fine.

Nat: These are intentional. It's 3 male to 4 female ratio (not considering goblins). Basically I wanted rare castes to be diverse in gender to have interesting marriages. And yeah they are basically based on DKII critters. I thought about making imps genderless but then I randomly picked a gender I guess. Just imagine a bile demon and a tiny imp as lovers. Lol.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99 ϟ] - "Dungeon Keeper" civilization
Post by: Deon on July 30, 2010, 07:36:10 am
I've just realised I have a problem. I included a wrong version of goblin tileset... Thus they lack all profession icons.
I will reupload 2.99b shortly :>.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99 ϟ] - "Dungeon Keeper" civilization
Post by: Nat on July 30, 2010, 08:26:56 am
I am pretty sure that DFHack depends on dwarffort.exe which is not changed in any way. It's just a raw change. Other utilities work just fine.

Nat: These are intentional. It's 3 male to 4 female ratio (not considering goblins). Basically I wanted rare castes to be diverse in gender to have interesting marriages. And yeah they are basically based on DKII critters. I thought about making imps genderless but then I randomly picked a gender I guess. Just imagine a bile demon and a tiny imp as lovers. Lol.

Ahahahaha, ok, that makes sense.

Will I need to do anything other than change the tilesets from 2.99 to 2.99b? It takes 2 hours to gen a world... I need time to actually play!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99 ϟ] - "Dungeon Keeper" civilization
Post by: Deon on July 30, 2010, 08:36:02 am
Just replace the graphics folder. It's not the tileset, it's /raw/graphics/.

And to update your save you should update your /data/save/region1/raw/graphics/ folder too.

I've updated a lot of creature graphics too. Most from Sphr.

This is an example warthog
(http://df.magmawiki.com/images/a/ae/Sphr_warthog.png)

 There's a lot more. Also sylvan elves got new graphics.
Dwarves got priest/high priest tiles and new medical profession graphics.

Wait for the 2.99b to appear then dl it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on July 30, 2010, 08:52:36 am
It's uploaded.

- 2.99b: a correct gfx for goblins; updated animal tiles (elephant, warthog, hippo, gnomes, mountain goat etc.) with the latest Sphr works (graphical version only). New medical dwarves' tiles, new priest/high priest tiles; new skeleton/zombie dwarven tiles; new sylvan elves' tiles.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: bobbens on July 30, 2010, 10:35:36 am
I'm seeing a friendly osman windsword on the map (dwarf mode). He's listed as friendly and just sits near the edge, you have any idea why this is happening? Should friendly dudes like this just be generated randomly? He doesn't really seem to move.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on July 30, 2010, 10:49:31 am
That's totally strange. It could be some historical person (immigrant) from your civ though. Could you check him in legends?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: bobbens on July 30, 2010, 11:00:53 am
That's totally strange. It could be some historical person (immigrant) from your civ though. Could you check him in legends?

Don't you have to abandon your fort to do legends?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on July 30, 2010, 11:24:02 am
You can copy the save folder and do it. I do it quite often to check the story behind my artifacts and engravings.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Haspen on July 30, 2010, 12:19:23 pm
Propably leftover guard from caravan.

Will go away after some time, of course if he is from already left caravan.

That just happens sometimes.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on July 30, 2010, 12:46:02 pm
But do they turn "friendly" from "merchant"?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: bobbens on July 30, 2010, 01:21:57 pm
But do they turn "friendly" from "merchant"?

Didn't notice, I'm guessing it's that though.

On another note, I'm being sieged by troll clerks! :P
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on July 30, 2010, 01:38:02 pm
Mwahaha. They probably have office chairs as weapons.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on July 30, 2010, 02:45:31 pm
YOU! SHOULD! SEE! IT!

(http://imgur.com/HJ8PZ.png)

(http://imgur.com/tE4oe.png)

No more tons of work snooping through legends and exporting multiple maps.
THIS IS THE TOOL we always needed.

http://www.bay12forums.com/smf/index.php?topic=60913.0

How could I miss it...
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99 ϟ] - "Dungeon Keeper" civilization
Post by: TomiTapio on July 30, 2010, 03:19:39 pm
To everyone who isn't using Moss and Steel Dwarves exclusively in the military, here's another reason. Those Forgotten Beasts that use dust? They completely ignore that. My starting ice dwarf commander is in sickbay with all his skin rotting off right now, everyone else is back to drilling and sparring.
It's good to have a few deaths per year in the fort. Safety is for tree-climbing wussies.
One could have two squads, one for toxic cases and primary fighting, and a secondary squad with fewer layers of mail armor, or crossbows.

Hey Deon, how's the TrapAvoid on the DK evil civ? Is we safe with a 12-cage corridor?
How about Study Architecture in the Library, Archi seems to be a really hard skill to get.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on July 30, 2010, 03:55:02 pm
There're not trap avoiders amongst goblinoids and demons, but I might make a caste which does that.

I like to give people a choice either to run a pure trap defence, traps + soldiers or just soldiers.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99 ϟ] - "Dungeon Keeper" civilization
Post by: bobbens on July 30, 2010, 03:56:10 pm
To everyone who isn't using Moss and Steel Dwarves exclusively in the military, here's another reason. Those Forgotten Beasts that use dust? They completely ignore that. My starting ice dwarf commander is in sickbay with all his skin rotting off right now, everyone else is back to drilling and sparring.
It's good to have a few deaths per year in the fort. Safety is for tree-climbing wussies.
One could have two squads, one for toxic cases and primary fighting, and a secondary squad with fewer layers of mail armor, or crossbows.

Hey Deon, how's the TrapAvoid on the DK evil civ? Is we safe with a 12-cage corridor?
How about Study Architecture in the Library, Archi seems to be a really hard skill to get.

Seconding architecture. It's another marginally beneficial skill that is a bitch to get up.

My new strategy is to split my squads by functionality. I have my demigod squad (two steel dwarves using full masterwork/exceptional sun gold) who can do anything, but I don't use them for dangerous breath attack FB (they can block pretty much everything, legendary shield, weapon, armour, dodge). Next I have my FB squad which are 5 spear dwarves, in this case all stone (I only have 2 steel in my fort). They do really well vs single strong enemies, especially ones that feel pain. They are not nearly as good as my demigod squad and thus are more expendable. Next up is the obsidian squad which is 5 obsidian dwarves with various weapon skills. These guys are better vs ambushes and the likes since they have the breath attack. Next up is the 5 dwarf moss squad which are for poisonous and finally my 10 stone dwarf "cannon fodder" squad. Well these were the numbers before my last double siege (goblin/dusk elf) which left me with 3 amputees (retired from combat), 2 deaths and some 6-7 with injuries of various degrees.

The important part of combat imho is to use a lot of cannon fodder, once they get amputated you swap them out since they can still do other jobs. Fill in the empty slots as soon as possible. My baron is an ex-spear dwarf who lost his right hand. The only real fear is getting "unable to stand" since that's bugged. I've only had 2 dwarves get that and for some reason one died of dehydration. The other has spent the last 4 years in bed.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: bobbens on July 30, 2010, 03:58:07 pm
There're not trap avoiders amongst goblinoids and demons, but I might make a caste which does that.

I like to give people a choice either to run a pure trap defence, traps + soldiers or just soldiers.

I don't really see traps as an option. If I didn't send out my military for every caravan, I wouldn't see traders ever. Even with my military I've lost dwarves twice, dusk elves once (and they sieged me because diplomat died too), sylvan once and wesman once. This could be because I'm playing on 3x3 so it's much more likely for them to all meet. I do have traps however so I don't need patrols to take care of the horrible skeletal elk and to take the front line of attack from goblin sieges.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: TomiTapio on July 30, 2010, 04:51:42 pm
Meanwhile, in the town of Ceilingtuft, famous for its legendary weaponsmith... It is year 3 mid-summer.

Beast cages, metalworks area, small farm, wells, and the cagetrapped main entrance.
(http://dl.dropbox.com/u/8967397/DF3112__Ceilingtuft__cages-forges-farm.png)

Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99 ϟ] - "Dungeon Keeper" civilization
Post by: TomiTapio on July 30, 2010, 04:58:10 pm
The important part of combat imho is to use a lot of cannon fodder, once they get amputated you swap them out since they can still do other jobs. Fill in the empty slots as soon as possible. My baron is an ex-spear dwarf who lost his right hand.
Do your soldiers wear THREE steel mail shirts? Which is allowed.
http://df.magmawiki.com/index.php/Armor#Some_more_workaround_about_Size.2C_Permit_and_Layering
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on July 30, 2010, 05:13:31 pm
Hey, what are those "dots"? Do you use it for ground? :)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: TomiTapio on July 30, 2010, 05:17:55 pm
Hey, what are those "dots"? Do you use it for ground? :)
I had to fix the eye-hurting text: period, comma, singlequote (Urist's possessive). Rarer _`_ start-single-quote I left as is, it's only in nicknames.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on July 30, 2010, 05:43:11 pm
Doesn't it make it hard to spot an edge of a channel or a hole?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: TomiTapio on July 30, 2010, 06:01:37 pm
Doesn't it make it hard to spot an edge of a channel or a hole?
Nah, the air-dot is tiny and in the center, the period is big and in the bottom.


I adjusted the dwarves: 115% learning xp.
[SKILL_RATES:115:60:12:120] --custom
my previous xp rate (85% I think) was rather slow _in military training_.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Vherkin on July 30, 2010, 06:02:53 pm
Did you ever though of making a reaction for training wrestling with a dummy. I though it's was kinda sad to se them used for every melee weapon but not wrestling. I wanted to see my dwarf do like martial-art movie and use them to train a little.

Spoiler (click to show/hide)
They even use glove for some protection! it's like boxer :)

About the orc:
I love dungeon keeper but im confuse, why did you remove the orc ?
I think is because the conclusion that the 3 evil civilization where near the same in a way.
And i think is, maybe, because the work on orc mod seems to have stopped, atleast by is original author and you don't want to take the relay in genesis .

I know dk, i love it, i see it as a fitting choice to remplace the greenskin. They are legion, they live underground in dark dongeon and they want to make your life miserable and turn everything that live EVIL! That a good choice.
But i still love the orc, do you plan to implant them back ? Do you have projet for them? or should i forgot them and fight the horde of the evil overlord ?  :o

Here i will suggest something if you plan to get them back:
Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Zokinin on July 30, 2010, 07:15:08 pm
So is it just me or do jade dwarves learn stuff at exactly the same rate as everything else?
I had two miners: One stone, one jade. Both mined non-stop from the beginning till about 15 minutes in and afterward both were at accomplished and started at proficient.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: TomiTapio on July 30, 2010, 07:20:42 pm
The scrolls of Ceilingtuft unfold...

Spoiler (click to show/hide)
Yes, my goblin/barghest/orc civ has been upgraded to have brass and bronze.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on July 30, 2010, 07:54:04 pm
Cool story, Tapio. Build a nice tomb for you dead... or don't :D.

Vherkin: Actually it could be a cool idea to have an orc civ with an eastern flavor... And peaceful. It would be different and spice up the situation a little. Now I plan to replace osmans with an orc civ and to rename wesmen to "order". It will come along with paladins and witchhunters they have. This way we will get rid of weird "racial" names, and it would give more flavor IMHO.
Also the wrestling, how could I forget that.

It would be a nice change for 3.0 along with some other entity tweaks.

Zokinin: skill rates work a bit differently now. I will check it for 3.0.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Vherkin on July 30, 2010, 07:58:02 pm
Im trying to do a little "workshop" to trains architect, siege engineer, kicking and biting because i though library and/or mannequin was just not fitting for them. I just finished the graphic design.
Spoiler: Preview (click to show/hide)

It's a 10x10 miniature city with miniature catapult. I think is fitting and funny.
The siege engineer will trains to "prepare siege" with miniature catapult.
The architect will train building miniature thing in the city.
The kicking and biting training part? It's for dwarf who want to go Godzilla style!

Construction phase:
1. rassembling material
2. Setting a barrier for the construction
3. Commencing the construction proper
4.  A little city is born with in the lower right corner a desk, a chair and a lamp for them to have fun with calculation!

What do you think people, are you interested or i just scrap that because it's would seems off in a fortress ?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on July 30, 2010, 08:00:39 pm
I think I will reduce it to a smaller size (and no way I will use THAT many material for a workshop) but the idea is awesome. Thank you.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Vherkin on July 30, 2010, 08:20:09 pm
Funny actually, i wanted to use more material than represented.
Something like: 5 raw green glass, 10-20 wood and 50-60 stone.  :P
Wanted to do it bigger too but was afraid of cave-in  :o
Maybe, next time when i try to design a workshops i need to use more my imagination and less graphic representation  ;D

I used the tool Custom Workshop Workshop (http://dffd.wimbli.com/file.php?id=2068)! Maybe it will help, atleast if you did not know it's existed before :)
I learned something, the awsome graphic from genesis come from the graphic set. Now i have to learn how to actually use that too. The wiki calling me  :P

Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Urist Imiknorris on July 30, 2010, 10:31:22 pm
If I like the mod during my "test run" with Sparkgear XIII, I'll be playing it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Medicine Man on July 31, 2010, 01:28:22 am
Hey Deon,is it possible to make a "gather stone" feature on the "create" menu to create mining in Adventure Mode?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on July 31, 2010, 03:18:19 am
Sure it is, but why would you need stone? You get rocks and use them for the same purpose. If you mean ore finding, I would want to tie it to rock gathering, not "spawning" of stones. Because this way you at least have to look for rocks.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Medicine Man on July 31, 2010, 04:00:18 am
What I mean is using the "Create"screen to put mining in adventure mode (not that I know or even think that it could be possible),and also that seems to be the only way you can get gems and/ore (pun intended) ore  without starting a fortress and starting with suplies or mining them.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on July 31, 2010, 04:52:27 am
You could pick up rocks and "inspect" them to find ore and gems.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Medicine Man on July 31, 2010, 05:27:02 am
That sounds good,maybe i'll learn how to mod and just add mining in on my DF file.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: bobbens on July 31, 2010, 06:09:47 am
Holy #&*(, sieged by 20 trolls, 30 gobos (led by demon). Right after the wesman siege. I've locked the trolls and gobos in. Lost all my military except my legendaries (most will eventually recover from healthcare, but over half in casualties). There's also kobold ambushes in my base and I see illithid toxins outside (bug?) which means illithid ambushes also waiting. My legendary swordsdwarf has 90 notable kills, my speardwarf has only 40. This has made me reconsider my traps since I have very few and they literally got clogged with the first 5 trolls. FPS is down to about 10-15 due to all the ambushes and sieges waiting outside which I'll eventually have to deal with. First time I actually almost lost a fort, because some trolls and gobos ran past my soldiers and started doing crazy shit in my base. Keep up the good work!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Medicine Man on July 31, 2010, 06:17:46 am
I just have a question:is it possible to use "gather plants" to gather plants that you find and can see?like gather strawberries from a strawberry you found.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Tormy on July 31, 2010, 06:32:42 am
Holy #&*(, sieged by 20 trolls, 30 gobos (led by demon). Right after the wesman siege. I've locked the trolls and gobos in. Lost all my military except my legendaries (most will eventually recover from healthcare, but over half in casualties). There's also kobold ambushes in my base and I see illithid toxins outside (bug?) which means illithid ambushes also waiting. My legendary swordsdwarf has 90 notable kills, my speardwarf has only 40. This has made me reconsider my traps since I have very few and they literally got clogged with the first 5 trolls. FPS is down to about 10-15 due to all the ambushes and sieges waiting outside which I'll eventually have to deal with. First time I actually almost lost a fort, because some trolls and gobos ran past my soldiers and started doing crazy shit in my base. Keep up the good work!

This sounds good, and while we are it.... a question for Deon: Is it possible to make changes to the siege system? Like is there a way to change the minimum number of siegers after you reach a certain amount of wealth & pop? It would be cool to have some epic sieges [100+ units].
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: bobbens on July 31, 2010, 06:56:15 am
Holy #&*(, sieged by 20 trolls, 30 gobos (led by demon). Right after the wesman siege. I've locked the trolls and gobos in. Lost all my military except my legendaries (most will eventually recover from healthcare, but over half in casualties). There's also kobold ambushes in my base and I see illithid toxins outside (bug?) which means illithid ambushes also waiting. My legendary swordsdwarf has 90 notable kills, my speardwarf has only 40. This has made me reconsider my traps since I have very few and they literally got clogged with the first 5 trolls. FPS is down to about 10-15 due to all the ambushes and sieges waiting outside which I'll eventually have to deal with. First time I actually almost lost a fort, because some trolls and gobos ran past my soldiers and started doing crazy shit in my base. Keep up the good work!

This sounds good, and while we are it.... a question for Deon: Is it possible to make changes to the siege system? Like is there a way to change the minimum number of siegers after you reach a certain amount of wealth & pop? It would be cool to have some epic sieges [100+ units].

I recon I got attacked by 100+ units at once. The skeletal elks have uncovered 4 snakemen ambushes. I estimate the illithid ambushes outside are around 4 too and there's still the wesman. My military has been virtually destroyed however so I'm just locking up until I can get more traps set up and try to end it all. I've found surgery does work if you remove all the tables so that is a relief. However I see almost all my stone dwarf unit (the ones left anyway, which is 3 out of 10) are infected so that doesn't bode too. And I haven't even breached cavern 1 extensively and there's a really nasty forgotten beast there. Too much fun!


EDIT: The illithids are creating a giant pool of illithid toxin while waiting for me to open the base up...
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on July 31, 2010, 07:43:31 am
They just drool in anticipation :P.

I just have a question:is it possible to use "gather plants" to gather plants that you find and can see?like gather strawberries from a strawberry you found.
Do you mean the bushes? No, you cannot interact with them through DF engine. That's why there's such reaction in the first place.

Holy #&*(, sieged by 20 trolls, 30 gobos (led by demon). Right after the wesman siege. I've locked the trolls and gobos in. Lost all my military except my legendaries (most will eventually recover from healthcare, but over half in casualties). There's also kobold ambushes in my base and I see illithid toxins outside (bug?) which means illithid ambushes also waiting. My legendary swordsdwarf has 90 notable kills, my speardwarf has only 40. This has made me reconsider my traps since I have very few and they literally got clogged with the first 5 trolls. FPS is down to about 10-15 due to all the ambushes and sieges waiting outside which I'll eventually have to deal with. First time I actually almost lost a fort, because some trolls and gobos ran past my soldiers and started doing crazy shit in my base. Keep up the good work!

This sounds good, and while we are it.... a question for Deon: Is it possible to make changes to the siege system? Like is there a way to change the minimum number of siegers after you reach a certain amount of wealth & pop? It would be cool to have some epic sieges [100+ units].
The amount of siegers depends on your wealth, the amount of their units you killed and some other factors. I think it's not moddable.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Tormy on July 31, 2010, 09:02:26 am
Ah damn, I thought that it's moddable already. Thanks for the info Deon!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: TomiTapio on July 31, 2010, 09:03:29 am
I think I'll make a Finnish language file for DF, to add more polish to Genesis mod. I estimate it'll take 1000 minutes, about 20 work sessions.
Edit: revised estimate, 400-550 min.

Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Dbuhos on July 31, 2010, 10:47:03 am
Any other mods compatible with Genesis Mod beside the Critters one which I got ? :D
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Medicine Man on July 31, 2010, 12:31:32 pm
I just realised something,seagulls have 2 right legs.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on July 31, 2010, 01:20:15 pm
I think I'll make a Finnish language file for DF, to add more polish to Genesis mod. I estimate it'll take 1000 minutes, about 20 work sessions.
Edit: revised estimate, 400-550 min.

Spoiler (click to show/hide)
Great!

I just realised something,seagulls have 2 right legs.
What?!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: TomiTapio on July 31, 2010, 07:32:09 pm
Doing well on the Finnish language file, 65 % completed. The game has 2100 words.
Got to test the language, how the game uses the words. Legends mode is easiest to test with.

Lolz at "cuddle-entertain" (snuggleamused) strange town in legends.
Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Medicine Man on July 31, 2010, 11:28:53 pm
Quote
What?!

Yes I went to wrestle one and broke its right leg and then wrestled it again and broke its other right leg,then I thought "What the fuck?did I just break the same leg twice?"and then (l)ooked at it and saw that it had 2 right legs,It must have teleported from Wasteland.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: TomiTapio on August 01, 2010, 09:09:33 am
Deon, would you like to make an alternate
[BODY:HUMANOID_ARMLESS], a tiny-legged model for chickens (RUL: 100 RLL: 100 RF: 50)?
Really would like for the combat on birds to hit their torso more often, instead of bolt to the toe! bolt to the other toe! bolt to the knee!

Also QUADRUPED could use two small-legs versions, for marmots, rabbits, and other plump critters who don't have horse type legs.
Hippo. Gators. Otter. Ferret. Lasse-seal. Giant Toad. Walrus? Giant rat. Hedgehog.
Moledogs, are they rat-shaped?


EDIT: I'm done with V0.95 on the Finnish-for-DF! Now to test in in actual fort mode, and correct any stupidities.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: TomiTapio on August 01, 2010, 11:35:37 am
Here is the Tolkien-loved Finnish language, v1.0 for DF:
http://dffd.wimbli.com/file.php?id=2870

Best way to test it is to have [TRANSLATION:FINNISH] in every civ in entity_default.txt and roll a new world.
You probably want to replace ä with a, ö with o for graphical use. But the "rear vowels" are integral in Finnish (and Germanic languages). I'll just edit my Ironhand tileset.

Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Thoth on August 01, 2010, 07:48:58 pm
Heh, another marvellous mod Dean, rather prolific aren't you :P. I had this in summer of year 2, and somehow I've managed to embark somewhere were the sea and all ponds are frozen every season except summer, but i have rather constant snow storms :P. So although I've mined a large area, I've not really got that much wealth, poxy FB's lost 2 wardogs, several random animals and at least 4 dorfs. Oh nearly forgot strange cavern system seems to be about 60+z levels and waters at -2 and my entrance is up on 103. top that i can see is 57z bottom that i can see atm is -8, but not fully explored, there's 20+z level drops in places :D.


Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Prepaid Lenin on August 02, 2010, 10:30:42 pm
Well I'm off to go try out the Civilization Forge mod, but I've carried over the Dwarven Castes from Genesis. They add some excellent character to a fort.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Lupusater on August 03, 2010, 04:34:52 am
Well, I'm playing with this mod for the first time, and I've discovered the hard way that, in a forest, having an obsidian dwarf on hunting duty is a BAD idea. Lost three dwarves, incuding the hunter, to the massive fire that has't stopped spreading.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: kilakan on August 03, 2010, 12:26:04 pm
wait so obsidian dwarves aren't immune to fire...... well then.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: TomiTapio on August 03, 2010, 01:47:26 pm
I removed the dwarven breath attacks the moment an Aspid killed 20 of our dogs while fighting a FB.
It's cool when an orc starts a forest fire and we have to hide indoors. Too bad ramps/slopes and walls-with-cagetraps block the forest fire.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: bobbens on August 04, 2010, 05:14:25 pm
I removed the dwarven breath attacks the moment an Aspid killed 20 of our dogs while fighting a FB.
It's cool when an orc starts a forest fire and we have to hide indoors. Too bad ramps/slopes and walls-with-cagetraps block the forest fire.

The fire itself isn't really deadly. I've seen elven merchants just walk through it and also sent some of my soldiers through it and nothing bad happened. It's a bit sad that way. The only thing the obsidian dwarves really do as far as I've seen is give unhappy "choked on smoke underground" thoughts. Aspid dwarves however are pretty awesome if you can get a squad of them. They can insta-paralyze a forgotten beast and destroy it before it's moving again. I still think however that the only good soldiers are steel dwarves that become ridiculously uber if you take good care of them (train early, train a lot and full masterwork sun gold).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: dennislp3 on August 05, 2010, 12:24:54 am
yeah steel dwarves are pretty damn uber....I wish i had the time and skill to change all the castes into separate civs....I personally think that would be pretty sweet...I would obviously be a nation of steel dwarves and make everyone my enemy just to see how epic things could get...
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Frelock on August 05, 2010, 06:35:11 pm
Hey, more of a general modding question here.

I really like some of the buildings in Genesis, so I wanted to just put those in my game.  I downloaded Genesis, then just copy-pasted the building_healthcare, building_training, building_entertainment, building_altar, and building_display files along with the reaction_healthcare, reaction_training, and reaction_altar(it looked like reaction_training has all the stuff for entertainment buildings).  However, I can't seem to build any of the custom buildings in-game.  What am I doing wrong?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: McBeer on August 05, 2010, 06:40:42 pm
Quote
What am I doing wrong?

entity_default.txt determines, if you can build sth, or not. compare both, copy, paste..recreate world, voila.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Frelock on August 05, 2010, 08:15:52 pm
Ah, many thanks.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: dennislp3 on August 06, 2010, 06:11:34 am
how do I know what materials (bone in particular) are better then metals...I killed a red dragon and I am planning on making a great axe for my steel dwarf....he has a crucible steel battleaxe and I am not sure which one will be stronger....
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: McBeer on August 06, 2010, 06:19:35 am
how do I know what materials (bone in particular) are better then metals...I killed a red dragon and I am planning on making a great axe for my steel dwarf....he has a crucible steel battleaxe and I am not sure which one will be stronger....

As thankful user of Genesis i dare to ask for same thing(being too lazy to look into raws..).

crucible steel, steel, wrought iron...what's what?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: dennislp3 on August 06, 2010, 07:12:03 am
how do I know what materials (bone in particular) are better then metals...I killed a red dragon and I am planning on making a great axe for my steel dwarf....he has a crucible steel battleaxe and I am not sure which one will be stronger....

As thankful user of Genesis i dare to ask for same thing(being too lazy to look into raws..).

crucible steel, steel, wrought iron...what's what?

I tried looking at the raws a bit...but I cant make the most sense of em or find what I am looking for exactly...

I do know that crucible steel is the strongest basic metal (eg one you will find around on dwarves...not sure if any other civs use it or stronger metals) but I also know that he has modded bones to be of special strengths relative to the beast you kill....how good I do not know...

Right now I just want to know what is stronger...my crucible steel battle axe or my high quality red dragon bone great axe...testing is hard...although I seem to get better results against crucible steel with the crucible steel axe...granted that was one strike of each against the boots of a dwarf with each...so its hardly a reliable test
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Nat on August 06, 2010, 07:31:39 am
Right now I just want to know what is stronger...my crucible steel battle axe or my high quality red dragon bone great axe...testing is hard...although I seem to get better results against crucible steel with the crucible steel axe...granted that was one strike of each against the boots of a dwarf with each...so its hardly a reliable test

I tried a dragonbone axe as well... I wasn't terribly impressed. What you could do (and I never got around to it) is try the dragonbone axe on an illithid. I'm fairly sure only something at least as good as steel, or maybe bronze, will really do a lot of damage to them.

In other news, I played my first fortress in genesis mod... It lasted about a year and a half. I probably should have figured out the new military system beforehand ;) Just couldn't get them training early enough, and when they were attacked they were trying to run away because they thought they were civilians. It was good fun while it lasted though.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: TomiTapio on August 06, 2010, 08:47:20 am
I made the tough creature materials; used 2x the numbers of regular stuff,  quite a big change. I like having tougher flesh on the underground beasts.
So tough bone has [MAX_EDGE:2000] instead of 1000. Tough nail 2700, tough tooth 2400. Nails are sharper than teeth I say.
Copper has [MAX_EDGE:10000]. Don't use bone weapons, except bone bolts for rabbit hunting.

Tough bone as armor vs.blunt,
   [COMPRESSIVE_YIELD:400000]
   [COMPRESSIVE_FRACTURE:400000]
   [COMPRESSIVE_STRAIN_AT_YIELD:400] --4x
Copper,
   [COMPRESSIVE_YIELD:245 000] steel 1034 000
   [COMPRESSIVE_FRACTURE:770 000] steel 1379 000
   [COMPRESSIVE_STRAIN_AT_YIELD:175] steel 675
so tough bone armor might be reasonable if you only have copper. Make some elephant leather pants.

Maybe the dragons should be even tougher, it's no fun when a dragon attacks and a steel-armor squad takes no damage. (Changed my dragons to speed 600)

Maybe we should have the Genesis "manual" as a page on the wiki. Some creatures are spoilers, but the metals data, and what helmets to use..

when they were attacked they were trying to run away because they thought they were civilians. It was good fun while it lasted though.
Give a kill order, "s,a,k,r,enter, other corner enter" (Squad A, Kill in Rectangle) and after battle, "s,a,o".

Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Samohan25 on August 06, 2010, 11:56:22 am
Sorry to ask but I can't set up a swimming pool, this is the second time my mason has become trapped and I can't seem to get him out.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: s20dan on August 06, 2010, 01:44:36 pm
This looks like an impressive mod, is there much of an FPS hit during normal fort operations when using it?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: McBeer on August 06, 2010, 02:42:01 pm
This looks like an impressive mod, is there much of an FPS hit during normal fort operations when using it?
Severe.
Normal fort operation have nothing to it, as you may finish with isolated fort with 3 civs fighting with each other in your garden...with suddenly appearing caravanas without ANY need for escaping from roaming horde.
Effect:
FPS = 1/4 of normal.
When siegers give up you will meet another wave...and so on.
BUT it doesn't matter looking at overall job done there.
It is impressive(especially soil/rock/metals colors, imo).

my advice - build very sophisticated, secured bunker in FEW years, or you are done(ceilings are mandatory).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: InsanityPrelude on August 06, 2010, 11:29:01 pm
15 megabytes can be kind of a lot if you're on a slow connection and just want to update the mod. Just my two cents.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: BigD145 on August 07, 2010, 11:48:16 am
15 megabytes can be kind of a lot if you're on a slow connection and just want to update the mod. Just my two cents.

It's mostly two songs. A no sound version would be nice for updates.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: InsanityPrelude on August 08, 2010, 01:11:22 am
That's what I was thinking. The songs are part of the game itself, and if we're downloading mods it's safe to assume we already have the game- so what would help would be a version without the game packaged in.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Foamy on August 08, 2010, 04:32:29 am
The songs are not the standard music.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: MiamiBryce on August 08, 2010, 10:47:43 am
Oh Armok the SEEDS!!

What do you all do with the seeds?  I never noticed them in vanilla DF because they all cook, so I can get rid of them by cooking them.  It looks like (so far) none of the new seeds can be cooked.  So it seems my options are:  Dwarven Atom Smasher, throw them in magma, or I leave them laying out somewhere they'll probably rot or be eaten by vermin.

Am I missing something here?

Thanks
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: TomiTapio on August 08, 2010, 11:20:04 am
What do you all do with the seeds?  I never noticed them in vanilla DF because they all cook, so I can get rid of them by cooking them.  It looks like (so far) none of the new seeds can be cooked.  So it seems my options are:  Dwarven Atom Smasher, throw them in magma, or I leave them laying out somewhere they'll probably rot or be eaten by vermin.

Buy leathers. Make 200 bags. Sell seed bags to traders. Profit!
If you cook them all -- 400 prepared meals in various barrels, to sell.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: arghy on August 08, 2010, 02:26:06 pm
So i have a question, this mod looks awesome but like all other mods like this i dont want to relearn dwarffortress all over again. Could i just gen a world and embark like i normally do without incident? I've always played with orcs and more recently fortress defense so the concept of building walls and a moat ASAP is nothing new to me.

After years of playing i still have a hard time with choosing civs at embark and i still barely remember all the goddamn metal combos--would i be totally lost upon embark or is it similar enough to vanilla DF that i would be able to make it work? The multiple dwarves is scaring me already--please tell me theres still one goddamn dwarven civ so i dont need to worry about choosing from 20 different civs all with different consequences.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: TomiTapio on August 08, 2010, 03:34:37 pm
Happenings in my Paintbrushed, the first fort with Finnish names (ä & ö in use)

Spoiler (click to show/hide)

The military in detail: (Dwarf Therapist)
(http://dl.dropbox.com/u/8967397/DF3112__Paintbrushed__soldiers-in-DT.png)
mile = military elite
miltr = military in training (good attributes immigrant but no mil skills)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: TomiTapio on August 08, 2010, 03:45:33 pm
I put some condensed Genesis info up at http://df.magmawiki.com/index.php/User:TomiTapio (http://df.magmawiki.com/index.php/User:TomiTapio), we can work on it together, maybe end up with a decent Genesis FAQ.

So i have a question, this mod looks awesome but like all other mods like this i dont want to relearn dwarffortress all over again. Could i just gen a world and embark like i normally do without incident?
Yep, easy as pie. Pie that menaces with spikes of Spiffitanium.
Pig tails and cave cotton make underground cloth.

After years of playing i still have a hard time with choosing civs at embark and i still barely remember all the goddamn metal combos--would i be totally lost upon embark or is it similar enough to vanilla DF that i would be able to make it work? The multiple dwarves is scaring me already--please tell me theres still one goddamn dwarven civ so i dont need to worry about choosing from 20 different civs all with different consequences.

There's one dwarf civ. The goblin civ is a little tougher and the big monsters have tougher skins, muscles, bones, for fun.
There's also hostile werewolf civ and illithid/mind flayer civ.
Steel dwarf caste is rare, and great for military. Jade dwarves learn faster.

Quick guide to metals: 1. use any steel. 2. lacking steel, use the three kinds of bronzes, or wrought iron. 3. failing that, copper time. 4. bronze is damn hard to make, tin is rare.
You can make an uniform that contains breastplate and THREE chain mails (vanilla DF feature).

Quick guide to Genesis dogs: Mastiff (heavier than dwarf) > bulldog > vanilla dog > untrainable yappy spaniel.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: MiamiBryce on August 08, 2010, 04:09:12 pm
Is it me ore is the material_template_default in 2.99b missing some REACTION_CLASS?  I tried to dismantle some wood beds and got the message I had no beds.  I looked at the reaction and didn't see anything obvious so I searched the forums and found that WOOD_TEMPLATE needed to have REACTION_CLASS:REFINE_WOOD.  After adding the reaction class I was able to dismantle wood beds.

I just now went to cremate some body parts and it didn't work.  I looked at the reaction and it had [REACTION_CLASS:CREMATION], searched the modding forums and found the original crematorium post and it says some templates in material_template_default need to have that reaction on them.

Am I wrong?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: arghy on August 08, 2010, 10:56:07 pm
Yeah once i DLed the mod and read the manual it answered alot of the questions--does it tweak the amount of metals available? Vanilla .12 has a shitton of resources so i always assumed the posts were old. I love the idea of training workshops but the black lung mod and lead poisoning scares me as my miners are usually my best dwarves haha.

Why is there a FPS hit? i kept hearing about it but i was always left wondering why.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on August 08, 2010, 11:40:36 pm
Okay, I was away for a few days working in a village so I couldn't answer at once :).

I will come up with a table of metal values for people who are lost here, give me some time. Dragonbone is not as good as steel but it should be better than iron or bronze, but I must check it, it's been a while.

Thank you for the finnish language, Tomi, it's a lot of cool job.

MiamiBryce: yes, it's my bug. When vanilla combat became better (weapons started to kill people, hearts/throats started to bleed etc.) I reverted some of major changes to materials by giving them vanilla/close to vanilla values, but I forgot to add REACTION_CLASS:REFINE_WOOD to the wood template. Thank you for finding it, I will update it. Right now you can do it for your save without world regeneration.

Arghy: FPS hit comes mostly from many attackers. In vanilla DF you have "quiet" seasons and sometimes goblin stop coming at all. Here you have a few races to siege you and some (werewolves) do it non-stop from the beginning so with more hostile creatures DF has to calculate more movement.

There's no blacklung, it's a myth from the past which no longer terrifies miners :P.

Thank you very much for all the info and answers you give here, TomiTapio.

I plan to update Genesis to 3.0 soon (with orcs instead of osmans and a name change for wesmans, also I want to use finnish language Tomi gave me, I guess you want it for nords, right?) so expect an update in a few days.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: arghy on August 09, 2010, 01:48:12 am
Ah k sweet lots of enemys lagging you just means you need to kill the faster.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Samohan25 on August 09, 2010, 07:04:35 am
Sorry to repost but my question hasn't been answered yet, I can't build swimming pools properly, the mason seems to always get trapped and I can't work out how to place them right.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on August 09, 2010, 07:11:40 am
There's an exit which is not blocked, look for it when you place the pool. Dark tiles are those which are "occupied" and block movement (in the same way as dark tiles for common workshops) so place it properly.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Ladde on August 09, 2010, 07:59:22 am
Hi.

I've been playing Dwarffortress since March 2010. I'm not that experianced, and I am still learning.
I haven't really had a successful fortress yet, although the one I currently play on have walls and a decent working military troop, sometimes I get small errors. I've got traps up, although mostly stone-fall traps.
I still haven't touched Clothing or Cheese making. I have a hospital up but I don't know if it works yet. I just recently discovered the beauty with magma forges and smelters.
Glass is unknown to me, and Soap I've failed to make.
At the trade screen I often don't know what to trade, since I don't really know whats good yet.

Would this Mod be good for me?
Will I get anything out of this mod more than headache?
I don't really feel that the vanilla DF is boring, just that when I read about this mod, it seems alot of fun. And I like the features.
But maybe I should get good at vanila before jumping in on this, as it seems abit more complicated.

And also, how is it with Dwarftherapist (a must!) or Tilesets (also a must).
Cheers!
Keep up the good work!.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: dennislp3 on August 09, 2010, 08:02:59 am
This mod would be best to wait on at least for a small bit....it makes metal making more complicated and it adds a lot of variety that also complicates things.

Dwarf therapist helps manage your fort a lot better then the in game menus....check out the newb pack...it should give you all you need to play with whatever as well as having links to tutorial vids in the post

http://www.bay12forums.com/smf/index.php?topic=59026.0
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Ladde on August 09, 2010, 08:05:48 am
This mod would be best to wait on at least for a small bit....it makes metal making more complicated and it adds a lot of variety that also complicates things.

Dwarf therapist helps manage your fort a lot better then the in game menus....check out the newb pack...it should give you all you need to play with whatever as well as having links to tutorial vids in the post

http://www.bay12forums.com/smf/index.php?topic=59026.0

Okey, thanks.

And I think you missunderstood. I wonder if Therapist works with this mod and if tilesets does aswell :)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: dennislp3 on August 09, 2010, 08:08:07 am
Misunderstand I did....and yes therapist works just fine....as for tileset....this mod has a good mix of tilesets and its made to cover all the stuff in game it can...you can try and change the tileset though
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on August 09, 2010, 08:12:08 am
Tilesets are things which you set up manually (or they are set up for a mod).

This mod has a graphic tileset  and all creatures have graphics.

Also therapist works well because only the base DF version matters.

I am not sure if you want to "wait" with it or not, it's your personal matter. This mod is harder because it has more enemies and they siege earlier, also there're some complications like more complex steelmaking but nothing you can't deal with. So you have to decide by yourself :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Nat on August 09, 2010, 08:37:53 am
I am not sure if you want to "wait" with it or not, it's your personal matter. This mod is harder because it has more enemies and they siege earlier, also there're some complications like more complex steelmaking but nothing you can't deal with. So you have to decide by yourself :).

I hadn't played fortress mode in a couple years and I jumped straight into this... I don't think the steelmaking is any harder (maybe because I read the manual, it really makes the new workshops easy to use! I wish I could find a spreadsheet like that for all the vanilla workshops... I still struggle to make soap, haha)

Maybe the fact that you have 4 times the number of sieging enemies makes it a little harder, but really I find the game more difficult in general now that your soldiers don't use the IDDQD cheat after 3 months of beating each other up.

The only things that have set me back are the new military system, which I stuffed up so badly the first time that really, I would have lost that fort in vanilla mode anyway, and now a bug (I don't think it's related to this mod) that for some reason my dwarves refuse to move mechanisms around the place (unless I set them to be dumped and them unforbid them... ugh)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Samohan25 on August 09, 2010, 08:47:34 am
Thanks for the reply, from the way it looked I thought it might have t be on the layer below, evidently not though.
One other thing too: how do you start a gateball match? The workshop shows no reactions.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: TomiTapio on August 09, 2010, 08:49:14 am
I have an idea for a decorative workshop:
Laundry Room.
may cause loss of socks.

Built out of barrel, barrel, bucket, soap, cloth. Maybe wood or stone too, for a clothes-drying rack.
Maybe: uses up soap and gives Concentration skill or Student skill.


Soap workshop takes lye (made from ash) and animal tallow to make soap. One can easily embark with a few units of lye.
http://df.magmawiki.com/index.php/DF2010:Soap

One other thing too: how do you start a gateball match? The workshop shows no reactions.
You can't, it's not in Genesis, and there's no multi-dwarf workshop actions possible. Maybe throwing practice for a single dwarf.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Samohan25 on August 09, 2010, 08:51:57 am
If clothes can be stained in the future this could be a good idea, is there any way to implement new happy thoughts? Like 'washed his clothes recently'?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: TomiTapio on August 09, 2010, 08:56:17 am
If clothes can be stained in the future this could be a good idea, is there any way to implement new happy thoughts? Like 'washed his clothes recently'?

Alas, thoughts are not moddable. And clothes-washing in a workshop is impossible, they have to walk through a pool of water instead. The Laundry Room would be Decorative and Fun.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Nat on August 09, 2010, 09:18:55 am
Soap workshop takes lye (made from ash) and animal tallow to make soap. One can easily embark with a few units of lye.
http://df.magmawiki.com/index.php/DF2010:Soap

Doh. I knew I'd forgotten something silly. Not that it was anywhere near the top of my list of priorities... I only bothered making lye because I got an immigrant who was an almost-legendary lye maker. I had a great setup for making a lot of lye, but no real animal-butchering industry.

Not that it really mattered in the end...
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Ladde on August 09, 2010, 09:29:11 am
I feel that I really want to try this out, but I think I'll wait, atleast untill I get my hands around more stuff in vanilla.
Thanks.
And again, keep up the good work!

Question:
So the Ironhand tileset that comes with Genesis, is that the only one that has complete, as complete as it is, set of graphics?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Makaze2048 on August 09, 2010, 01:16:26 pm
And clothes-washing in a workshop is impossible, they have to walk through a pool of water instead.
Stupid hack, but would it be possible to setup a one tile workshop that contained water (even if you had to fill it yourself) and make a dummy reaction that neither produced not consumed anything (or one that just consumed soap) but would make a dwarf go stand there for a second thus washing him off?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: EuchreJack on August 09, 2010, 02:27:10 pm
I would suggest marking a spot in a hole as "meeting area", then periodically flood it.  It would be dwarvenly awesome!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Eagle_eye on August 09, 2010, 07:30:34 pm
I have to say, your mod is fantastic, but the fact that there are so many races means that there's a lot of trading and warfare overlap. Perhaps you could give each race a chance to come with a caravan, if that's possible?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Ladde on August 09, 2010, 08:36:16 pm
I'm playing this mod right now, and it feels great.

I have two questions tho.
Is there a guide? I see alot of new workshops :)
And is the Ironman tileset the most complete one? And is it up to date? :)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Medicine Man on August 09, 2010, 08:38:28 pm
What version of DF was genesis mod 2.99 running? (not 2.99b) I need to know if archery is still broken.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: arghy on August 10, 2010, 01:19:44 am
I embarked with a ton of different seeds but when i checked the kitchen menu none of them were on it--did i lose them are are they just uncookable?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on August 10, 2010, 03:03:15 am
If I remember it right, 2.99b and 2.99 are based on the same version. You can check "version changes" txt file in the root folder to see it.

Also I've got a few nice PMs so when I sort it out I should be able to make 3.0.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: TomiTapio on August 10, 2010, 12:30:18 pm
Another idea came to me, after seeing (in a documentary) camel dung as game pieces in the desert (very few trees, no rocks).
They use elephant dung for firewood in some parts.
http://www.maratriangle.org/blog/2009/4/7/maasai-women-make-briquettes-to-replace-firewood.html (http://www.maratriangle.org/blog/2009/4/7/maasai-women-make-briquettes-to-replace-firewood.html)

So... we might have a workshop that dries certain plants to make fuel. It's low-quality fuel however, not as good as charcoal.
Maybe three kinds of plants (reeds, leaves), insert many of them into workshop, out comes compacted peat (or similar). Fuel pellets.

"use of biomass from reed canary grass (phalaris arundinacea) as raw material for production of paper pulp and fuel." title of a paper

BTW, my current fort now has a bath area (2-3 or 3-4 high water), seems pretty popular. I drain pools to make reservoir, can't be arsed with pumps. Wait, wasn't pumps a "strength training station" in DF 40d.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: TomiTapio on August 10, 2010, 03:26:02 pm
Happenings in Orbsspun, a dwarven outpost with a strange language...

(http://dl.dropbox.com/u/8967397/DF3112__Orbsspun__trading-meals__1.png)

Manager's artifact
Spoiler (click to show/hide)

Leader's scribblings
still no hostile squads.
Spoiler (click to show/hide)

Edit: continuation
Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: arghy on August 10, 2010, 08:53:58 pm
Dear god i barely knew how to make quarry bushes and dwarven sugar work haha how do i get cacao and rice to work?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: arghy on August 10, 2010, 10:06:33 pm
Alright so just growing everything and setting proccess plants on repeat seems to have given me an idea what everything is for(its fucking awesome). I love the wildlife--rabbits, foxes and all the other tiny little things that make a huge difference. I also love the fact that the vegetables are fucking diverse as hell! i just bought this massive pile of different vegetables from the elves so instead of eating meat and beer my dwarves are eating this massive variety!

Just how badly was the ore spawns nerfed btw? i'm getting 40d flashbacks with nothing but copper and silver.

After i made my first chocolate-strawberry jam-quarry bush leaves roast i dont think i could go back to vanilla!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: CapnKorin on August 10, 2010, 11:32:50 pm
Can you huck fireballs as an obsidian dorf adventurer? If so, how?

Or are all the cool shooty doodies limited to NPC folks?

Also, how do you make/build things as an adventurer?

Is there a guide to this mod? Because the "manual" just displays the new workshop/training areas of dorf mode.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: dennislp3 on August 10, 2010, 11:59:48 pm
I believe that just like breath attacks and all the....I think the technical term was "cool shooty doodies" are indeed limited to the NPC because the interface and menus does not let one access abilities...only items, maps/quests menu, and now craft menu
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on August 11, 2010, 04:05:11 am
Quote
why is cork-tree bark and black walnut bark in the plants stockpile?
Because it's a leftover of Chariot's botany mod, he had those for some reason as plants. I think I will turn them into those plants which are burned into fuel.

Can you huck fireballs as an obsidian dorf adventurer? If so, how?

Or are all the cool shooty doodies limited to NPC folks?

Also, how do you make/build things as an adventurer?

Is there a guide to this mod? Because the "manual" just displays the new workshop/training areas of dorf mode.
You can't throw real fireballs because you cannot use breath attacks as adventurer, however ANY adventurer can spawn fire arrows/bolts (press "x"), make sure you throw them as soon as possible or they will burn you.

The manual also has the list of all plants and I will add metal properties for the next release.

If you want something specific added into the manual file, just ask. I just don't see many things as too different from vanilla, there're more and there're more races, but it should be easy to grab on the fly. Oh, I think I will add the list of races to the manual this time.

You can't build in adv. mode yet, but all you can make is in the "x" menu.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on August 11, 2010, 04:45:09 am
Okay, I finally made myself to forget about real life needs and problems for a while :).

I've changed wesmans and osmans to keepers and orcs. I've adjusted their flavor and items a bit too.

Nords now use finnish language by TomiTapio. Old nords' language comes to keepers.
I would only like Tomi to replace various finnish-only symbols (which my PC reads as russian due to the lack of encoding) as english letters if possible, please.

I've changed the peat-to-coke reaction, it took 1 fuel and provided 1 fuel +50% one more, so it was pretty unprofitable. Now it provides 100% + 75% +25% results, so you will get 2 fuel more often and rarely even 3.

Thanks to the MiamiBryce I've fixed all old "missing reaction class in template" mistakes for reactions so it should be fine.

I am going out to visit a job and then I will be back and change some other stuff I plan to do.


P.S. Also I've made steel dwarves a bit slower and added a reaction to make vials out of metal. Good nice TomiTapio's ideas they are :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Medicine Man on August 11, 2010, 06:14:43 am
I am going to miss the Osmans  :( will there still be a race that punches and kicks?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Ladde on August 11, 2010, 07:24:18 am
When new releases comes of this mod, will the Ironhand http://www.bay12forums.com/smf/index.php?topic=53180.msg1140176#msg1140176 (http://www.bay12forums.com/smf/index.php?topic=53180.msg1140176#msg1140176) tileset be upgraded aswell? Or I have to do that manualy?
And how would I do it?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on August 11, 2010, 07:27:31 am
I am going to miss the Osmans  :( will there still be a race that punches and kicks?
Orcs are pretty much samurai orcs, and they keep the language, so the main theme will be there.

These orcs will be close to Morrowind orcs, I mean in Morrowind they were heavily influenced by far eastern culture, just look at orcish armor.

I will look into new Ironhand tileset. And if you want to update it, just replace the file. Too bad I customized some stuff so it will bring possible errors on your end.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Ladde on August 11, 2010, 07:28:45 am
...I will look into new Ironhand tileset. And if you want to update it, just replace the file. Too bad I customized some stuff so it will bring possible errors on your end.
The File, is just the art file? No raws or anything else?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: LizardKing on August 11, 2010, 08:02:56 am
Sounds pretty awesome, I'll have to give it a go. Just being able to play adventure mode as a lizardman and throw children around with my tail is enough justification xD
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Medicine Man on August 11, 2010, 08:27:35 am
I don't think you can throw with your tail  :(
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on August 11, 2010, 08:38:01 am
You can because it's a limb.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on August 11, 2010, 08:41:40 am
Btw here's an image by Omnipotentgrue. A cockatrice adventurer wanders evil forests. Forest spiders are glad to see him!

(http://i35.tinypic.com/fa9dw9.png)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Medicine Man on August 11, 2010, 08:59:58 am
Forest spiders are the scariest thing that you can face on the surface,once they web you if you are not fully clad in metal you die,even if you are fully clad in metal you usually die because of strangling and that is what makes this mod awesome!thanks Deon!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: TomiTapio on August 11, 2010, 09:35:43 am
Dear god i barely knew how to make quarry bushes and dwarven sugar work haha how do i get cacao and rice to work?
make a rock quern at mason shop, build quern as a workshop, make lots of cloth or leather bags, command mill plants -repeat at the quern-workshop.
(quern = hand-cranked mill stone)
Seed storage also requires lots of bags. One seed barrel has many bags so it's one valuable barrelful especially if there's silk bags.

Alright so just growing everything and setting process plants on repeat
once they run out of bags or plants, the repeat-task is canceled. Other option is to put Mill Plants in the job manager queue (j-m-q-mill)

Deon, I'll email you the äö -> ao version of the language.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: ghostxxx on August 11, 2010, 10:02:09 am
Hey Deon! Great work as always! Do you have any plans for including the Phoebus graphical set for the next release?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on August 11, 2010, 03:35:40 pm
I hear you. I have plans. Now there's a small problem: I must do it :). And I will.

Thank you, TomiTapio.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: arghy on August 11, 2010, 07:25:29 pm
A stretch but, maybe maydays tileset also? haha it would be awesome to have 3 different graphical options!

The key to farming seems to be multiple small farms as you can grow a massive variety with very little managing.

The lack of resources is really hurting--another embark and once again very little iron even with 2 marble layers. I liked the new ore changes since it ment you could have every resource no matter where you embarked instead of being strapped for basic things. I'm forced to hoard my 2 little veins of hematite even though i have so much malachite i dont even care about it anymore.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Mudcrab on August 11, 2010, 09:35:29 pm
Have you made it impossible to make weapons out of silver?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Ladde on August 11, 2010, 10:12:38 pm
I downloaded the latest Ironhand tileset, and updated it. But I might have done something wrong, because now alot of my dwarfs are black boxes. :o
This is why I wanted help with updating the tileset.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: LizardKing on August 12, 2010, 03:44:36 am
Played around a bit with this mod last night. Seems by default the Lizardmen can't grasp with their tails, which I changed. Interestingly, this seemed to mean my adventurer started with a shield in each hand and holding a glaive with his tail. I also recruited some buddies who had fun throwing fireballs at the local wildlife. Seems like this could be good fun. I think I'll try building a fortress first though, so my adventurer will have something to loot later on.

(The forum seems to think I posted this already, though it didn't actually post. Strange.)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on August 12, 2010, 04:05:47 am
Dear god i barely knew how to make quarry bushes and dwarven sugar work haha how do i get cacao and rice to work?
make a rock quern at mason shop, build quern as a workshop, make lots of cloth or leather bags, command mill plants -repeat at the quern-workshop.
(quern = hand-cranked mill stone)
Seed storage also requires lots of bags. One seed barrel has many bags so it's one valuable barrelful especially if there's silk bags.

Note that now it's possible to make wooden querns too (it's the furniture workshops if I remember it right).

Also I finally make seeds cookable again so you will have something to do with them.

Ladde: wait a bit, there's a release soon and I will update it with the latest ironhand.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: OmnipotentGrue on August 12, 2010, 04:09:49 am
there's a release soon

*gasp*
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on August 12, 2010, 05:46:01 am
Okay, I will make a mayday version too, but it will take a bit longer then.

Also right now I am in a middle of a simple body rework which takes a lot of time because it should be made manually on any mammal with MALE and FEMALE castes... I am not sure if everyone likes it, but it adds some Fun to adventure mode combat.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Medicine Man on August 12, 2010, 06:29:37 am
O.O are you adding what I think you are?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: OmnipotentGrue on August 12, 2010, 06:30:46 am
...genitalia?

*slaps self across face* Bad Grue, bad!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Medicine Man on August 12, 2010, 06:32:00 am
Yes that's what I was thinking,I like the sound of it if it  is though because it would make Adventure more realistic.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: OmnipotentGrue on August 12, 2010, 06:34:29 am
But...

...you could attack them...
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Medicine Man on August 12, 2010, 06:44:45 am
That would make it a whole lot more fun to kill elves.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: OmnipotentGrue on August 12, 2010, 06:45:58 am
That would make it a whole lot more fun to kill elves.

Hehe... yes it would...

Hehe...

HAH!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Medicine Man on August 12, 2010, 06:58:31 am
Dwarf mc dwarf pinches OmnipotentGrue's
Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on August 12, 2010, 07:11:14 am
Just penises and testicles to men and ovaries to women. But no worries, it's just a minor thing I do to bodies.

The main reason I do it is because I wanted to do it for a long time. I don't think that genitals are "wrong" in a game where you can dismember a kid and beat his parents with his corpse. It's just another bodypart which you can slash off (or lose) which adds to a realism a bit.

I also do it because it makes me to look through all creature files, so at the same time I fix errors and mismatches between ASCII and graphics versions, also I change all smaller birds' bodies to unique ones with smaller legs so they do not magically catch most of attacks with their legs (TomiTapio's suggestion).

Also I've got a few ripped sprites from other games (mostly Final Fantasy on SNES) to replace some of poorly drawn creature sprites.

mummy: (http://www.gsarchives.net/snes/final_fantasy_mystic_quest/sprites/non-animated/enemies3/enemy-zombie-small-1.gif)
vampire: (http://www.gsarchives.net/snes/final_fantasy_mystic_quest/sprites/non-animated/enemies1/enemy-fangpire-small-1.gif)
serpentfolk: (http://www.gsarchives.net/snes/final_fantasy_mystic_quest/sprites/non-animated/enemies2/enemy-lamia-small-1.gif)
beholder: (http://www.gsarchives.net/snes/final_fantasy_mystic_quest/sprites/non-animated/enemies1/enemy-beholder-small-1.gif)
sandworm: (http://www.gsarchives.net/snes/final_fantasy_mystic_quest/sprites/non-animated/enemies2/enemy-landworm-small-1.gif)  (I will recolor it)
pigeon: (http://www.gsarchives.net/snes/final_fantasy_6/sprites/non-animated/creatures/Creature_Pigeon_Stand-L.gif)
chicken: based on pigeon sprite

Also I've made separate graphics for dog types and changed some more but I am lazy to upload them now to show here :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Medicine Man on August 12, 2010, 07:18:28 am
It still will be funny when you retire your neutered adventurer and you think "Lolwut?how did he get a kid?"
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on August 12, 2010, 07:40:04 am
Magic.

Also I've finally made obsidian dwarves' body materials to be resistant to heat (like dragons' materials) and ice dwarves' body materials to have no cold damage point. I was going to fix it for a long time :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Medicine Man on August 12, 2010, 07:41:56 am
Magic.
Yeah the magic breeding spores in the game.
Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on August 12, 2010, 08:22:16 am
I know how horses in deep underground pits of my fortress get pregnant when a wild horse appears on the map for a second, so yeah.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on August 12, 2010, 08:51:44 am
That was definitely a good decision to go through all creatures. I've fixed a few size issues, also goats finally have milk.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Medicine Man on August 12, 2010, 09:19:24 am
Will genitalia be on Wasteland too?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on August 12, 2010, 09:30:42 am
Heh, why not. It would be fun to shoot someone in the crotch. Also it was even in Fallout 1/2/3.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: LizardKing on August 12, 2010, 09:35:23 am
Heh, why not. It would be fun to shoot someone in the crotch. Also it was even in Fallout 1/2/3.

In Fallout 1 and 2 yes, but it wasn't in 3. Sadly you could no longer hit a child in the crotch with a sledgehammer (and in fact without modding it could not attack children at all). Very disappointing.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Medicine Man on August 12, 2010, 09:36:48 am
Fallout 3 was a disapointment,obsidian (or whichever company makes oblivion) pretty much made the Brotherhood Of Steel knights.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: kilakan on August 12, 2010, 10:07:37 am
Fallout 3 was a disapointment,obsidian (or whichever company makes oblivion) pretty much made the Brotherhood Of Steel knights.
there was a reason behind that, there's a quest where you find out that the local brotherhood leader is crazy good, and all the cooler knights who arn't all zealous broke off.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on August 12, 2010, 10:28:04 am
Let's not start Fo3 pro/cons thread (I will just say that I can't play it for long without mods, and I love it with mods). I really forgot that you cannot do it, it was too obvious for me in Fo2/3.

Also while browsing creatures I adjusted other stuff, so now you can for example have unicorn milk and fairy cheese.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Ladde on August 12, 2010, 11:10:29 am
...Ladde: wait a bit, there's a release soon and I will update it with the latest ironhand.

Thanks, thats nice to hear!
Cheers!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on August 12, 2010, 12:14:54 pm
I've started a wiki. It was requested some time ago and I think it will be easier if people start to fill it along with me (well, at least faster :P).

http://df-genesis.wikidot.com/
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Ladde on August 12, 2010, 02:13:11 pm
I've started a wiki. It was requested some time ago and I think it will be easier if people start to fill it along with me (well, at least faster :P).

http://df-genesis.wikidot.com/
I don't really want to complain, but isn't this site alot better? http://www.wikia.com/Wikia or atleast nicer looking, imo :>
And I think its free aswell.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on August 12, 2010, 02:45:16 pm
I care more about info than about nice-looking (plus what's wrong with wikidot?). But of course I can start a second one :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Ladde on August 12, 2010, 02:52:37 pm
I care more about info than about nice-looking (plus what's wrong with wikidot?). But of course I can start a second one :).
I just thought it was abit less confusing. Maybe its just me tho.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: arghy on August 12, 2010, 02:56:36 pm
I like the fact that ironhands graphic set has all the unique creatures in it but the colors are just so dark and blocky. I started playing with maydays and every other one i tried just doesnt seem to do it for me or get a nice balance of the tile details.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on August 12, 2010, 03:33:47 pm
You can easily edit colors in colors.txt to whatever values you want :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: TomiTapio on August 12, 2010, 05:51:16 pm
Months pass in Orbsspun...

Spoiler (click to show/hide)

Fisherdwarf fished some Turkeys out of pool. Fixed that for my next world.
Added two new african quadrupeds to my raws too, no graphics for them.

A new idea: livestock feeding workshop: insert plants and meat and flour. and prepared meals (pigs' slop). Skill: animal care (which is bugged).
Wish the Dungeon Maser would be fixed soon, so PET_EXOTIC doesn't mean "never pet".
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: arghy on August 12, 2010, 06:30:42 pm
There was a nice mod that changed all the raws and removed the exotic tag but it was only for vanilla DF.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Medicine Man on August 13, 2010, 12:53:56 am
Was it Noexotic?that deletes all [MOUNT_EXOTIC] and [PET_EXOTIC] tags so it should work with a mod.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on August 13, 2010, 12:55:48 am
I already removed all EXOTIC stuff for the next release. Have some patience, I fix other things :).

For example, goats give milk and live in mountains AND shrubland regions.

And I've fixed LARGE_ROAMING issues which were found by TomiTapio.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: arghy on August 13, 2010, 01:56:16 am
Alright just had a dwarf on a wall with no possible way for him to get on this wall--he somehow just died of thirst. There was scaffolding 1 Z level below him and i did nothing but build a wall on top of another wall so theres no ramps or stairways involved.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on August 13, 2010, 02:02:55 am
You may want to post the save on the bugtracker. Mods cannot affect things like these.

Meanwhile, I want to excuse for the long time I take to release the mod. I've been working on details and I will need a bit more time.

Here're the dog breeds' graphics:
(http://i37.tinypic.com/2wn00fd.png)
Dog, hunting dog, war dog, spaniel, mastiff, war mastiff, hunting mustiff, bulldog, war bulldog, hunting bulldog.

Wolves and large felines has got war/hunting graphics too.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on August 13, 2010, 03:09:12 am
Here're new elephant tiles.

I think the original one is from Sphr.
I've made a zombie and war tiles: (http://i38.tinypic.com/a41paa.png)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Medicine Man on August 13, 2010, 04:00:27 am
Cool!the new wrinkly grey tank skins!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on August 13, 2010, 05:43:14 am
Okay, 3.0 is actually ready.

I need to do two more things:
1) Play with it for a while to see if I like everything as it is now.
2) Make Mayday and Phoebus version.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: McBeer on August 13, 2010, 05:45:21 am
Okay, 3.0 is actually ready.

I need to do two more things:
1) Play with it for a while to see if I like everything as it is now.
2) Make Mayday and Phoebus version.

Great.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on August 13, 2010, 06:26:25 am
I don't get what's going on.

There're tons of worldgen crashes... Oh well. I guess I will have to slowly add stuff and see what causes it. *Sadface*

P.S. I think it may be related to new bodyparts being cut off in the worldgen or something, but also it crashes alot on the last item of "finilizing sites". I hate when this kind of stuff happens (no errorlog but the game doesn't like something).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Medicine Man on August 13, 2010, 06:29:09 am
 :( so no new bodyparts?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: TomiTapio on August 13, 2010, 06:36:18 am
There're tons of worldgen crashes... Oh well. I guess I will have to slowly add stuff and see what causes it. *Sadface*
Can I help with the proofreading, I'm proficient with WinMerge.
Just removed my world's strange tadpoles (who shouldn't be in raiding parties).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on August 13, 2010, 06:55:02 am
Well, I think the game is mostly confused by the way I defined male and female parts (I've made quite complex select_caste permutations). It's safer to remake this part, there's too much to check :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: OmnipotentGrue on August 13, 2010, 06:56:39 am
So wait, genitalia being chopped off can destroy worlds?

My lord.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on August 13, 2010, 07:03:41 am
I think it could be something with the way I arranged materials or tissues so it was made in a correct manner but somehow didn't work in worldgen calculations.

It happened to me before with creature blood.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: TomiTapio on August 13, 2010, 07:49:32 am
So wait, genitalia being chopped off can destroy worlds?

"The forces controlling each dimension" have come to handle that "irregularity" and have rewound time.

Since I have DF-mastiffs... here's how a good mastiff puppy looks:
http://www.flickr.com/photos/teeheehee/4659238574/ (http://www.flickr.com/photos/teeheehee/4659238574/)

BTW Deon, did you make a
[BODY_DETAIL_PLAN:STANDARD_GENITAL_POSITIONS_MALE] and female?
Probably need tissue_layers definition too, and tissue add command similar to [ADD_TISSUE:LIVER:LIVER_TEMPLATE].
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on August 13, 2010, 08:46:51 am
Right now I was lazy and used tentacle tissue layers. Later I may work on it more, but right now it works without problems too.

I remade most creatures again, plus because I delayed the release I took my time and made ostriches and parrots.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on August 13, 2010, 09:00:30 am
Tomi, did you send me the fixed finnish language? It looks like I didn't get it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on August 13, 2010, 09:43:25 am
I've got a few crashes even while I remade everything from scratch... It looks like worldgen doesn't like too many creatures with caste-specific bodies.

Anyway it works quite well (with rare crashes during 500+ year worldgen on large maps). I usually generate 200-300 years old worlds anyway and they are often medium to reduce Adventure mode lag, thus it should work for you too.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: LizardKing on August 13, 2010, 09:57:45 am
So I decided to use PerfectWorld and took my time to build a single really good map with all the various races intact, a good range of environments and a good set of volcanos and things. I'm going to keep building forts on the same map, so when I then go adventuring on the same map there's some fun stuff to explore. Had to remove aquifiers though, for some reason they were covering almost 50% of the map, with at least 2 layers, and I've never even encountered one before. I was planning on doing the same with standard DF, but with this mod too it means I can have adventures with an even greater array of characters.

Thanks for the great work :)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Foamy on August 13, 2010, 10:46:45 am
Could you reduce the volume of the music for the next version? the first song gets too loud sometimes and the second is almost always too loud.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on August 13, 2010, 11:08:15 am
Did you try to change the in-game volume? It's saved, you know :).

Of course I can, but then I won't be able to hear it on a notebook, and it requires a file conversion. I'll try to make it later, sure.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: TomiTapio on August 13, 2010, 11:19:51 am
Tomi, did you send me the fixed finnish language? It looks like I didn't get it.
I sent it again now to your Yahoo mail. Also check your spam-folder.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: ghostxxx on August 13, 2010, 02:08:43 pm
Yahoo has a terrible delay and sometimes just refuses to get email. I'd forsaken it for a better service. I've been using gmail for a while now and had no troubles with it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on August 13, 2010, 03:29:21 pm
I was using yahoo for PBEM for two years and it had no problems for me, strange. It must be location-specific or something.

And sorry, it was really in Spam folder, I forgot to check it :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on August 13, 2010, 04:59:49 pm
I've removed most of the "strange" trees because I am almost sure most people do not know them, and also there were location-specific trees (like brazilwood) which didn't work for DF.

Also there're snakes now:

(http://img11.imagehosting.gr/out.php/i1437505_snakes.png)
Rattlesnake, asp and sand cobra.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Foamy on August 13, 2010, 05:11:34 pm
What does the venom do to you?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on August 13, 2010, 05:14:23 pm
It causes temporary paralysis of the bitten part and pain, nothing else. I've learned the hard way that people do not like harsh venoms :).


Also I've made a "potted plant" workshop (1x1) which does nothing (for you to decorate your fortress).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: TomiTapio on August 13, 2010, 05:29:19 pm
Another idea: livestock feeding workshop: insert plants and meat and flour. and prepared meals (pigs' slop). Maybe out comes crap?

The outpost of Orbsspun suffers some harsh sieges... like, 20 dead and 13 in bedrest.

Spoiler (click to show/hide)

(I have lots of screenshots but it's too slow to upload-copylink-insertlink 12 times.)

Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on August 13, 2010, 05:44:30 pm
Oh man. Could you upload the screenshots as an archive?

Also, I've added a reaction to turn ashes+2boulders into 5 bricks. It should save those who do not want to dig lots of stone or do not have access to many stones due to aquifiers.

You can study architecture and herbalism at library now. We're almost there :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on August 13, 2010, 07:36:51 pm
Okay, here're the latest Ironhand graphics in the work. Notice that I took my time and turned osman graphics into orc graphics:

Spoiler (click to show/hide)

Also now you can brew drinks in adventure mode (from gathered plants using a barrel made from logs).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on August 13, 2010, 08:38:31 pm
I quite like this font:

Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Urist McNewb on August 13, 2010, 09:02:02 pm
is there any way i could get this to work with stonesense, and Dwarf theropist (though i don't know if it works with DT as i never tried. any help would be greatly appreciated
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on August 13, 2010, 09:05:02 pm
3.0 is almost released, so wait a moment :).

DT and Stonesense work with specific DF versions, so it means that if they work with .31.12, they work with Genesis.

So yeah, they work :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: Deon on August 13, 2010, 09:06:38 pm
3.0 is released

- 3.0: wesmans->keepers; osmans->orcs; new reactions: make plant fuel, make bricks. Plant fuel is made from two new plants (hearth bush and desert rose bush). Some of weird trees are removed. New graphics (0.48 Ironhand) and creature tiles (new war/hunting graphics, dog breeds' graphics, updates to old creatures, orc tileset etc.). Five new animals: asp, rattlesnake, desert cobra, parrot and ostrich. Male/female specific bodies; other body tweaks. Creature biome tweaks. Adventure mode brewing. More study options in the library (+architecture, herbalism). "Potted plant" decorative workshop. No more exotic pets.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.0 ϟ] - We're finally here
Post by: McBeer on August 13, 2010, 09:16:43 pm
Quote
New graphics (0.48 Ironhand)
..what should i know about chosen tiles, if i want to use previous(and modified) tileset?
any changes in tile numbers? will work ok? same assignements?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.0 ϟ] - We're finally here
Post by: OmnipotentGrue on August 13, 2010, 09:16:51 pm
Huzzah!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.0 ϟ] - We're finally here
Post by: Deon on August 13, 2010, 09:18:34 pm
Quote
New graphics (0.48 Ironhand)
..what should i know about chosen tiles, if i want to use previous(and modified) tileset?
any changes in tile numbers? will work ok? same assignements?
Trees and plants use different tiles now. It should be easy to remap using RawTileSelector, just 5 min actually.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.0 ϟ] - We're finally here
Post by: Ironhand on August 13, 2010, 09:24:19 pm
Yay, thanks for advertising for me.

I'm glad you like it!  :D
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.0 ϟ] - We're finally here
Post by: TomiTapio on August 13, 2010, 10:26:10 pm
That must've been a lot of hours Deon! Thanks for your hard work!

Screens (3 MB zip) from the disastrous illithid siege at Orbsspun:
http://dl.dropbox.com/u/8967397/DF%20screens%20-%20Orbsspun%20siege.zip (http://dl.dropbox.com/u/8967397/DF%20screens%20-%20Orbsspun%20siege.zip)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.0 ϟ] - We're finally here
Post by: isabuea on August 13, 2010, 11:56:06 pm
damn tomi, those images tell a painful story. just wow, your fort has been through alot.

oh and you beat the hell out of that gith wrestler, good work!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.0 ϟ] - We're finally here
Post by: MiamiBryce on August 14, 2010, 01:01:29 am
The first line of inorganic_stone_trap.txt reads "inorganic_stone_gem".

For the new brick making reaction, may I suggest [WORTHLESS_STONE_ONLY] for reagent A?

Shouldn't the brick reaction require fuel?

Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.0 ϟ] - We're finally here
Post by: Medicine Man on August 14, 2010, 01:02:33 am
Deon,the new genesis mod is extremely glitchy,It crashes in worldgen every time for me  :(
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.0 ϟ] - We're finally here
Post by: Deon on August 14, 2010, 01:38:35 am
It's strange because it didn't crash for me.

Are you using ASCII or graphics? Because I was able to generate a ton of worlds before releasing it.

Did you try "Genesis Medium" settings?

The first line of inorganic_stone_trap.txt reads "inorganic_stone_gem".

For the new brick making reaction, may I suggest [WORTHLESS_STONE_ONLY] for reagent A?

Shouldn't the brick reaction require fuel?


It must've been an old error with inorganic_stone_trap or something. Thank you.

I will add the worthless stone reaction. I thought about adding the requirement for fuel but it would make it even harder to make bricks in low-resource environment... Let's see.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.0 ϟ] - We're finally here
Post by: Deon on August 14, 2010, 01:42:57 am
Deon,the new genesis mod is extremely glitchy,It crashes in worldgen every time for me  :(
Okay, I've just generated 5 worlds in a raw on "GENESIS MEDIUM" without any crash at all.

Could you provide the seeds which crash it for you? It must be some DF bug or something because everything in raws should be correct.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.0 ϟ] - We're finally here
Post by: Medicine Man on August 14, 2010, 02:00:43 am
Wait...I just generated one world that crashed  :-[ I got confused.Sorry for wasting your time.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.0 ϟ] - We're finally here
Post by: Deon on August 14, 2010, 02:11:19 am
Well then it could be some random crash which happen from time to time even in vanilla.

You said "It crashes in worldgen every time for me" so I thought that you generated about 5-10 worlds or something and it crashed aevery time.


Also, I just cannot stop.

Kangaroo:
(http://img11.imagehosting.gr/out.php/i1437674_kangaroo.png)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.0 ϟ] - We're finally here
Post by: Deon on August 14, 2010, 04:39:59 am
Okay, expect 3.01 soon. I've fixed the "pillar" tile (you can do it by yourself by going into /data/init/d_init.txt and changing "PILLAR_TILE" from "O" to 199 without quotation marks). Also I've added kangoroos you see above.

I've restricted giant ants to tropical savanna/grassland (they were EVERYWHERE) and made them SAVAGE.

Plus I've noted that I forgot to make a tile for lasse and camels didn't have a tile attached (after I removed 1/2 humped camels and made a single one, I forgot to remap the tile).

Also I've added seals.

P.S. Here're the graphics:
(http://img11.imagehosting.gr/out.php/i1437712_large-mammal.bmp)

Oh horror! Zombie seals!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.0 ϟ] - We're finally here
Post by: Medicine Man on August 14, 2010, 06:07:59 am
Damn,you are making me want to make a zombie zoo."Roll up kids!this is the amazing zombie Deon!"
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.0 ϟ] - We're finally here
Post by: TomiTapio on August 14, 2010, 07:02:47 am
Also, I just cannot stop.
Kangaroo:
(http://img11.imagehosting.gr/out.php/i1437674_kangaroo.png)
Personally I'd prefer more red meat showing on the zombie versions.
I'll probably make large roo, medium roo, and rock wallaby for my worlds then.

Well all right... you can have these two animals I made based on what i saw on the telly. Haven't tested them in a world yet.
Eland antelope, cow-like, milkable, sometimes ranched in Africa. More logical than a pet giraffe. http://en.wikipedia.org/wiki/Common_Eland (http://en.wikipedia.org/wiki/Common_Eland)
Dama gazelle, lives near and in deserts, visits the Sahara desert. http://en.wikipedia.org/wiki/Dama_Gazelle (http://en.wikipedia.org/wiki/Dama_Gazelle)

Spoiler (click to show/hide)


Combat log of the Orbsspun siege:
http://dl.dropbox.com/u/8967397/DF%20Orbsspun%20-%20giga-siege%20log.txt (http://dl.dropbox.com/u/8967397/DF%20Orbsspun%20-%20giga-siege%20log.txt)

Combat log of the Orbsspun siege, sorted and read in OpenOffice Calc:
http://dl.dropbox.com/u/8967397/DF%20Orbsspun%20-%20giga-siege%20log%20-%20analyzed.xls (http://dl.dropbox.com/u/8967397/DF%20Orbsspun%20-%20giga-siege%20log%20-%20analyzed.xls)
I may have to tune down some hostiles, because a Dragon is nothing compared to Forcefield-equipped foes.
What the Gith Wrestler is, that's a minor spoiler. The question is... "How many dragons does it take to kill a Gith?"
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.0 ϟ] - We're finally here
Post by: Deon on August 14, 2010, 08:06:19 am
Note the materials which Gith is made of... That's expected.

And awesome critters, thank you very much. I will stay with one kangaroo for now, but I will surely add two new hooved critters :).


Also you forgot to gave them male/female specific bodies :P. Do gazelle udders have 2 nipples or 4? I think it's 2.

P.S. It looks like we've got another critter for a tropical biome. It's already overpopulated but it's expected: tropics are tropics.

We've got a new critter for deserts too, that's awesome. And with seals we get more stuff for arctic biomes. It's good to have more variety where there're just a few animals in vanilla. Hordes of skeletal elks become boring on a glacier with time.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.0 ϟ] - We're finally here
Post by: Deon on August 14, 2010, 08:17:11 am
Here's the "dama gazelle" tile:

(http://img11.imagehosting.gr/out.php/i1437905_dama.png)

Spoiler: realpicture (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.0 ϟ] - We're finally here
Post by: McBeer on August 14, 2010, 08:22:47 am
Beautiful job.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.0 ϟ] - We're finally here
Post by: Foamy on August 14, 2010, 08:25:42 am
Do you draw the graphics by eye or do you have a more automated method?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.0 ϟ] - We're finally here
Post by: Deon on August 14, 2010, 08:41:04 am
I just open the file and click around until I get the picture. So it's like 2 minutes to draw a tile.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.0 ϟ] - We're finally here
Post by: Deon on August 14, 2010, 09:21:04 am
Here's a tile for an animated armor:

(http://img11.imagehosting.gr/out.php/i1437951_aarmor.png)

I'm also adding ghosts which cannot attack and disappear in 1 hit but steal items (like poltergeists).
(http://img11.imagehosting.gr/out.php/i1437958_ghost.png)

P.S. This is a mimic:

(http://img11.imagehosting.gr/out.php/i1437961_mimic.png)

Mimics are shapeshifting monsters which look like treasure chests. They attract adventurers and attack them when poor treasure hunters expect nothing. They store the belongings of the killed adventurers, so if one manages to kill a mimic, he can get some nice loot.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.01 ϟ] - a few more critters
Post by: Deon on August 14, 2010, 10:13:33 am
- 3.01: fixed camels' graphics and pillar tile. Added graphics for lasse. New creatures: seal, animated armor, dama gazelle, eland, kangaroo. Giant ants are savage and less frequent.

I need some time to playtest ghosts and mimics. But it looks like I've got some weekend plans with my wife so I release 3.01 with fixes to graphics and new critters because I can be away for a day or two.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.01 ϟ] - a few more critters
Post by: Medicine Man on August 14, 2010, 10:25:01 am
Sweet!animated armor.Nice work Deon!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.0 ϟ] - We're finally here
Post by: TomiTapio on August 14, 2010, 10:38:50 am
Also you forgot to gave them male/female specific bodies :P. Do gazelle udders have 2 nipples or 4? I think it's 2.
I have not downloaded the 3.00 yet, as it means two hours of merging my changes into Genesis standard. And 3.01 is like tomorrow, right?
I made the creatures on Thursday.

Glaciers don't have enough creatures? Hmm, stick a magical bird in there. Ice Swan, perhaps. Were-walrus. Ice crab, ice snake (puppy-sized).
Mimic, sweet. They might look like tiled floor, or a barrel too. "Huh, a bit of flooring here in the caves." Maybe speed one-third and heavy poison or webber.

Orbsspun's third siege starts...
Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.01 ϟ] - a few more critters
Post by: Repulsion on August 14, 2010, 01:05:25 pm
  Is there a prepackaged version for this? I might want to try it at some time and I am absolutely no good at installing mods.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.01 ϟ] - a few more critters
Post by: Ladde on August 14, 2010, 01:07:10 pm
  Is there a prepackaged version for this? I might want to try it at some time and I am absolutely no good at installing mods.
On the first post there is a BIG link.
Here is for the graphic version : http://dffd.wimbli.com/file.php?id=2462
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.01 ϟ] - a few more critters
Post by: McBeer on August 14, 2010, 02:04:35 pm
Guys, quick question: how to change "o"(pillar) for other tile?
Where's it?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.01 ϟ] - a few more critters
Post by: Knight Otu on August 14, 2010, 02:29:03 pm
It's in d_init.txt, the PILLAR_TILE option.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.01 ϟ] - a few more critters
Post by: McBeer on August 14, 2010, 02:30:05 pm
It's in d_init.txt, the PILLAR_TILE option.
Thank you, Sir.

btw, guys, look at errorlog, some weird things are there after some time...
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.01 ϟ] - a few more critters
Post by: TomiTapio on August 14, 2010, 03:35:54 pm
Now I'm merging genesis 3.01 into my worlds...

gave ironwood [SOLID_DENSITY:600] instead of 100, and doubled feather tree from 100 to 200.
adjective: cocoa tree
Spoiler (click to show/hide)

okay 21 more files to merge.. i need a break.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.01 ϟ] - a few more critters
Post by: LizardKing on August 14, 2010, 04:39:09 pm
So things are going well. However, after starting some engraving, I come back to find this.

Spoiler (click to show/hide)

I haven't changed anything, this is directly from the graphics pack install. Anything I engrave turns into that horrible mess.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.01 ϟ] - a few more critters
Post by: JanusTwoface on August 14, 2010, 05:17:16 pm
I haven't changed anything, this is directly from the graphics pack install. Anything I engrave turns into that horrible mess.

You'll need to change the 'Engravings Start Engraved' setting in the init file, that'll stop that from happening in the future. To switch those back, there's an option in the mass designations menu (d > b > ?, I think?). Do that before engraving anymore, it toggles all engravings in the area.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.01 ϟ] - a few more critters
Post by: LizardKing on August 14, 2010, 05:25:59 pm
Thanks, I'll give it a shot.

Also, is there any kind of workshop reference for Genesis? I had my architect die of thirst as it seems the north edge of the library cannot be passed. That's where the entrance was. The same nearly happened with my Jeweller.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.01 ϟ] - a few more critters
Post by: Repulsion on August 14, 2010, 06:04:20 pm
  Playing this mod. I love it. Obsidian dwarves <3
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.01 ϟ] - a few more critters
Post by: TomiTapio on August 14, 2010, 06:36:00 pm
More genesis merging... a few tweaks for Deon to consider.

Spoiler (click to show/hide)

Trying to roll worlds... crash with "create world now".
Errorlog is full of armorman problems. I delete armorman and illithid underground entity. Roll three short-history worlds ok. large region ok at least 300 years, but crashes before final year 550.

Test with orc adventurer... no gear... died of 3 dragon raptors. (adds the new ironhand gfx file)
Dwarf adventurer... dark-red silty clay loam outdoors looks much like blood. Red sand is almost neon-red.
axe got lodged in dusk elf's phallus.
twist embedded axe in other elf's testicle. Then embedded in lower lip. Tore apart muscle in Nth elf's testicle.
Many elves later... axe embedded in a breast. bolt to adv's head. axe embedded in testicle. Again axe embedded in testicle.

Spear-elf adventurer... I think I'll upgrade spear's deadliness a little, crap when it takes 20+ hits (incl both lungs broken) to kill clothed craftsman.

Changing the genital bits' sizes... hey, there's RTS and RTS, need LTS.
Lip is relsize 6, cheek 10 in the raws. Fingers are 2-5.

Think I'll go with
Spoiler (click to show/hide)
for a while. Really should make specific tissue, testicle low vascular (bleeding), high in pain receptors. I already upped eye's pain receptors.
I think those category tags either do nothing, or tell which material and tissue to use.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.01 ϟ] - a few more critters
Post by: Chariot on August 14, 2010, 08:44:26 pm
Desert elf prince has [COMMANDER:WINDWALKER:ALL] when desert elves don't have windwalkers listed, they have dunespeakers.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.01 ϟ] - a few more critters
Post by: CapnKorin on August 14, 2010, 10:57:06 pm
Desert elf prince has [COMMANDER:WINDWALKER:ALL] when desert elves don't have windwalkers listed, they have dunespeakers.


What exactly do the "special" skills do? IE Human Paladin, something Windwalker, Osman's Windsword or something.

WTF are they for?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.01 ϟ] - a few more critters
Post by: TomiTapio on August 15, 2010, 06:59:38 am
What exactly do the "special" skills do? IE Human Paladin, something Windwalker, Osman's Windsword or something.
WTF are they for?
They're not skills, they're job titles for swordsman, maceman, hammerman etc.
They confuse me too, hard to remember which is carrying the dangerous weapon (axe, sword, vanilla plate-piercing whip).


Hmm the Genesis docs wiki at http://df-genesis.wikidot.com/ needs account creation and Deon enabling your_account for editing the pages... why can't we have just a sub-page in the DF wiki, like
http://df.magmawiki.com/index.php/User:Deon
http://df.magmawiki.com/index.php/User:TomiTapio
that way anyone could edit without account creation.

This was probably answered before but what races and creatures that ambush/seige you are trap immune?
Also, how much better are war mastiff and war bulldogs better then normal wardogs? (and how do war boars fit in there?)
No ambush/siege civs have trap-avoid. Some ambush-predator spiders/raptors, I can't remember. Anyways I fine-tune lots of thing for my worlds.
I have a minimal FAQ of Genesis at http://df.magmawiki.com/index.php/User:TomiTapio
and I guess boars were 90kg, so around mastiff size, They Can Rip Heads Off With Bite And Shake.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.01 ϟ] - a few more critters
Post by: LordShotGun on August 15, 2010, 07:23:08 am
This was probably answered before but what races and creatures that ambush/seige you are trap immune?

Also, how much better are war mastiff and war bulldogs better then normal wardogs? (and how do war boars fit in there?)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.01 ϟ] - a few more critters
Post by: Deon on August 15, 2010, 08:01:45 am
Quote
huh, sasquatches are called giantesses. Fixed.
My bad. Copy-pasting problems :).

I love most of your changes, TomiTapio. I will release 3.02 soon with ghosts, mimics and these changes.
Desert elf prince has [COMMANDER:WINDWALKER:ALL] when desert elves don't have windwalkers listed, they have dunespeakers.
Thank you, again some old problem I didn't notice. I will fix it

So things are going well. However, after starting some engraving, I come back to find this.

Spoiler (click to show/hide)

I haven't changed anything, this is directly from the graphics pack install. Anything I engrave turns into that horrible mess.

I probably forgot init settings. Engravings may look like symbols, but it's a mess so better have them obscured.

I haven't changed anything, this is directly from the graphics pack install. Anything I engrave turns into that horrible mess.

You'll need to change the 'Engravings Start Engraved' setting in the init file, that'll stop that from happening in the future. To switch those back, there's an option in the mass designations menu (d > b > ?, I think?). Do that before engraving anymore, it toggles all engravings in the area.
"Engravings start obscured".

It's [ENGRAVINGS_START_OBSCURED:YES] instead of NO in the d_init.txt.

  Is there a prepackaged version for this? I might want to try it at some time and I am absolutely no good at installing mods.
Both versions are prepackaged. I plan to make soundtrack into a separate download soon though.

Quote
What exactly do the "special" skills do? IE Human Paladin, something Windwalker, Osman's Windsword or something.
They are just "flavorful" names for races' professions. Windswords are swordsmen, paladins are macemen etc.

This was probably answered before but what races and creatures that ambush/seige you are trap immune?

Also, how much better are war mastiff and war bulldogs better then normal wardogs? (and how do war boars fit in there?)
I think kobolds only,  I shoud check it.

Bulldogs and mastiffs are better than dogs because they are much larger, especially mastiffs. 1 mastiff is somewhere near twice better than 1 dog.



Sorry for a bit random way of answering. I'm just back from a loooong walk with my wife. We started it yesterday and we walked around the city for the whole night and morning. Lots of beer, Martini, dancing in clubs, sea-shore walking, jumping in river etc. :) Sometimes an old man like me needs a shake like that hehe.

So I will take a nap for 30 min. or so and then I will fix the problems.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.01 ϟ] - a few more critters
Post by: Medicine Man on August 15, 2010, 08:03:19 am
I just have a question,Is it possible to tame zombies?I have a zombie draltha in a cage.And is it possible to tame ghouls?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.01 ϟ] - a few more critters
Post by: Deon on August 15, 2010, 09:27:56 am
I don't think you can tame zombies. And you can't tame ghouls.

Also I forgot to add "animated armor" body to the graphical version... Daww... It's ok guys, I'm working on the fix right now :). It will be out soon.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.01 ϟ] - a few more critters
Post by: TomiTapio on August 15, 2010, 09:28:13 am
I just have a question,Is it possible to tame zombies?I have a zombie draltha in a cage.And is it possible to tame ghouls?
No, it's not possible. The undead do not have PET or PET_EXOTIC. Ghouls don't have pet tags either. It's part of the world's design.
Have fun in your evil region! And build magma smelters above the -32 level magma sea.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.01 ϟ] - a few more critters
Post by: Deon on August 15, 2010, 09:35:26 am
Okay, I've just noticed that SCALE doesn't have TAN_MAT product... So you couldn't get dragonscale armors.

Now you can, as a part of the fix:

(http://img11.imagehosting.gr/out.php/i1438437_dragscale.png)

P.S. Omg, I don't know how did it get there (last line) O_O.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.01 ϟ] - a few more critters
Post by: Medicine Man on August 15, 2010, 09:38:23 am
I have another question,if I release the zombies and ghouls in a siege,ambush etc will they kill the enemies or just my dwarfs?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.01 ϟ] - a few more critters
Post by: Deon on August 15, 2010, 10:10:27 am
Wildlife attacks siegers too, so you can make them a "defence mechanism".

I've added giant sandworms (ambushpredators).

Quote
balor's attack verb quite strange. "your"
It's used in 1st person for adventure mode only, so it relates to "you" (adventurer).

Quote
Errorlog is full of armorman problems.
I forgot to add armorman body definitions to the graphical version. It's fixed for 3.02

Quote
I think those category tags either do nothing
They determine the tissues.

Most of your suggestions/tweaks/fixes are incorporated (like 90%). You're REALLY helpful, this mod wouldn't be as good/correct as it is without you, thank you :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.02 ϟ] - the bugs are squished
Post by: Deon on August 15, 2010, 11:08:59 am
Okay, it's done.

Say great thanks to TomiTapio, everyone.

- 3.02

* new "giant sandworm" savage desert huge predator (hiding).
* dragons, sea serpent and hydra get "dragonscale" which can be tanned and is twice stronger than a leather.
* animated armor for graphical version has its body fixed.
* ironwood density 100-600, feather tree 100-200.
* lady's fingers plant -> okra plant.
* cocoa tree adjective: "cocoa tree wood" -> "cocoa tree".
* sandstone and conglomerate aren't "aquifery".
* no training weapons on other civs.
* goblins get bronze.
* cave crocodiles and alligators get NOPAIN.
* fire imps are dog-sized and have horns.
* kobold fix to attr_rates.
* dread trolls and ogres get tough materials, lower frequency for ogres.
* sasquatches' caste names fixed.
* dragons and hydra get higher speed (780).
* giant tigers live in temperate forests and taiga and get higher petvalue.
* desert scorpion and cave tortoise description tweaks.
* tigermen speed is increased.
* fixed double "NATURAL" on some vermin.
* floating guts are no longer a pet.
* cave crawler & cave ogre & manera & cavedragon & rutherer get tough materials.
* flying hungry head gets 600 speed and tough materials.
* giant earthworm gets [LARGE_ROAMING][BENIGN][MEANDERER] and 1,5 million size.
* reacher gets LARGE_PREDATOR and tough materials.
* black bears are no longer in wetlands
* bluefin shark double cluster size is fixed.
* fixed body size on monitor lizard and double MOUNT.
* sand cobra lives only in deserts.
* rock lion is not a mount now.
* dire wolf gets NOFEAR, LIKES_FIGHTING.
* giant eagle and eagle get 40 tiles view range.
* albatross, turkey and wild turkey size is increased.
* pelican no longer lives near all rivers.
* ostrich becomes bigger and gets longer legs.
* swamp troll is more agressive and gets tough materials.
* tweaks to domestic animals' sizes and milk names.
* dwarven skill rates are increased.
* seal description fix.
* horned beasts like minotaurs get tough horns.
* genitals' size is lowered.
* ezrakim elf prince now commands dunespeakers instead of windwalkers (as he should do).
* d_init tweaks to make engravings to start obscured.

** great thanks to TomiTapio for totally awesome bughunting **.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.02 ϟ] - the bugs are squished
Post by: McBeer on August 15, 2010, 11:20:41 am
Awesome job, TomiTapio. Real betatesting.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.02 ϟ] - the bugs are squished
Post by: LordShotGun on August 15, 2010, 01:03:34 pm
* dwarven skill rates are increased.

What does this mean?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.02 ϟ] - the bugs are squished
Post by: daemoria on August 15, 2010, 01:09:19 pm
I just had a random brainfart of an idea. I remember back ages ago editing a creatures alt tile, some sort of snake or something so that it looked like it wriggled around.

Any idea if you are going to do anything with alttiles to add some ambient animation?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.02 ϟ] - the bugs are squished
Post by: Deon on August 15, 2010, 01:28:35 pm
It's possible for ASCII version only :).

And soon we will get multitiled creatures and animated dwarves, so I would just wait.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.02 ϟ] - the bugs are squished
Post by: TomiTapio on August 15, 2010, 02:20:14 pm
* dwarven skill rates are increased.
What does this mean?
Every skill that can do up from experience, goes up slightly faster. 15% faster than vanilla, I think. (Previous genesis was 12% slower than vanilla)
DF's military training became much slower at some point between .31.06 and .31.12, so here in Genesis they learn (level up) a little faster.
You'll see fast skill-ups from common tasks like mining and engraving which you do by the hundreds.
Back in DF 40d16 you got legendary wrestlers like in 6 months of training.


And soon we will get multitiled creatures and animated dwarves, so I would just wait.
Hoo boy, those 5x3 tiles size dragons should be impressive!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.02 ϟ] - the bugs are squished
Post by: TomiTapio on August 15, 2010, 03:18:16 pm
Now I copied the old ironhand font (and my ä ö , . ') into the new ironhand.

Spoiler (click to show/hide)

(http://dl.dropbox.com/u/8967397/New%20IronHand%20Tomis%202.jpg)
I'll adjust that "red sand" 's colour.
How the heck does the colour system work in the raws?
nevermind, found my way to http://df.magmawiki.com/index.php/DF2010:Color


trying http://df.magmawiki.com/index.php/DF2010:Color_scheme#Another_natural_scheme
(http://dl.dropbox.com/u/8967397/New%20IronHand%20eland-vulture-ostrich.png)
eland and ostrich graphics not working for me.


Oh boy that is one wicked scorpion!!!! (combat log)
Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.02 ϟ] - the bugs are squished
Post by: NRN_R_Sumo1 on August 15, 2010, 04:18:52 pm
I read the changelog.
Smaller Genitals?..
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.02 ϟ] - the bugs are squished
Post by: Urist McNewb on August 15, 2010, 04:25:39 pm
Hey, can someone tell me how long it takes a rock lion to mature to adulthood? i've no idea how to check...
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.02 ϟ] - the bugs are squished
Post by: grey9 on August 15, 2010, 04:42:12 pm
It would be nice if you got a mac version of this available for download so us mac guys woldnt have to go through the trouble of transfering files ourselves
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.02 ϟ] - the bugs are squished
Post by: TomiTapio on August 15, 2010, 04:43:55 pm
I read the changelog.  Smaller Genitals?..
We can increase their size later (heh) if they get hit in combat Too Rarely. Go smash up an elf village to test.
In vanilla DF wrestling moves sometimes grab dwarves' "upper back teeth".

Hey, can someone tell me how long it takes a rock lion to mature to adulthood? i've no idea how to check...
They have CHILD:3 so you'll have to wait 3 years from the cub's birth. Hmm that is rather long to wait, I'll change mine to 2. (System won't allow non-integers)


Hey Deon, can you spare five minutes to make the turkey and wild turkey graphics tile better, I really can't figure that pink-worm icon out.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.02 ϟ] - the bugs are squished
Post by: Deon on August 15, 2010, 11:32:12 pm
Okay, sure.

Also about ostrich and eland graphics... Go into /raw/graphics/graphics_animal_bird.txt and replace OSTRICH with BIRD_OSTRICH; also go into graphics_animal_large_mammal.txt and replace BOVINE with MAMMAL.

I will release a fix soon :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.02 ϟ] - the bugs are squished
Post by: Deon on August 16, 2010, 12:02:55 am
Okay. 3.03 is up.

* new creature: ent; graphical fix for eland/ostrich; new graphics for turkey.

New turkey tile:
(http://img11.imagehosting.gr/out.php/i1438806_turk.png)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Ladde on August 16, 2010, 02:22:03 am
Really wonderful to see you guys work. You should almost get a donation button, it Today agrees with it :>
Anyhow, how is that wikia page working? Or is there a manual? :)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 16, 2010, 02:37:58 am
If nobody updates it, I will work on it soon.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 16, 2010, 03:51:34 am
I've found another graphical glitch. Open /raw/graphics/graphics_animals_standard.txt and change DESERT_GIANT to SCORPION_DESERT.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Medicine Man on August 16, 2010, 06:00:39 am
Hey Deon,would it be possible to put the download in parts for people with shit slow internet?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Thoth on August 16, 2010, 09:44:00 am
Hey Deon,would it be possible to put the download in parts for people with shit slow internet?
Obviously I'm not Deon, but to try and help out try getting it from here;
Spoiler (click to show/hide)
Split into 1.4mb chunks, gl with 4shared, hope it behaves itself.
As for my own questions, Deon, is marble meant to be purple/pinkish? and I seem to have Forgotten beasts every couple of seasons, not that i mind, so far only lost useless dorfs, but that's mainly to the waves of ghouls I keep getting, otherwise good stuff, keep it up :D
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Medicine Man on August 16, 2010, 12:00:06 pm
Hey Deon,would it be possible to put the download in parts for people with shit slow internet?
Obviously I'm not Deon, but to try and help out try getting it from here;
Spoiler (click to show/hide)
Split into 1.4mb chunks, gl with 4shared, hope it behaves itself.
As for my own questions, Deon, is marble meant to be purple/pinkish? and I seem to have Forgotten beasts every couple of seasons, not that i mind, so far only lost useless dorfs, but that's mainly to the waves of ghouls I keep getting, otherwise good stuff, keep it up :D
I don't trust that website,I went on it and my virus scanner reported a few blocked attacks.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: TomiTapio on August 16, 2010, 12:06:07 pm
It's only the raws folder that needs an update, if the worldgen settings and art-folder's tileset haven't changed.

here's 1 MB version of Genesis 3.03, just drag the raws folder to your installation.
http://dl.dropbox.com/u/8967397/deons%20genesis%203.03%20-%20art-and-raws%20only.rar
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Thoth on August 16, 2010, 12:09:47 pm
Quote
I don't trust that website,I went on it and my virus scanner reported a few blocked attacks.
I've never had any probs, but obviously anyone can host anything on that,
Spoiler (click to show/hide)
but fair enough, the files i linked are just the original file spread using 7z nothing added nothing taken away, but as ever err on the side of caution if you must. :P
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 16, 2010, 12:34:34 pm
You can ask someone who can download from DFFD to rehost it if you have a problem. This must be a rare issue because come on, it's just 17 Mb, I download about 20 Gb per day and seed even more. 4shared is an OK site, I used it and never got problems with it, so consider it temporary solved :).

Also I will release a MAC download next time I update it. I somehow missed Grey9's post.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Medicine Man on August 16, 2010, 12:45:32 pm
In my country,we are WAY behind in internet standards.And my internet is a pile of shit.Also my internet is just deciding to be a massive bastard to me and not work properly,it might be the viruses that my virus scanner just picked up.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 16, 2010, 01:07:38 pm
Just get that upload then. As I said, it should be ok now, right? :)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 16, 2010, 03:58:56 pm
I've started to make new orc graphics. What do you think?

(http://img11.imagehosting.gr/out.php/i1439119_orcs.png)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: TomiTapio on August 16, 2010, 04:34:35 pm
Those orcs are quite broad-shouldered, it's okay. Maybe one shaded pixel at the toes. And different jobs might have different hair color, four hair colors, black grey brown and something.

In the outpost of Orbsspun...
Spoiler (click to show/hide)

Engraving: magma man wins:
Spoiler (click to show/hide)

In the trap-corridor:
(http://dl.dropbox.com/u/8967397/DF3112__Orbsspun__y6spr-siege_trapcorridor.png)

Teline the injured hero's gear:
(http://dl.dropbox.com/u/8967397/DF3112__Orbsspun__y6spr-siege_Teline-hero-inv.png)

The bush-fire: (have a 1920x1200 display ;D )
Spoiler (click to show/hide)
Maybe I'll fade the ground/period symbol a little so it stands out less.

Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: LordShotGun on August 16, 2010, 04:53:06 pm
Anyone else having problems with fires? Everytime just about I get an ambush some frightened obsidian dwarf throws a fireball doing no damage but lighting the country side on fire. Aside from making sure that I dont have any obsidian dwarfs in my military/fortress I dont know what to do...
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: TomiTapio on August 16, 2010, 05:03:20 pm
Anyone else having problems with fires? Everytime just about I get an ambush some frightened obsidian dwarf throws a fireball doing no damage but lighting the country side on fire. Aside from making sure that I dont have any obsidian dwarfs in my military/fortress I dont know what to do...

It's a feature. The previous goblins (orc shaman) and snakeman-something-salamander also breathe fire to ignite a forest fire.
Wait till you get an obsidian tantruming at your booze storage....
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 16, 2010, 06:39:50 pm
Yeah, I thought that forest fires and burning fortresses are long gone since the times of Boatmurdered... And that it's cool to take them back.

If you totally don't like it, you can remove FIREBREATH from obsidian dwarves in creature_genesis.txt, however be advised that it's a feature as Tomi said :P.

I see you have intense times, Tomi. Poor Teline...

And I think I know why the trader tantrumed. It must be an uneasy task just to travel through dangerous lands around your fortress... But to see blood-covered burned landscape and corpses of dwarves and enemies everywhere is sometimes more than a mere trader could accept.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Kiktamo on August 16, 2010, 06:45:04 pm
I love everything so far but for some reason I can't seem to wear the things I create in adventure mode(well besides a backpack that took a bit of time to make). Anyway I'm not sure if I'm missing something but yeah I don't think I'll last that long without clothes. 

edit:nvm
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.99b ϟ] - "Dungeon Keeper" civilization
Post by: MiamiBryce on August 16, 2010, 06:53:51 pm
Also I finally make seeds cookable again so you will have something to do with them.

v3.02 here, they don't seem to be cookable.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 16, 2010, 06:59:57 pm
Okay... It's all weekends, you know. Walks and light drinks are good for the mood and health but bad for attention :/ *facepalm*.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: McBeer on August 16, 2010, 07:42:29 pm
Something weird is happening in my quite fresh fort.
Interesting how different is gameplay now.

I started fort and after some time little guys starved(ok, drowned and starved, nvmd..).
Then i reclaimed terrain and after claiming belongings everything seemed to be okay.
I had one migration wave, and since then... nothing.
I am unable to attract migrants, despite of great amounts of food, wine and even beds(joke).
Years are passing by(ten?), and i am still with 17 guys, no kids, no births, nothing.
What's weird, Orcs caravanas are quite frequent and friendly..
No sieges, rare thieves.
Game is turning into "the Unreal World"x17 survival adventure, interesting.

Another thing i never noticed before is butchering of tame animals without FREEING 'em from cages(from animal list screen). They are removed automatically(since which version??).
Wow.

---
btw, Genesis' colors of engravings / general colors ingame are incredible.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: TomiTapio on August 16, 2010, 07:53:03 pm
I am unable to attract migrants, despite of great amounts of food, wine and even beds(joke).

No sieges, rare thieves.
Check in "c"iv screen if parent dwarf civ has leaders, if not, they have ALL migrated to you and your town is the Last Hope of dwarfkind!
no sieges? Might be unlucky, or you're not yet at year 4, OR... the siege requires a certain amount of population, and the goblins just ignore you as too puny for Fun.


Got another idea today: different tail sizes!
large: alligator, kangaroo, monsters: maybe 35% of lowerbody size.
medium: dog, cat, lions: size 30% smaller than upperleg and lowerleg combined.
small: rabbit, groundhog, deer, horse: size of 1-2 paws.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: McBeer on August 16, 2010, 08:01:46 pm
Quote
Check in "c"iv screen if parent dwarf civ has leaders, if not, they have ALL migrated to you and your town is the Last Hope of dwarfkind!
That one. No leaders at all, and me with "Expedition leader:, not even Mayor :E
So..why no births there...postraumatic depression, or something?
Damn, weird situation for me, like freezing in time now, any progress stopped.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
Post by: Kranchan on August 16, 2010, 08:57:20 pm
So nobody knows why I can't change layers?
There is only one possible reason for shift+. and shift+, (> and <)to not work. That is if you have changed the config.

That's the thing though. Shift+ and shift- work fine in the various menus but will not change the layer I'm on. I have tried changing the keybinds to other things and I still have the same problem where it works in menus and doesn't work when trying to change layers. They wouldn't change layers from the minute I downloaded it Deon's but they work just fine in vanilla DF.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Daywalkah on August 16, 2010, 10:54:13 pm
This mod has progressed greatly since I have last logged on. It will be fun to use all of the newer features when the new release comes out. Though I'm not sure if the Anubites in Genesis have been updated. Do Anubites tend to be really large in number? If they have a significantly larger population than most other races, then they have not received the update in Genesis. I try to get this issue addressed with them as most civs being wiped out is not as much fun ;D.

Good job, as usual, Deon, TomiTapio, and anyone else who has contributed to this mod!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Flaede on August 17, 2010, 03:20:04 am
I am very impressed (in general) with this mod, but I am beginnign to doubt my understanding of the dwarven castes. I've been tooling about in Adventure Mode with a moss dwarf, because I wanted to explore the underground, and they claim to be immune to "rot".

Well, let me tell you, that mummy sure dealt my poor dwarf some kinda nasty disease, because my liver seems to be bleeding out, and other body parts are following suit. The health screen sez it's "rot"

So for the record, what protection do the various dwarves have in the latest version?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: LizardKing on August 17, 2010, 03:56:30 am
Although I appear to have about 5 hostile civs nearby (going by the 'c' screen after embarking), I've yet to see more than the odd thief and a single troll of some kind. Couldn't figure out what file controls the settings of this to look at it myself. Any ideas roughly what I need before the various factions start to attack? The werewolves and illithid have been there pretty much since I embarked, but have yet to make an appearance. I can't remember offhand exactly what the value of my fortress is (not at home to check), but I don't think I've hit 1mil yet, and a little under 60 dwarves.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 17, 2010, 04:36:46 am
Well, let me tell you, that mummy sure dealt my poor dwarf some kinda nasty disease, because my liver seems to be bleeding out, and other body parts are following suit. The health screen sez it's "rot"
They are immune to "rot" from common infection, like those which start when your finger is cut.

They are NOT immune to syndromes at all.

The only castes immune to syndromes are steel dwarves and gloomers.


Quote
Any ideas roughly what I need before the various factions start to attack?
I don't really think what's going on here, I mean I know that the more value/dwarves you have, the more siegers and ambushers come, but sometimes they are HUNDREDS and sometimes just a few. There must be some another weird formula of Toady One, like that with attack but more complex :).

Also, did you get them at WAR (red "-----" line) during embark, and not yellow "No Trade"?

Quote
Check in "c"iv screen if parent dwarf civ has leaders, if not, they have ALL migrated to you and your town is the Last Hope of dwarfkind!
That one. No leaders at all, and me with "Expedition leader:, not even Mayor :E
So..why no births there...postraumatic depression, or something?
Damn, weird situation for me, like freezing in time now, any progress stopped.

How many married dwarves do you have? Married pairs should make 1 child per year, not married dwarves will never make children.

So nobody knows why I can't change layers?
There is only one possible reason for shift+. and shift+, (> and <)to not work. That is if you have changed the config.

That's the thing though. Shift+ and shift- work fine in the various menus but will not change the layer I'm on. I have tried changing the keybinds to other things and I still have the same problem where it works in menus and doesn't work when trying to change layers. They wouldn't change layers from the minute I downloaded it Deon's but they work just fine in vanilla DF.
Could you upload your game folder with this problem? It always works for me.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: LizardKing on August 17, 2010, 04:51:20 am
Quote
Any ideas roughly what I need before the various factions start to attack?
I don't really think what's going on here, I mean I know that the more value/dwarves you have, the more siegers and ambushers come, but sometimes they are HUNDREDS and sometimes just a few. There must be some another weird formula of Toady One, like that with attack but more complex :).

Also, did you get them at WAR (red "-----" line) during embark, and not yellow "No Trade"?

I can't remember now. I assume I can abandon, check the civs on embark at the same place and then savescum. I haven't even seen anything more threatening than an Elk either; I hope I didn't embark somewhere terribly boring by accident.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: TomiTapio on August 17, 2010, 06:44:59 am
This mod has progressed greatly since I have last logged on. It will be fun to use all of the newer features when the new release comes out. Though I'm not sure if the Anubites in Genesis have been updated. Do Anubites tend to be really large in number? If they have a significantly larger population than most other races, then they have not received the update in Genesis. I try to get this issue addressed with them as most civs being wiped out is not as much fun ;D.
I think in current Genesis the Anubites don't have a civilization, they just wander the wilds like animals.


The attacks from hostiles, maybe need 45 citizens to get a goblin ambush. Probably helps if you offer 10 000 to 20 000 coins worth of stuff to your civ's mountainhomes.
Read http://df.magmawiki.com/index.php/40d_Talk:Siege  for siege trigger discussion.


"There is only one possible reason for shift+. and shift+, (> and <)to not work. "
or you have a non-USA keyboard. With Finnish keyboard I have lessthan-greaterthan to the left of my "z".
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: LizardKing on August 17, 2010, 11:53:09 am
Oh yes, another thing. A while ago I briefly played an adventure with a Lizardman just to make sure it was working okay before I started my next project, but although they do seem to have little outposts, there don't appear to be any traders. Was I just not looking hard enough, or do the non-standard races not have them?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Thoth on August 17, 2010, 12:15:58 pm
I don't know what happened in my world, the only civ I'm aware of is the dwarves, at least year 6 in my fort, i have a cave system that's about 80z deep, not all in one place but most of it joins, then i have a smaller cave system beneath that. As I've said I'm getting a FB every couple of seasons, and waves of ghouls, a few lost adventurers and a bronze colossus so far, no ambushes, no thieves. I have 110 odd dwarves and my created wealth is 7 million. Fairly sure i embarked on the mainland by a volcano just by the sea, but somewhere really cold since virtually everything freezes for 3/4 seasons. Alas world viewer doesnt like my fort, but from legends it looks like 524/1310 civs and etc. I mean i know i embarked somewhere inhospitable, but i would have thought that repeatedly deforesting the map would have summoned the elves by now, ah well, on with the 120z level pump stack, then to work on some kind fun machine for any new visitors. :)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 17, 2010, 02:18:43 pm
Are you sure they can access you? There're parts of the map inaccessible to some/all civilizations. Try to savescum, abandon and check your location. I get frequent serpentfolk ambushes, werewolf parties, demonic guests and illithid mobs in my current fort.

Oh yes, another thing. A while ago I briefly played an adventure with a Lizardman just to make sure it was working okay before I started my next project, but although they do seem to have little outposts, there don't appear to be any traders. Was I just not looking hard enough, or do the non-standard races not have them?
Serpentfolk as werewolves and elves live in "tree cities", it means that they have no buildings. The only site type which has shops is a "city" right now, and I didn't want lizardmen and snakemen to remove their jungles (cities chop all forests/jungles around them), it's antithematic.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Thoth on August 17, 2010, 02:46:53 pm
Are you sure they can access you? There're parts of the map inaccessible to some/all civilizations. Try to savescum, abandon and check your location. I get frequent serpentfolk ambushes, werewolf parties, demonic guests and illithid mobs in my current fort.

Forgive the stupid question but how do i find wtf i embarked since i have no memory even roughly where in the world i embarked?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: LizardKing on August 17, 2010, 02:48:24 pm
Managed to find the place. Turns out there's hostile snakemen, demons and werewolves at my current embark site. Lovely.

Also, my Lizardman adventurer started on a field of ice with the occasional tree. Not very jungley either :P
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: kilakan on August 17, 2010, 02:59:51 pm
Are you sure they can access you? There're parts of the map inaccessible to some/all civilizations. Try to savescum, abandon and check your location. I get frequent serpentfolk ambushes, werewolf parties, demonic guests and illithid mobs in my current fort.

Forgive the stupid question but how do i find wtf i embarked since i have no memory even roughly where in the world i embarked?
copy save, abandon on one, check where the reclaim is.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Thoth on August 17, 2010, 03:13:24 pm
Are you sure they can access you? There're parts of the map inaccessible to some/all civilizations. Try to savescum, abandon and check your location. I get frequent serpentfolk ambushes, werewolf parties, demonic guests and illithid mobs in my current fort.

Forgive the stupid question but how do i find wtf i embarked since i have no memory even roughly where in the world i embarked?
copy save, abandon on one, check where the reclaim is.
Right thanks for that never abandoned a fortress, so never saw the reclaim option, i foolishly embarked to a island off the ice sheet, only dwarves nearby -.- ah well, i have enough trouble with FB's and ghouls so they'll keep me busy, shame tho, me own fault for not properly checking.
Although i just reclaimed to see what state it was in, and had an immediate ambush on level -6 that i couldnt see yet, randomness.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 17, 2010, 09:36:10 pm
Dwarves are not "nearby", they are everywhere you embark :P.

Managed to find the place. Turns out there's hostile snakemen, demons and werewolves at my current embark site. Lovely.

Also, my Lizardman adventurer started on a field of ice with the occasional tree. Not very jungley either :P

There could be a winter in jungle. Sometimes biomes are weird.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: TomiTapio on August 18, 2010, 07:33:48 am
First siege begins in Glazegills... probably won't survive unless wall off.
Only two dwarves drowned in the magma pipe thanks to dodging hostiles near it.

(http://dl.dropbox.com/u/8967397/Glazegills__hostiles.png)

(I have given flayers primitive/simple weapons (spear, dagger, mace, buckler),
and removed tadpoles and area-blasting small-size outpost minds)

Oh well the caravan guards defeated the siege, somehow. Stupid dwarves will not move in Formation!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Medicine Man on August 18, 2010, 07:38:20 am
Hey Deon or anybody who can answer this question,were the spikes on war hammers removed?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: TomiTapio on August 18, 2010, 08:04:23 am
Hey Deon or anybody who can answer this question,were the spikes on war hammers removed?
Looks like so, the war hammer has only [ATTACK:BLUNT:10:200:bash:bashes:NO_SUB:2000] in Genesis.
Pole-axe and war hammer have different designs, and maybe it's too good to have a blunt-and-stab weapon.

I'm nerfing my swords and axes some, because spear takes 20+ stabs to kill (try as adventurer), and slashing ones just chop lowerbody off Very Often.
Wish I could set so that no dwarf migrates with lasher or pikedwarf.

Edit: Deon, and other adventurous souls, here's my current raws:
http://dl.dropbox.com/u/8967397/Tomis%20raws%20aug-18.rar (http://dl.dropbox.com/u/8967397/Tomis%20raws%20aug-18.rar)

It's nice to fine-tune your own worlds. But then again I was a programmer back in 2000-2005.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Medicine Man on August 18, 2010, 08:07:47 am
Hey Deon or anybody who can answer this question,were the spikes on war hammers removed?
Looks like so, the war hammer has only [ATTACK:BLUNT:10:200:bash:bashes:NO_SUB:2000] in Genesis.
Pole-axe and war hammer have different designs, and maybe it's too good to have a blunt-and-stab weapon.

I'm nerfing my swords and axes some, because spear takes 20+ stabs to kill (try as adventurer), and slashing ones just chop lowerbody off Very Often.
Thanks,we REALLY need them to be nerfed because I had to resort to hammers for my Fun
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Mudcrab on August 18, 2010, 09:21:19 am
At the year 1050 most evil civilizations seem to die

Apart from Werewolves, who dont really seem to do anything?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Bronimin on August 18, 2010, 10:37:55 am
because spear takes 20+ stabs to kill (try as adventurer),

who cares if you can easily make many creatures run from you, vomiting and oozing blood, if you can make them 'give into pain' before finishing them off without the barest scratch on yourself?

i admit they are terrible against most mobs of enemies (wolf packs not included) but, in the 'real world' there where anyway.

more fun too to see the whole enemies wound screen red anyways :P.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Mudcrab on August 18, 2010, 10:58:01 am
Agreed. Spears are actually very good for taking guys down. Like FB's and stuff.

Puncturing and what not. Destroying organs.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: TomiTapio on August 18, 2010, 02:10:43 pm
Agreed. Spears are actually very good for taking guys down. Like FB's and stuff.
Puncturing and what not. Destroying organs.
Daggers are good too, at least in goblin hands vs guard dogs.
I have issue with the instant axe-death of "lower body flies off". I'd rather have the axe make a horrible wound that causes bleedout in 3-6 turns.
Also have issue with Swans still flying at full speed when they have 10 wooden bolts in them.


Now I'm trying to get a 2x2 embark where 3 squares are freshwater lake or ocean and 1 square has some trees and No Aquifer. I keep getting goblins-died-out worlds, so I give them more littersize.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 18, 2010, 02:48:38 pm
It's weird. Ah, you play with "goblins".

In my world "demonic" citizens make huge empires and kill many.

Also I've felt the need to check the balance of weapons. I actually haven't changed them for a LOOONG time while I changed materials a lot, so it's expected that they are "wrong".

I feel that I should stop adding stuff and focus on balancing and common sense of existing stuff :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: TomiTapio on August 18, 2010, 03:38:33 pm
Made a little arena test.
12 unarmed goblins vs. 6 copper-axe stone dwarves (no armor, 1 in all skills).

4 x goblin head flies off.
7 x goblin lowerbody off.
goblin 3 bled out, torn liver, bruised heart, many tearmuscle-bruisebone. (9 axe-hits, goblin passes out, 4 hits, bled out.)
8 x dwarf testicle bruised from punch. (hmm I'll increase phallus size from 9 to 11, didn't land any hits.)
two goblins got upper spine nerves torn.

Overall, seems reasonable.
XLS spreadsheet: http://dl.dropbox.com/u/8967397/12%20unarmed%20goblins%20vs.%206%20copper-axe%20stone%20dwarves%20%28no%20armor%2C%201%20in%20all%20skills%29.xls (http://dl.dropbox.com/u/8967397/12%20unarmed%20goblins%20vs.%206%20copper-axe%20stone%20dwarves%20%28no%20armor%2C%201%20in%20all%20skills%29.xls)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: MiamiBryce on August 18, 2010, 05:43:57 pm
It's nice to fine-tune your own worlds. But then again I was a programmer back in 2000-2005.

It's nice to fine-tune your own worlds. But then again I was am a programmer back in 2000-2005.

fixed.

Once a programmer, always a programmer.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Medicine Man on August 18, 2010, 06:41:16 pm
I think Large Daggers need to be nerfed MASSIVELY,they are dwarven lightsabers.When I was attacking a demon,my axe couldn't hurt him but the large dagger cut him to pieces.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Vehine on August 18, 2010, 06:44:17 pm
I've noticed that shields seem to be pretty powerful as weapons.

It's either that, or Gargoyles/Giant Gargoyles/Giant Rats/Giant Toads aren't particularly threatening in and of themselves. My survival rate on my weaponless dwarves increases dramatically if they have a shield in hand to bash heads with.

Most of the time, a shieldbearer can manage to by-and-large incapacitate an enemy before my other dwarves with shiny axes and spears and warhammers arrive. The enemy barely fights back - the only time I received serious wounds is when one dwarfette split off from her troop in the underground and aggro'd into 9 ghouls.

(Ninja'd by dwarf mcdwarf's post:

I've noticed that daggers are pretty strong too. I'm sometimes managing to decapitate or eviscerate along the lower body with daggers at little to no weapon skill.
Broke her spine, ripped open her head and every limb.

So she just limped back to the hospital and by the time the doctor got to see her she didn't have any treatment prescribed. Lol moss dwarf.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: TomiTapio on August 18, 2010, 06:53:11 pm
Once a programmer, always a programmer.
Well I did make a simple Breakout game with ASCII characters in Amiga BASIC in 1990 after getting the Amiga 500... and got my first computer in 1984...

Another weapon test, which I'll spam to other threads too for "inspiration".
20 copper-spear stone-dw vs 20 copper nerfed-battle-axe goblins. (no armor, 1 in all skills): 16 goblins stand victorious.

axe: [ATTACK:EDGE:25000:5000:hack:hacks:NO_SUB:1150]
spear: [ATTACK:EDGE:20:11000:stab:stabs:NO_SUB:1150]

1 x spear tears goblin heart.
2 x axe to dwarf testicle "tearing it apart"
3 x spear to goblin testicle "tearing it"
1 x spear to upper spine
"Goblin 8 kicks Dwarf 9    in the nose with his left foot and the severed part sails off in an arc!"
1 x axe chops right hand
2 x spear removes right hand

5 x dwarf head flies off
14 x dwarf lowerbody away
1 x dwarf bled out
1 x goblin suffocated
3 x goblin bled out
16 goblins remain.
(http://dl.dropbox.com/u/8967397/DF_20spe_20axegob.png)

XLS spreadsheet:
http://dl.dropbox.com/u/8967397/20%20co-spear-stone-dw%20vs%2020%20co-nerfed-b-axe-goblins%2C%20%28no%20armor%2C%201%20in%20all%20skills%29.xls (http://dl.dropbox.com/u/8967397/20%20co-spear-stone-dw%20vs%2020%20co-nerfed-b-axe-goblins%2C%20%28no%20armor%2C%201%20in%20all%20skills%29.xls)

Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Vehine on August 18, 2010, 07:11:52 pm
Also, is it just me, or... are almost all of my dwarves female?

I mean, 8 out of 10, if I really had to form a ratio?  ???
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 18, 2010, 07:23:03 pm
You were just unlucky, Vehine.

TomiTapion: spears are worse than axes in 1vs1 ratio, it's a fact. In most games axemen counter spearmen.

Spears are great to pierce armor and scales though, and to make enemy to bleed out.

Stab a dragon and run around until it bleeds. I like your test, and axes seriously need smaller area of damage (and daggers/knives even less).

Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: TomiTapio on August 18, 2010, 07:26:56 pm
Also, is it just me, or... are almost all of my dwarves female?
I mean, 8 out of 10, if I really had to form a ratio?  ???
Seems to be so. Vanilla DF feature, if population ratios are the same number, for some reason males die young or don't get many baby boys.

I've had forts with:
8 males 55 females
7 males 31 females
4 males 39 females
11 males 66 females
average ratio 6.4 to 1.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: omglazers on August 18, 2010, 09:33:38 pm
My current fort has about 60 women and 7 men.

It sucks due to the fact that marriage and babies is much harder to obtain.

I started playing with Genesis last week and have enjoyed it thoroughly since. Even the modifications to Ironhand make it awesome.

But in any case, I'd like to petition and mention that I really feel like the abundance of varities of plants is actually harmful.

My seeds and kitchen screen is FLOODED with options. There are so many choices when trying to plan and cook and brew, etc. etc. that it makes it extremely hard to deal with.

Including the fact that seeds created in Genesis are not cookable, dealing with the huge varities is truely an awful situation.

I decided at the start to embark with 4-5 of every plant so I could have a few seeds of every plant. Gigantic mistake. Along with plant gathering and trading, the influx of seed and plant types has really gotten overwhelming.

Next time in the future, I won't do this, but I almost feel like 'less is more' is one of those areas that would apply to the plant situation. Even without having the seeds, the huge list of plantable crops in farm menus is extremely annoying.

Perhaps reduce the varities till a GUI/Interface overhaul?

Or at least add the raws to give a reduction in the varities? Better ways to get rid of seeds? Lots of ways to go about it.

Other than that, solid mod. Thanks.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Terv on August 18, 2010, 10:22:30 pm
Awesome mod, fighting gargoyles off has never been more fun :)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Medicine Man on August 19, 2010, 01:08:34 am
I have a questiom:Is it possible for genetalia to be removed by chopping/slashing or stabbing at it?I can axe a guy in the arm and it goes flying but when I axe him in the nuts they just stay.Edit:Red Dragons are REALLLY weak compared to Frost Dragons.

(editedit)It is impossible to create certain bone weapons on Adventure because you need to have a bone body part,which dosen't even happen if you butcher something.

(editeditedit)It seems that it will just accept any other bone,no need to worry  :D

How strong are Red Dragon bones?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 19, 2010, 04:46:51 am
All dragon bones and teeth are quite good, dragon tooth spear should pierce iron.


I will try to balance male-female ratio. Actually male castes are made more frequent than female, but it looks like it's not enough. When I make the next release I work on balance thus it's a good idea to playtest female:male ratio.

omglazers: I will make a "simplified" plant template and make other plants optional (as a separate txt download). You're right, it seemed cool at first when I've made it, but with time it gets old and annoying. Plus, not cookable seeds is not a feature, I just forgot to fix it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Medicine Man on August 19, 2010, 07:05:15 am
Are dragon bones tougher than bismuth bronze?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 19, 2010, 07:11:42 am
Dragon bones are somewhat better than iron and worse than bismuth bronze. Dragon teeth are almost as good as steel so better than bronze and iron.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Medicine Man on August 19, 2010, 07:16:37 am
Sweet.How about dragon raptors?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: LizardKing on August 19, 2010, 07:34:18 am
Sweet.How about dragon raptors?

I haven't seen those yet, but I hope I can keep them as pets.

If not I'll change it so I can. I must have those as pets.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Antilope on August 19, 2010, 07:43:01 am
Migrants brought one upon arrival. Naturally it's owner had an unfortunate accident very soon and it was turned into a war beast.

Unfortunately my fortress started crashing repeatedly before i could try it against some goblins or Illithids :/
Does someone know how they compare against the other war beasts (dogs, boars & black bears if i'm not mistaken)?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Medicine Man on August 19, 2010, 07:58:35 am
Migrants brought one upon arrival. Naturally it's owner had an unfortunate accident very soon and it was turned into a war beast.

Unfortunately my fortress started crashing repeatedly before i could try it against some goblins or Illithids :/
Does someone know how they compare against the other war beasts (dogs, boars & black bears if i'm not mistaken)?
I have put one up against a bear both Dragon raptor and bear have no skills

DR wins without a scratch

I try another round
DR gets a few scratches

I try the same dr against 2 black bears and it wins without a scratch

I try it against a legendery striker,wrestler and fighter bear and it wins with a scratch.


Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Tormy on August 19, 2010, 08:40:57 am
My current fort has about 60 women and 7 men.

FYI: Fortress of Dreams -> 60 women and 1 man. :P
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Medicine Man on August 19, 2010, 08:54:32 am
Too bad there are only breeding spores in DF,not sex  :( poor one man.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: TomiTapio on August 19, 2010, 10:06:54 am
The dwarven gods prohibit sleeping around.

Damn, last night's lakeside fort died to month 5 werewolf siege. We had ten unskilled citizens and no traps. Now I'm reducing werewolf sizes, as they were gangs of TOUGHMATERIAL 350-kilo bears last night... doing a reclaim now, and the damp-from-lake hospital had 1-2 high water in it.


Check out this webradio for DF background music: http://www.sky.fm/newage/   also inside WinAmp shoutcast.

Edit: writings from Reveredbridge and Reveredbridge reclaim:

Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 19, 2010, 02:02:14 pm
Wow, ezrakim siege, seriously? Did they get their diplomat dead? Eh...


I am working on weapon overhaul in my free time.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 19, 2010, 03:46:22 pm
I'm axing most of the underground plants.

There're no more "cave carrots, cave cucumbers, cave cotton" etc.. Some of them moved aboveground (there're carrots, cucumbers, cotton and some other previously UG-only plants on the surface).

I've got underground-themed plants from Underdark compilation instead. It really got on my nerves to see dark caverns filled with cave rice, carrots and tomatoes...

Now there're: shard thorns, purple stalks (which are brewed into a finest royal wine), blood boils, glow berries, stone roots and crystal canes. Some of old UG plants remained, but underground should be more unique now (I am getting new tiles for those plants).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Mudcrab on August 19, 2010, 04:17:05 pm
Good idea. There is far too much greenery in the mod. (and not enough in my possession)

Anyway... From what I can see strange things happen during World Gen with this mod. There is an Illithid Civilization that seems to just incorporate every race into it. From what I can see in legends countless battles have been fought with Illithids, demons, elves etc on the same side. All very confusing!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Lord Shonus on August 19, 2010, 04:23:47 pm
That happens all the time anyway.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 19, 2010, 04:30:49 pm
Yep, try to use Genesis mapscript, it's small enough (Medium size) not to hang your PC and it should have enough space and biomes for every race to survive.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: TomiTapio on August 19, 2010, 04:52:48 pm
Anyway... From what I can see strange things happen during World Gen with this mod. There is an Illithid Civilization that seems to just incorporate every race into it. From what I can see in legends countless battles have been fought with Illithids, demons, elves etc on the same side. All very confusing!
I made my flayers non-babysnatchers, since they implant their young into the brains of the slaves, becoming *new mind flayers*.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Mudcrab on August 19, 2010, 06:38:49 pm
Oh, its those demons fucking around.

Tricking fools into believing silly things! Making some very complex wars...
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: omglazers on August 19, 2010, 06:57:03 pm
omglazers: I will make a "simplified" plant template and make other plants optional (as a separate txt download). You're right, it seemed cool at first when I've made it, but with time it gets old and annoying. Plus, not cookable seeds is not a feature, I just forgot to fix it.

If you need help doing code monkey work or anything of the sort let me know.

It's really awesome. Trust me. The length and amount of plants is kind of overwhelming.

Wherein lies the problem. It's so many, I honestly had trouble dealing with it! Same with dogs somewhat; although I guess I can tell the difference between a wiener dog and a mastiff easily :P

I think the best thing to do is make sure that anything underground has no relation in name to anything above ground. No point in cave rice and normal rice, or cave tomatoes and normal ones!

Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Medicine Man on August 19, 2010, 10:18:47 pm
Hey Deon.I have an idea for another magic reaction,Turn rock into metal bar,it turns a rock into a random metal bar but if you have a low concentration skill it is very likely just to produce copper.And I have another idea,Magicly forge a weapon out of a metal bar,that explains itself right?

(edit)Lost adventurers can kill themselves with their own breath,I had one completely melting.

(edit)Lost adventurers also cannot be butchered in Adventure mode

(edit)Lost adventurers get melted by other lost adventurer breath,not theirs.

(edit)How about adding an ice bolt and arrow?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Nat on August 20, 2010, 05:41:17 am
Wow, I leave for a week and come back to 14 pages of updates....

Nuts.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Medicine Man on August 20, 2010, 06:04:17 am
Deon,the ratmen are known as NOTHINGS instead of ratmen in the arena.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 20, 2010, 06:09:03 am
They are known as ratmen and ratwomen.

You've made some error.

P.S. Oh snap, they crash arena for me, I don't know why. I will look into it.

P.P.S. Oh I see, I've defined castes twice. Thank you! I will fix it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 20, 2010, 06:34:11 am
I should release a fix this evening.

I've balanced swords and daggers. Daggers do not cut lowerbodies off and generally suck :P. However you can still slash a throat and stab guts, and rarely you can cut off heads and hands (but it happens VERY rarely).

Short swords mainly cut legs and arms and very rare chop them off. They are better at slashing than daggers, 3 daggermen vs 3 swordsmen lose in 85% cases. However I removed stabbing attack from them so they are unlikely to damage organs without a good attack.

Long swords are 1.5 bigger than short swords so they decapitate and dismember twice more often than short swords, so they are closer to axes here. Still most of the attacks are muscle cutting/bone damage.

Two-handed swords dismember approx. in 50% cases.

All other swords are based on dagger-short-long-2handed system, sometimes they are better, sometimes not.

Note that all above tests were against clothing, so with armor swords are much less deadly and spears shine here, so they have their place (swords better vs. lightly armored enemies, spears are better vs. heavily armored enemies).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Medicine Man on August 20, 2010, 06:51:32 am
P.P.S. Oh I see, I've defined castes twice. Thank you! I will fix it.
That might be why I had the priest worshipping the raws glitch.Also Bile Demons description just says Bile Demons.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: TomiTapio on August 20, 2010, 08:11:48 am
ratman, dark dwarf, skunk got wrong genitals somewhat. (searched for "malegen")
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Urist McNewb on August 20, 2010, 01:53:46 pm
so, an ent spawned near my place. Is it like, hardwired to go after wooden stills? he's killed 3 of mine, and nothing else >.<
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: TomiTapio on August 20, 2010, 05:12:18 pm
Having a nice fort, lakeside 2x2, sieges can come from only 3 directions.

Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: omglazers on August 20, 2010, 07:51:02 pm
Looking forward to a fix.

Seeing copper daggers chop mastiffs in twain is kind of annoying.  :'(
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: omglazers on August 20, 2010, 08:36:15 pm
Bug: When making a stone stockpile, new 'stone' compact peat will always end up in the stockpile due to the fact that it cannot be selected or banned AFAIK.

I made stockpiles of JUST 'jet' or JUST 'chalk' but compact peat always ended up there along with the designated stone.

Not sure why.

Minor annoyance.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: EuchreJack on August 20, 2010, 09:11:33 pm
Can't you just covert all your compact peat into coke?  Heavy manufacture of coke will solve all your problems!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: kilakan on August 20, 2010, 09:12:26 pm
Heavy manufacture of coke will solve all your problems!
WOOOO!!! DRUGS!..... wait wrong type of coke.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: MiamiBryce on August 20, 2010, 09:20:43 pm
Can't you just covert all your compact peat into coke?  Heavy manufacture of coke will solve all your problems!

I've got over 2000 compact peat even with three smelters going full time trying to coke it all.

Edit:  I just added [IS_STONE] to PEAT in inorganic_stone_genesis.txt, that fixes it.  Not sure if Deon meant for it to be missing that tag or not.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Medicine Man on August 21, 2010, 01:37:38 am
Err...Deon Gorlaks seem to have kidneys in their head.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: mikefictiti0us on August 21, 2010, 01:56:23 am
Deon, I uploaded my custom map scripts  here (http://users.tpg.com.au/fade2blk/DwarfMaps/). I added Middle Earth, Britannia, Serpent Isle and Tamriel. There's a couple of others but they aren't quite finished yet. I also fixed Middle Earth so civs that settle in the west won't become isolated.

Let me know if you want any worlds in particular. I generate my own heightmaps so all I need is a basic map image that shows land features.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Vehine on August 21, 2010, 02:19:54 am
Harmless Minnows = Genesis Carps? :(
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Medicine Man on August 21, 2010, 02:50:57 am
Harmless Minnows = Genesis Carps? :(
No,Carp are MUCH deadlier because they will seek out and kill dwarfs.Hang on a minute...I just threw a fire bolt at a trollkin child and the area is being affected by frostbite now??  ???
Title: crash
Post by: HD23 on August 21, 2010, 06:42:58 am
I was playing version 3.00 of Genesis and I love it so far, but the game crashes on second spring, after first sylvan elves carravan arrives or just before that.
I updated the raws in the save to 3.03 and tried the latest version, but it still crashes.

Here's the save file, the crash will occur after a few ingame days.
I'm using the ironhand version.
http://www.megaupload.com/?d=DFK0VJRV

Does anyone have any idea what might be wrong?
Title: Re: crash
Post by: omglazers on August 21, 2010, 06:48:12 am
Does anyone have any idea what might be wrong?

Update the whole thing.

Just take the save and init files and move them to the new version's folder
Title: Re: crash
Post by: TomiTapio on August 21, 2010, 08:02:43 am
I was playing version 3.00 of Genesis and I love it so far, but the game crashes on second spring, after first sylvan elves caravan arrives or just before that.
I updated the raws in the save to 3.03 and tried the latest version, but it still crashes.

Changing the raws is the best way to make DF crash. There's so very many moving parts.
One can try staying indoors (in burrow) for the offending month, or slaughtering animals, of walling off the main entrance, to change what is happening. Removing depot. Removing digging designations.


Tried a werewolf adventurer. Rabbits don't flee from it, as werewolves are so at peace with wildlife. Died from goat kicks or wolf bites (I've toned weres down).
Orc hammeradventurer: evil cougar still lives after _90_ hammer hits. So I increase the vascular (chance of major bleeding) of muscle and bone. and guts and stomach and lungs and brain.
Orc hammeradventurer 2: bronze maul is pure crap, shatters skin and bruises bone/muscle/fat.
More adventurers.
Now trying BONE:
   [ARTERIES] --xx many shattered bones is death
   [VASCULAR:4]
   [PAIN_RECEPTORS:9] --maybe 50 is too crazy for animals.
Hooray, superstrong shroomer dwarf managed to kill a black bear and two gargoyles with only copper shield. Took days though.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 21, 2010, 09:43:45 am
The only most probable reason for crash may be some creature which is bugged. I will explore it before I release .04.

I will add IS_STONE to peat, sorry for that :P. Typo I guess.

DmD: I didn't change gorlaks.. I will look into it :D.

mikefictiti0us, thank you for the scripts.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: omglazers on August 21, 2010, 01:31:14 pm
By the way, since I found masonry to be stupid hard to train up unless you are willing to waste a ton of time building blocks or furniture which is even MORE clutter, I added the following reaction to reaction_training

[REACTION:LIBRARY_STUDY_MASONRY]
   [NAME:read fortress blueprints]
   [BUILDING:LIBRARY:CUSTOM_A]
   [SKILL:MASONRY]


Im not sure if there is a way to control the gain of XP gained from reactions like this, or from others. I know it may gain a bit fast [haven't tried it yet] but this is a far more elegant solution than building blocks nonstop which only serves to drive me insane.

Edit:

Also decided to add in mechanics

[REACTION:LIBRARY_STUDY_MECHANICS]
   [NAME:read 'popular dwarf mechanics']
   [BUILDING:LIBRARY:CUSTOM_H]
   [SKILL:MECHANICS]   
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: TomiTapio on August 21, 2010, 03:32:20 pm
By the way, since I found masonry to be stupid hard to train up unless you are willing to waste a ton of time building blocks or furniture which is even MORE clutter, I added the following reaction to reaction_training.
Also decided to add in mechanics

One way to keep the peasants happy busy is to make loads of blocks (instead of dumping stones), then building floors nearby, to make the place look nicer and to get rid of the stones.
I see no need to train the mechanics skill, except to get better quality mechanisms for weapon traps.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: omglazers on August 21, 2010, 07:26:12 pm
[I see no need to train the mechanics skill, except to get better quality mechanisms for weapon traps.

This matters a lot! If you use a lot of weapon traps rather than cage ones, like I do.

Also, traps and mechanical stuff is built faster.

As for making blocks, I know everyone says that but sometimes I just want to assign a dwarf to learn nothing but how to be a mason, and building blocks is a tedious and slow process, especially if they end up using a bunch of stone I didn't intend for them to use.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Tarran on August 21, 2010, 08:50:01 pm
Deon, I just caught a mistake in the PICKED_TILE of Quarry bushes: The picked tile is ("), which leads to it being completely blank (at least, in the ASCII version). I'm 100% sure that that's the problem, since when I changed it to "34" it wasn't blank anymore.

EDIT: Apparently, the problem still persists for unharvested quarry bush shrubs (but the change in tiles fixed the harvested ones). I'll see if I can figure out the problem.

EDIT2: Found out why, SHRUB_TILE and DEAD_SHRUB_TILE also use the broken (") as their tiles.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: omglazers on August 21, 2010, 11:18:05 pm
Heh, it feels like Genesis is practically a community mod at this point :P

Its nice to feel like a part of something as ambitious as this is
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 22, 2010, 01:34:39 am
I will add both reactions. Library becomes one of the most important buildings now, hehe.

And I don't always like to build tons of blocks or mechanisms. Blocks in the end make a lot of clutter (although less than stone so it's a bit better), but the main problem is mechanisms, because they take furniture piles and flood the space.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: TomiTapio on August 22, 2010, 06:56:29 am
Heh, it feels like Genesis is practically a community mod at this point :P
Its nice to feel like a part of something as ambitious as this is

It's the best mod around, having the spirit of the vanilla, but more races, plants, and creatures.

I'm having a "private branch" of Genesis, where the races are slightly different and just yesterday
enabled silver ammo, brass armor, nickel "silver" and billon ammo, sterling silver armor and weapons (they may be decorative, but a great help versus wildlife).
And made gold appear in small clusters, not veins. Little things like that. And added Demon Cat based on Forest Cat, but different. Disabled mittens and socks from my dwarf civs, for less clutter.

I've set higher requirements for non-dwarf caravan arrival, in current fort got orc & sylvan & duskie caravans as late as year 3 spring. (got fame for the outpost by slaying a Balor; its lowerbody flew off too easily.)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: LizardKing on August 22, 2010, 11:27:13 am
I had a Salamander and a Lizardfolk Witch stumble into some cage traps I left out in the open, and thought rather than killing them I'd see if I could let them wander tame around my fortress. Rather then editing the raws I just used runesmith to make them tame and not an invader. While they're both happilycontently wandering around the meeting hall, the salamander appears to be thirsty and not drinking anything. The witch is fine. There's tons of booze and a little pool nearby set as a water source. Any idea why the silly bugger isn't drinking?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 22, 2010, 11:55:21 am
Add NO_DRINK to it, non-entity creatures cannot drink in fortress mode yet.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: LizardKing on August 22, 2010, 12:10:21 pm
Add NO_DRINK to it, non-entity creatures cannot drink in fortress mode yet.

Ah I see. I already did that, but at least I know why now =]
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Morrigi on August 22, 2010, 03:34:26 pm
I just downloaded this mod and tested some stuff in the arena. My lost adventurers and the human they were fighting melted, and I keep getting messages that skin is being chipped, shattered, and generally acting like it's rigid half the time. What can I do to fix this?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: TomiTapio on August 22, 2010, 03:52:33 pm
Some sieges at Muscletombs...
and wildlife:
(http://dl.dropbox.com/u/8967397/DF3112_Muscletombs_Fspid-vs-dw2.png)
(problem: lowerbody and cheek are protected by clothes, but testicles are not.)

Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: oolon1 on August 22, 2010, 05:08:43 pm
Why on earth is marble pink?  This is going to completely ruin my plans for a white fortress.  If I change the color, will it take, or do I need to do worldgen again?

p.s. The mod is great so far except for the ridiculous amount of seeds in the default embark and pink marble.  Keep up the good work.

Edit:  Sorry, the walls are fine.  The door is pink and blue.  My mistake.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: omglazers on August 22, 2010, 05:39:05 pm
Why on earth is marble pink?

Edit:  Sorry, the walls are fine.  The door is pink and blue.  My mistake.

Yes; this actually made me  :'( a little bit on one fort.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: TomiTapio on August 22, 2010, 06:23:04 pm
Why on earth is marble pink?  This is going to completely ruin my plans for a white fortress.  If I change the color, will it take, or do I need to do worldgen again?
Edit:  Sorry, the walls are fine.  The door is pink and blue.  My mistake.

Marble has in inorganic_stone_layer.txt
[INORGANIC:MARBLE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:marble][DISPLAY_COLOR:7:5:0][TILE:137][REACTION_CLASS:FLUX]

that 7:5:0 is the color, 7 foreground, 5 background, 0 brightness modifier.
http://df.magmawiki.com/index.php/DF2010:Color  says 7 is light grey and 5 is magenta. 7:7:1 would be white on white shiny marble.
(I still have the previous 7:6:0)

No need to re-roll a world for colour or which-tile changes.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Tilla on August 22, 2010, 06:25:49 pm
PlumpHelmetPunk has started Lets Playing this mod on the Youtubes :D
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Z1000000m on August 22, 2010, 07:37:19 pm
Heavy manufacture of coke will solve all your problems!
WOOOO!!! DRUGS!..... wait wrong type of coke.

Actually, I was wondering why none though about making a df comic about dwarfs that discovered a vein of coal and got blacklung few weeks later.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: omglazers on August 22, 2010, 09:40:38 pm
In forges, 'Forge dagger' appears twice. Not sure if it's just magma forges.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Tarran on August 22, 2010, 09:50:43 pm
In forges, 'Forge dagger' appears twice. Not sure if it's just magma forges.
Same here.

Oh, but I found out why: Large Daggers and Daggers (both found in item_weapon.txt) both use "Dagger(s)" as their name.

If you can't understand what I mean, here's the copied raws with the mistakes bolded:
Spoiler (click to show/hide)

If you want to fix it before the next update, just add "large" to the front of the Large Dagger's raw name, like so:
Quote
[NAME:large dagger:large daggers]
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: omglazers on August 23, 2010, 12:19:39 am
Isn't a large dagger just a short sword?

:)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Medicine Man on August 23, 2010, 12:24:43 am
Isn't a large dagger just a short sword?

:)

No, it is a medium lightsaber.

Anyway Deon does this mod have temprature turned on?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Tarran on August 23, 2010, 12:45:48 am
Anyway Deon does this mod have temprature turned on?
Why does it matter? You can change it on/off at will you know.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Medicine Man on August 23, 2010, 01:21:29 am
How do I do that?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Tarran on August 23, 2010, 01:29:20 am
How do I do that?
In the d_init.txt, change the setting [TEMPERATURE:(YES or NO)].
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 23, 2010, 05:54:46 am
It should be on.

Also, with the daggers, [ADJECTIVE:large]. Don't miss it. With your proposed change you would have "large iron large daggers". It's just the forge interface problem.

And anyway, for the next version there's just one type of dagger because I tweaked all weapons.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: TomiTapio on August 23, 2010, 07:40:40 am
And anyway, for the next version there's just one type of dagger because I tweaked all weapons.
Would be interesting to hear what kind of testing you did with the weapons, was there leather cloaks and robes involved, or just bronze and copper mails.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 23, 2010, 10:45:24 am
There were two types of suits involved:
1) Leather shirt+trousers+cap+gloves+shoes
2) iron mail+leggings+helm+gauntlets+low boots

I will see what's going on with robes though. They protect a big area of body.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Tilla on August 23, 2010, 12:19:19 pm
Oh boy, just 'completed' my first fortress. I forgot to set up water reserves and when year 2 came to winter time, we ran out of drink and could not produce more fast enough.

Dwarves started to die left and right at an increasing rate (down from about 60) until the big thaw of Spring was approaching, a mere 16 Dwarfs still clinging half heartedly to life.

That is when the demon ambush happened.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: omglazers on August 23, 2010, 12:43:12 pm
That is when the demon ambush happened.

It's been two years and my fort's population is stuck at 21 it seems. I am hoping to get more, but until then, I've had to turn off invaders due to the insane size and frequency of invaders.

I guess when you add in a ton of evil civs, they all decide to attack.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: TomiTapio on August 23, 2010, 01:24:03 pm
It's been two years and my fort's population is stuck at 21 it seems. I am hoping to get more, but until then, I've had to turn off invaders due to the insane size and frequency of invaders.
attack.

You can try to fine-tune by putting higher numbers (attack requirements) into the entity's
   [PROGRESS_TRIGGER_POPULATION:3]
   [PROGRESS_TRIGGER_PRODUCTION:4]
   [PROGRESS_TRIGGER_TRADE:4]
   [PROGRESS_TRIGGER_POP_SIEGE:4]
   [PROGRESS_TRIGGER_PROD_SIEGE:4]
   [PROGRESS_TRIGGER_TRADE_SIEGE:4]
so that eg. goblins come earlier than flayers.
And do they come siege you because of population count, grand metalworks wealth, or trading said wealth.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: TomiTapio on August 23, 2010, 01:30:57 pm
The settlement of Muscletombs died of flayer and were siege, and 30 survivors in bedrest while one recruit goes berserk.

Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Morrigi on August 23, 2010, 04:50:44 pm
I just downloaded this mod and tested some stuff in the arena. My lost adventurers and the human they were fighting melted, and I keep getting messages that skin is being chipped, shattered, and generally acting like it's rigid half the time. What can I do to fix this?

Anyone?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: TomiTapio on August 23, 2010, 05:43:39 pm
I just downloaded this mod and tested some stuff in the arena. My lost adventurers and the human they were fighting melted, and I keep getting messages that skin is being chipped, shattered, and generally acting like it's rigid half the time. What can I do to fix this?
Anyone?
It's a vanilla DF issue, silly wording on skin damage. Probably there's a bug report on Mantis already. Very minor issue. Cloth cloak and robe negating elf-wood-sword attacks 100% is a bigger issue. For elf adventurers.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Morrigi on August 23, 2010, 05:58:10 pm
I tried the new version of Civilization Forge and the strange wording disappeared, it seems to be an issue with the mod, not DF.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 23, 2010, 06:01:21 pm
I will test the lost adventurers making themselves melt :). Probably molten flies was a planned behaviour but I will better rethink it.

I will make flayers to arrive later, it looks like they are too deadly to arrive early. I've lost 2 fortresses to them.

I plan to make a "scriptorium" workshop where dwarves will write "tomes" using "vellums". Vellums are made from leather. Now every library action will require a "tome" and it has 5% to be destroyed. It will at least SOMEHOW make library not free.  I don't want to flood it with components (to keep it usable) but I want some minor thing which requires the player to have at least some low tech industry before he builds a library.

Regarding two crashes mentioned in the thread, they could be DF vanilla crashes, but I am testing every existing creature to see that they all work for the next release.

P.S. Morrigi, I will look into skin. Maybe some material change by me caused DF to behave this way. Are you sure it's not a tough skin of some monster? Anyway, I am going to bed now (3 A.M.) and I will test it and make sure it works properly, thank you.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Morrigi on August 23, 2010, 06:22:04 pm
It was a few humans, a dwarf, and a few fairly mundane animals.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Laiska on August 23, 2010, 10:26:21 pm
1st , thanks for the mod everyone. now rolling a fort and trying to figure out some buildings behavior, as some of them aren't listed on the included "Manual". if someone knows how these ballgate etc workshops works i would appreciate it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 24, 2010, 12:46:03 am
Heh, if they are not listed, it means that they are mostly decorative. They may have some minor use but it's more for fun than for a profit.

I will make a better manual soon.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Emesis on August 24, 2010, 07:53:44 am
Hey, I've been playing this mod and I've noticed that Orcs are not hostile. Anyone know a way I could change the entity files in order to make them siege me? I tried removing the [INTELLIGENT] and [CAN_SPEAK] tags and had no luck.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: OmnipotentGrue on August 24, 2010, 07:56:11 am
You have to replace the [INTELLIGENT] tag with [CANLEARN] and [CANCIV].
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: omglazers on August 24, 2010, 03:41:27 pm
I can't be the only one waiting for 3.04 or whatever version with baited breath. I haven't even started a new fort since I'm stuck waiting  :P
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: TomiTapio on August 24, 2010, 05:13:11 pm
Yeah it'll be interesting to see the new non-lightsaber edged weapons in action.

Anyways there are probably 5 different designs of "battle axes" IRL, there's the small hatchet, woodcutter's axe, executioner's clumsy big axe, and some that are actually good on medieval battlefields (not too clumsy, but quite deadly).
Edit: on wikipedia http://en.wikipedia.org/wiki/Battle_axe (http://en.wikipedia.org/wiki/Battle_axe)

My current fort, Angelhelms:
Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: omglazers on August 24, 2010, 05:25:50 pm
Anyways there are probably 5 different designs of "battle axes"

AFAIC I would like to see one handed and two handed axes, and thats about it.

The last thing the limited UI space of DF needs is five axe types X_X
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Eagle_eye on August 24, 2010, 07:48:37 pm
I've noticed that it doesn't seem to be possible to cut off genitals. While I can romp around as a werewolf, ripping dark elves in half with my teeth, no matter how many times I "shake ___ around by the right testicle", it only gets broken open.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: TomiTapio on August 24, 2010, 08:17:53 pm
The last thing the limited UI space of DF needs is five axe types X_X

Are you comfortable with dagger, large dagger, kryss, short sword, longsword, two-handed, seax-sword, scimitar, wakizashi, katana, sabre, cleaver and sickle-sword, the current exotic swords?

Genesis axes include bardiche, bearded axe, dane axe, naginata, two glaives, great axe, ice axe and hand axe. It's just that dwarves can't manufacture them. The enemies always drop lowest-quality weapons so they're no good.

I suppose that with the nicely tested new Deon-blades we can put the exotic blades as "properly tested weapon plus or minus 7%". Or lose some race-flavor and gain some streamlining.


About the external genitals... maybe need to try something like
[BP_LAYERS:BY_CATEGORY:HEAD:SIDEBURNS:1:IN_FRONT:BY_CATEGORY:EAR]
and try to specify their location better. I know Ear and Nose can be kicked off.

I have no idea how to get pants, leggings and chain mail's "down-step" to protect the genitals.

The tentacle tissue is def wrong because of the muscle and cartilage it contains.
My current humanoid bits, if anyone is interested:
Spoiler (click to show/hide)
Of course one could add womb and bladder to the humanoids, for completeness. kidney is 100-size at the moment, as is neck and heart. Foot 120 and hand 80. Hmm just maybe... I'll make the neck and tail bigger. Huh, upper arm and liver are both 200...
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Eagle_eye on August 24, 2010, 08:58:11 pm
still no luck: a slade axe of giants wielded by a grandmaster merely "tears it apart"
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 24, 2010, 11:50:52 pm
Because they are embedded. Actually it's a bit intended, I didn't want them flying around. I can fine-tune them for that, it was just a start, you know :). I didn't test their behaviour much, but I will do it (but I consider it a minor issue).

I can't be the only one waiting for 3.04 or whatever version with baited breath. I haven't even started a new fort since I'm stuck waiting  :P
Yeah, sorry, I have main testing done and weapons fixed, I just wanted to add remaining stuff like scriptorium and some creature tweaks and test all remaining animals before I release it. I was just a bit busy with the preparations to my last university course. It's 1st of september soon so I was a bit busy with my diplom work. I will try to release it soon :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: omglazers on August 25, 2010, 12:53:49 am
Its ok, that was just my way of encouraging your hard work!  8)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Emesis on August 25, 2010, 07:19:03 am
You have to replace the [INTELLIGENT] tag with [CANLEARN] and [CANCIV].

Thanks a lot! Things to kill are definitely more interesting than a gazillion new trade partners.

Great mod  :D

EDIT: In Embark mode sites of these civilizations still show up as grey (friendly) if I try to embark on a town of theirs. I've genned a new world. Did Toady change the source of DF itself to remove the red=enemy feature, or should I be changing something in the entity file as well as the creature file?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 25, 2010, 08:26:22 am
Actually those are CAN_LEARN and CAN_CIV, and CAN_CIV is an old token which is no longer present.

With CAN_LEARN instead of INTELLIGENT (so no speaking) said races will attack (siege; they can bring up to 80 units + mounts) in the first year. Beware.


Quote
if I try to embark on a town of theirs
Any site you embark on is friendly, even goblins in vanilla.

And no, red line (--------) means "war".
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: TomiTapio on August 25, 2010, 08:31:56 am
They say that if you add [ITEM_THIEF] to the civ, they will be usually hostile. The surest way for War is of course [BABYSNATCHER].


Deon, noticed that beholders have 32 teeth, each with relsize 100, super large.

Maybe add AMBUSHER to werewolves, and them being an early sieger, let them bring no mounts. In my worlds I think I'll have
goblins & flayers with mounts, and lizardmen & weres with no mounts. Goblins are starting to feel puny.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 25, 2010, 11:06:42 am
Beholders have large teeth, what's wrong with them? :)

Yeah I didn't want mounts for werewolves, it was just not thought through. I will fix it.

Goblins feel puny? Come on. FIre throwing warlocks, bile-breathing large and strong bile demons, non-bleeding vampires... I think they are quite strong. Especially with the upcoming weapon nerf :P. Creature strength now matters more, when daggers don't chop cows in half, hehe.


Also I must admint I am guilty. I haven't worked on Genesis today because my brother showed me Dragon Age... And I was charmed by locations and monsters :). The plot is not so great, I feel like I am moving on rails (even Baldur's Gate II allowed you to side with either good or bad guys), but it allows to solve quests using different skills so it's okay. Although I feel that it's made more for a "complete this quest with any character build" rather than "different gameplay for different characters".

Anyway, dwarven rogues are awesome. I wanted to share me:

killing ogres:
Spoiler (click to show/hide)
by the way, DA ogres look like DF ogres, with big size and horns and tusks :P.

Oh, also I succeeded to kill a high dragon on nightmare:
Spoiler (click to show/hide)

I feel that the highest difficulty ("nightmare") is still too easy, this game is quite casual. With a proper character build you can almost solo it (although many disablers encourage parties which is good).

I've only spent about 4.5 hours in the game and I am level 11 now. Killed a high dragon on lvl 11. Hehe.

P.S. More on topic. I plan to add more alloys, the game inspired me :).

You're going to see "red steel", a more durable and fire-resistant steel alloy which requires magma to smelt (and has some minor magical qualities). Also I plan to add sun gold to the list of craftable alloys (through an expensive reaction) and probably add a mythril-like metal (light and sharp) which takes a place of "minor adamantine".
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Setharnas on August 25, 2010, 11:43:21 am
P.S. More on topic. I plan to add more alloys, the game inspired me :).

You're going to see "red steel", a more durable and fire-resistant steel alloy which requires magma to smelt (and has some minor magical qualities). Also I plan to add sun gold to the list of craftable alloys (through an expensive reaction) and probably add a mythril-like metal (light and sharp) which takes a place of "minor adamantine".

Sounds vaguely like you are slightly drifting towards a kind of "Genesis Forge"... Of which I (and most probably lots of others) would highly approve. :)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 25, 2010, 12:05:00 pm
Huh, "genesis forge"? What do you mean?

I won't increase the existing number of metals greatly. Sun gold is here for a long time, I just decided to give the dwarves a knowledge about it. I just add two quite logical metals, one as a better steel and another as a worse adamantine. And "red steel" is from Dragon age :P.

Their addition is quite logical to me, because beasts and monstrous creatures have much tougher body materials now, so you should have a way to deal with that.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: TomiTapio on August 25, 2010, 12:11:36 pm
For my worlds I recently enabled brass and sterling silver weapons and armor, because... you want a wooden weapon to fight the wolves or a brass/silver dagger?
And, sterling silver armors are very decorative.

Oh man 46-60 FPS hurts, current dog-heavy fort has 57 dorfs and 160 animals... and crashed on this session.

should try a Fun live-in-caverns settlement now that I have the nice params for wide open caverns.
Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Setharnas on August 25, 2010, 12:25:19 pm
Huh, "genesis forge"? What do you mean?

Simply a hypothetical mixmod of Genesis and CivForge (but not the existing MixMod, which is too broad in scope for my taste). I greatly enjoy both yours and Meph's mods and would love to have Obsidian dwarves blow up my fortress with Jade dwarves work in CF's alchemy workshops.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Ladde on August 25, 2010, 02:26:21 pm
Hmm, on my current fortress, I get alot of "A section of cavern has collapsed!"
But it is under my fortress in undiscovered territory. What is that all about? Never had that before.
Has it something to do with Genesis?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: TomiTapio on August 25, 2010, 02:42:10 pm
Hmm, on my current fortress, I get alot of "A section of cavern has collapsed!"
But it is under my fortress in undiscovered territory. What is that all about? Never had that before. Has it something to do with Genesis?
It's regular DF behavior (at least in v.31.12), the algorithms that make the three cavern layers aren't perfect, and some areas collapse.
Very bad luck if upon embark, a surface river collapses into the caverns, and you get a waterfall (and huge FPS penalty).
You can change the caverns quite a bit with the worldgen parameters.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: JediaKyrol on August 25, 2010, 02:47:04 pm
Hmm, on my current fortress, I get alot of "A section of cavern has collapsed!"
But it is under my fortress in undiscovered territory. What is that all about? Never had that before.
Has it something to do with Genesis?

no, that's normal DF...usually from an underground lake being spawned right on top of a magma pool, with no floor between them...if it is happening constantly...it's a river pouring into the magma
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 25, 2010, 03:25:20 pm
Okay, that's enough of Dragon Age, I have to patch up Genesis :).

I've noticed that I forgot to draw tiles for swans and pelicans and used other tiles instead. So that's fixed now.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 25, 2010, 03:37:16 pm
Okay I see. Ogres cause crashes too. It's fixed now. The next version (upcoming) should be totally stable. That damned genitalia upgrade... It took so much work that I left some mistakes which were not identifiable by the game parses (errorlog.txt).

P.S. To fix your current game, delete
Code: [Select]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:MALE]
[MALE]

is the lower part of the [CREATURE:OGRE] in creature_standard.txt (the castes were declared in the first part of the creature paragraph).

P.P.S. Same issue with the reindeer. Okay, now I see why elves caused a crash there. You should remove the same stuff as from ogre and rat man.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Miko19 on August 25, 2010, 03:51:20 pm
Holy shit! The genitalia stuff ROCKS! I just found some dusk elfs that were missing, uh, both testicles and a phallus.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 25, 2010, 04:01:00 pm
Poor guys.

Anyway, that's it. The problems in 3.03 were in ratmen, reindeers and ogres.

Also I've figured out that the following critters still do not have proper graphics:
Spoiler (click to show/hide)

Why did nobody mention it? :D I'm fixing it right now.

Here're all other critters (without fish, vermin and other minor stuff):
(http://i34.tinypic.com/2egcj06.png)

182 here. With the missing 11 critters (without graphics) it makes total of 193 big creatures. Quite a number.

P.S. Actually it's something around 200 because I didn't put giant versions of felines into this table.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Ladde on August 25, 2010, 04:11:15 pm
When a brook freezes it changes to rocky-type tiles.
Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 25, 2010, 04:16:10 pm
Yeah that's a problem with DF using the same tile... And I don't use background color here, so it looks weird... Could you please live with it for some time? It's not moddable :D.

The next DirectX version will allow us to customize tiles, so this problem should be gone. It all depends on Baughn though.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Eagle_eye on August 25, 2010, 04:28:02 pm
just a suggestion for the next version: make ithillids weaker, or less expansionist. They always end up owning half the world by year 600 or so.. often wiping out other civs.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 25, 2010, 04:36:52 pm
Sure, I will tweak their biomes.

Also, a raptor:
(http://i50.tinypic.com/2mwz95f.png)
:)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Ladde on August 25, 2010, 04:38:20 pm
Yeah that's a problem with DF using the same tile... And I don't use background color here, so it looks weird... Could you please live with it for some time? It's not moddable :D.

The next DirectX version will allow us to customize tiles, so this problem should be gone. It all depends on Baughn though.

Ah, geez! Well I guess I HAVE to... 8)

I have a question about Iron.
I have alot of Iron bars. But in my magma forge I can't select Iron from the material list. Why is that?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 25, 2010, 04:43:00 pm
You cannot use iron to produce weapons/armor.

In the included excel manual:
Code: [Select]
Finishing Forge:
Harden Iron Takes iron bar + fuel, produces wrought iron
Make pattern welded steel bars Takes iron bar, pig iron bar, coal + fuel; gives 2 steel bars
Basically you have to make wrought iron first. It requires an additional unit of fuel.

So the iron is not automatically a cheap bronze, it requires a bit more work to make iron weapons/armor now.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Tarran on August 25, 2010, 04:44:20 pm
It's part of the integration into the Ironworks mod. In real life, normal Iron is (apparently) too soft to be used as a weapon, you have to build a finishing forge to turn it into wrought iron, which is about equal to bronze.

Ninja'd.

Also: Deon, you forgot to update your sig again (the version is out of date, your sig says 3.0, when it should say 3.03).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Ladde on August 25, 2010, 04:48:19 pm
Aha!
Maybe I should check the manual :>
Btw how is the wikia comming? :> - Should add it to the front-post.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 25, 2010, 04:49:22 pm
Actually it should already say 3.04, I am just a bit lazy with the update >:(.

 I should finish it faster (and make myself to update the manual, and make wiki... lots of work to do, darn!).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Ladde on August 25, 2010, 05:29:28 pm
Is there a .txt version or .pdf version of the manual? I can't open .xls files ://
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: TomiTapio on August 25, 2010, 05:35:56 pm
Also, a raptor:
(http://i50.tinypic.com/2mwz95f.png)
I thought they had feathers and chirping noises. Running half-bird half-dinosaur. Not fat or bulky at all.

Might be nice to have a ranch-for-meat domestic lizard, maybe an iguana.

"The green iguana (Iguana iguana), indigenous to Central America, has become extinct in some countries and is endangered in others as excessive hunting and destruction of their tropical forest habitat has depleted their numbers. The green iguana depends on trees - they feed primarily on leaves, flowers and fruits from the upper storey of the forest - but as species from the forest-edge, they can also do well on farms or ranches with forested areas."
"It grows to 1.5 metres (4.9 ft) in length from head to tail, although a few specimens have grown more than 2 metres (6.6 ft) with bodyweights upward of 20 pounds (9.1 kg)."
- swims, has Fleequick, size 6-8 kg, eats vermin and fruit. not in freezing areas. poor viewrange, maybe 12. So its like a tropical nearsighted slow cat with littersize 3-9 (70-90 IRL).


Deon, the spreadsheet-format manual could be shared as an image, like this: (already too old version's manual)
Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: omglazers on August 25, 2010, 07:08:05 pm
Deon, the spreadsheet-format manual could be shared as an image, like this: (already too old version's manual)

I got so goddamn sick of booting up Excel every time I just printed it to PDF

Is 3.04 supposed to be out? I got confused by earlier Deon posts
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Tarran on August 25, 2010, 07:40:50 pm
Is 3.04 supposed to be out? I got confused by earlier Deon posts
Nope, not out... Yet. Likely will be very soon unless Deon ends up taking so long that he has to sleep. :P
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: MiamiBryce on August 25, 2010, 07:54:11 pm
I seem to be able to dry briquettes with any plant type.  Not that I mind, too darn many plants than I care for anyway.

Deon, any plans to switch to a tileset that has walls that look more like walls and less like thin rock veins?  My sun gold walls don't look so good with the...rough pattern in the walls.  I did try to use another tileset I kind of enjoy but then all the plants looked REALLY weird what with the backcolors and all...so i went back to the one that comes with Genesis and use white rock for my walls, which, imo looks the best given the rough pattern.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Medicine Man on August 25, 2010, 07:56:27 pm
Huh, "genesis forge"? What do you mean?

a worse adamantine.



A worse adamantine!?!? What metal is that?!?!?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Ladde on August 25, 2010, 08:19:06 pm
Deon, the spreadsheet-format manual could be shared as an image, like this: (already too old version's manual)

I got so goddamn sick of booting up Excel every time I just printed it to PDF

Is 3.04 supposed to be out? I got confused by earlier Deon posts
Could you upload it?
Since I don't have Excel.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Eagle_eye on August 25, 2010, 08:27:33 pm
just use open office
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Ladde on August 25, 2010, 08:30:26 pm
just use open office
Just upload it as .pdf
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 25, 2010, 08:40:49 pm
Okay okay, I will make a web version of manual to download. It will take a bit more time though.

I am not uploading 3.1 yet because I need to add more stuff (red steel, scriptorium) and update the manual, and it's 6 AM here. I will wake up around 11 AM and finish it :).

Quote
I seem to be able to dry briquettes with any plant type.
I'll check it.

Quote
I thought they had feathers and chirping noises. Running half-bird half-dinosaur. Not fat or bulky at all.
That's my old tile for a prehistoric mod. DF raptors have feathers. I will redraw the tile if I succeed to make it before the release. Otherwise it's still better than nothing :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Lord Shonus on August 25, 2010, 09:29:43 pm
Okay okay, I will make a web version of manual to download. It will take a bit more time though.


Just post the xls when you're done. I'll convert it to various formats and post them. I have some software that will allow me to do this in approximately three seconds.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: calrogman on August 25, 2010, 10:39:10 pm
The next DirectX version will allow us to customize tiles, so this problem should be gone. It all depends on Baughn though.
I'd heard nothing of this prior to this post, so I did a search for "baugh directx", which turned up nothing.  This is good since such a release would break mod compatibility for Linux/Mac OS X/BSD.  Anyway, I feel a burning desire to point out that you probably meant "The next SDL version".  Keep up the good work!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 26, 2010, 03:57:41 am
Yeah I meant SDL version with DirectX 10 features. The discussion is in ironhand's graphics thread and Baughn just tells that he CAN do it (replace any object with any tile, make multilevel height with transparency, multitile creature graphics, transparent water etc.), not that he has made a progress on it. It would be nice, and he will do it eventually, but there's no release date.

Also I just woke up. I slept more than intended. But at least my eyes do not burn :D.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 26, 2010, 04:28:47 am
Okay, the skin "being chipped and broken" is fixed. It was harder than normal so the game thought it's a hard material (not enough elasticity). I've tuned it down. The description of skin damage is correct now (cut/bruised), but whips became more deadly.

On topic, I greatly increased the bleeding factor. Seeing a child with two spears in his heart and guts popping out running around as nothing happened is a bit weird.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Medicine Man on August 26, 2010, 04:35:11 am
None of my adventure mode civs have whips, did you forget to add them or am I just ultra unlucky?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 26, 2010, 04:43:05 am
They were out because they were too weak. Now they are quite fine so I am adding them back.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 26, 2010, 05:46:04 am
I've decided to add penguins. The first test was hillarious. I didn't pay an attention to the embark biomes, so it looks like there was one square of an evil arctic ocean. Immediately my party of 7 was slaughtered by a horde of zombie penguins.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Miko19 on August 26, 2010, 06:26:56 am
The Feathered-Raptor guy: Actually, not all Raptors had feathers, only some subraces. You read it on Cracked, didn't ya? While I have a big bad-ass book 'bout dino's and there are some with feathers and some without them (Like Velociraptors)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: TomiTapio on August 26, 2010, 08:25:05 am
The settlement at Tailpage, in the caverns, suffered terrible monster attacks in it first years.

Overview of homebase on level -12 (4x3 embark)
Spoiler (click to show/hide)

Guiding spirit's notes:
Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 26, 2010, 08:32:56 am
Thank you for the entertaining stories, TomiTapio :).

Anyway, after some testing all dragons get [NOEXERT].
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Medicine Man on August 26, 2010, 08:44:04 am
I have a question, will ents do thing other than topple wooden workshops?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 26, 2010, 09:08:20 am
What do you mean?

P.S. Okay, be a bit more patient please. Red steel is in, and I renamed crucible steel to "black steel". This way it's shorter for display and also it quite works as a name.

P.P.S. Also, now silver, sterling silver, black bronze and gold can be used to make weapons and armor. Why not. Gold armor may be not good but it's beautiful :). It works  for ceremonies and nobles.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Osdeath on August 26, 2010, 09:55:48 am
I have a couple of questions if I may, I just seized 3 bars of spell wood off of the elves, (because it sounded cool, and they're elves, they don't need anything valuable), how useful is it? and I've been chopping down ironwood trees, i notice the sylvan elves can make it into weapons and armour, but can i do anything useful with it, other than make beds with it?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: omglazers on August 26, 2010, 09:59:06 am
Immediately my party of 7 was slaughtered by a horde of zombie penguins.

DF has the amazing ability to produce the absurd and then, briefly afterwards, break it's record.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Miko19 on August 26, 2010, 10:03:15 am
Deon, can you tell me how to make certain metals to have them possible to craft weps + armor from them? You know, selling masterful platinum breastplates seems like a good idea, or givin' 'em to mah commanders :D I like RP'ing in DF :P
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: LordShotGun on August 26, 2010, 10:11:06 am
I kinda miss the old material stuff. The old way you could tell which metals were better (and change them) then others just by looking in right txt file and changing one number.

So in what order are your metals now? Whats better then steel in your mod and by how much? Will more and even better yet harder to obtain metals be invented and included?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: TomiTapio on August 26, 2010, 10:33:12 am
Deon, can you tell me how to make certain metals to have them possible to craft weps + armor from them? You know, selling masterful platinum breastplates seems like a good idea, or givin' 'em to mah commanders :D I like RP'ing in DF :P

Put [ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR]
in the the desired metal, eg. inorganic_metal.txt's [INORGANIC:BISMUTH_BRONZE].
I got sterling silver and brass armors, because they're better than leather!

ps. skeletal rabbits = The Horror, due to high speed (shouldn't be able to hunt them by running)
pps. I renamed leather to lth and toughleather to hide. Treatedchitin to tchitin.
I got Drunian hide on order from the moutainhomes.
And allowed desertscorpions and some snakes to live in the caverns (depth 1).
And Helmet Snake was missing [LARGE_ROAMING].
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Miko19 on August 26, 2010, 11:16:51 am
Thanks, Tomi! Goblins, behold my Platinum Hammers! He, he, he...
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: TomiTapio on August 26, 2010, 12:36:03 pm
more notes (not stories) from the caves of Tailpage... so non-Genesis-players can see the awesomeness.

My init/announcements.txt has (D_D for fort mode announcing! UCR is i guess combat report)
[COMBAT_EVENT_PROPELLED_AWAY:A_D:D_D:UCR]
[COMBAT_EVENT_KNOCKED_OUT:A_D:UCR]
[COMBAT_EVENT_STUNNED:A_D:D_D:UCR]
[COMBAT_EVENT_WINDED:A_D:D_D:UCR]
[COMBAT_EVENT_NAUSEATED:A_D:D_D:UCR]
so...
(http://dl.dropbox.com/u/8967397/Tailpage_were-ambush-announcem.png)
Too bad Toady hasn't enabled announcing the DEATH of hostiles!!

F-Beasts and first foreign caravans...
Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Ladde on August 26, 2010, 01:15:04 pm
The settlement at Tailpage, in the caverns, suffered terrible monster attacks in it first years.

Overview of homebase on level -12 (4x3 embark)
Spoiler (click to show/hide)

Guiding spirit's notes:
Spoiler (click to show/hide)

How did you survive building in the caverns like that?
I've always wanted to do something like that, but never really tried. In fear of the many horrors that lurks!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: TomiTapio on August 26, 2010, 02:35:29 pm
How did you survive building in the caverns like that?
I've always wanted to do something like that, but never really tried. In fear of the many horrors that lurks!

Guess what, a fortress that dies in combat is more fun than one that dies of low FPS (30-50 is too slow for me). Unless you like megaprojects and shiny perfect mansions.

I was just luck that one dwarf survived without going insane. The cave croc and following berserk dwarf and cave bear really whittled them down. Sucks to have no chain mails early on! (And I've made bones and skin bleed more in my worlds.)

Of course one could try "panic room" and a corridor of ten cave traps protecting it, as no cave beasts have trapavoid, except one or two. When trouble, everyone to panic room burrow, and wait for the hostiles to leave or get trapped.

Perhaps I should make a flying beast for (my worlds') caves, pretend it Climbs The Walls. Spider-Man!
(Ding! made a Crawlnera, a smaller Manera.)
Spoiler (click to show/hide)
don't try it, it'll probably crash your worlds.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Jaxicat on August 26, 2010, 03:02:29 pm
I just started playing the Genesis Mod and so far I'm really enjoying it.  Keep up the good work! :)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 26, 2010, 03:14:06 pm
Wait, Jaxi! Noooo! :D

Please wait around 30 min. I will release 3.1. It's a MAJOR bug fix. I think I squished most of the bugs, new and long-term too.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: omglazers on August 26, 2010, 03:29:37 pm
I will release 3.1. It's a MAJOR bug fix. I think I squished most of the bugs, new and long-term too.

Any idea on the ability to move a save game from the old version to the new one?

Otherwise I'll just cheat and make SPEED:0 to rebuild my current fort :P
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 26, 2010, 03:53:02 pm
I think it's impossible. At first, I removed many plants. Also I fixed and changed many animals and tweaked their biomes. And weapons are different too, so you'd better start a new one. This one will be without glitches and bugs ;).

I am already uploading the 3.1, wait a bit more.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Miko19 on August 26, 2010, 03:53:42 pm
I will release 3.1. It's a MAJOR bug fix. I think I squished most of the bugs, new and long-term too.

Any idea on the ability to move a save game from the old version to the new one?

Otherwise I'll just cheat and make SPEED:0 to rebuild my current fort :P
You need to copy the normal game raws and put them in the save raws.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 26, 2010, 03:59:15 pm
It won't work because many of the stuff is gone (like weird named trees, excess plants and some weapons).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: Deon on August 26, 2010, 04:02:58 pm
Hey, I've been playing this mod and I've noticed that Orcs are not hostile. Anyone know a way I could change the entity files in order to make them siege me? I tried removing the [INTELLIGENT] and [CAN_SPEAK] tags and had no luck.

Sorry, I missed your question. Just copy an EVIL entity ("[ENTITY:EVIL]"), replace EVIL with something else and make them to have ORC instead of GOBLIN for creatures. Also don't forget to remove original orcs.
In this mod orcs are fierce and noble warriors, not skulking filth :). If you want to fight them normally, just kill their diplomat.

The version 3.1 is out

Changelog:
- 3.1

* a major weapon overhaul; weapons are less deadly now, spears/hammers/whips are a bit better in comparison to old slashing/blunt damage output
* tissues bleed much more; now it's harder to walk off wounds (balanced with weaker weapons which do NOT always dismember)
* graphical fixes for those critters which had no graphics (10)
* fixed caste problems on 3 critters which caused crashes
* made peat IS_STONE so it's listed in stockpiles properly
* new critter: penguin
* multiple fixes to creatures (LARGE_ROAMING, size tweaks, NOEXERT to megabeasts/semimegabeasts and other minor things)
* removed leather from vermin (so you don't get rat leather armor and knuckle worm leather gauntlets)
* new red steel alloy (steel+bauxite, in "magma crucible" furnace only)
* werewolves do not use animals (and mounts)
* illithids have a bit worse biome settings for expansion; also they require level 5 triggers to appear now

* you can now turn a leather in 5 vellums in tanner's shop
* added a scriptorium where you can use 2 vellums to make a tome of some profession
* library studies now require an appropriate tome to study a profession; there's a 5% chance that the tome will be destroyed when used


P.S. I didn't include any mythril-like alloy because I plan to brainstorm it more. Next version will focus on new alloys and reactions, so you may expect some nice alchemy and metalworking.

Also my first goal right now is to make a running wiki and to update it with vital info, like metals and workshops.

Now I will take a short break and go to sleep. If you find something wrong, I am still around the corner to fix it ASAP :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
Post by: Tarran on August 26, 2010, 04:07:46 pm
Yay, now I can start my fortress I've been holding out on until the new version now.

Also: 5% chance for a tome to be destroyed by just reading it? That seems quite high unless dwarves are like, being brutal on the book each time they read it. :P
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
Post by: omglazers on August 26, 2010, 04:10:06 pm
you'd better start a new one.

To me, the sign of a true DF fan is the one who looks forward to starting a new fort and changing or improving things

YAY 3.1!

Ill get it asap and give it a look :)


* you can now turn a leather in 5 vellums in tanner's shop
* added a scriptorium where you can use 2 vellums to make a tome of some profession
* library studies now require an appropriate tome to study a profession; there's a 5% chance that the tome will be destroyed when used

This is probably the best thing. The ability to add a cost to training makes it much more equitable and fair. And it makes leather a lot more important too!

Will the creation of tomes use the prose or lore skills, which are also trained at a library?

If so, I see monk dwarves in my future! Bald, robes, writing books and preforming maintenance on the temple

Quote
Also my first goal right now is to make a running wiki and to update it with vital info, like metals and workshops.

If someone establishes a wiki page, I'd be happy to contribute and work on it.

Quote
In this mod orcs are fierce and noble warriors, not skulking filth

Worf, is that you?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
Post by: Lord Shonus on August 26, 2010, 04:12:10 pm
Yay, now I can start my fortress I've been holding out on until the new version now.

Also: 5% chance for a tome to be destroyed by just reading it? That seems quite high unless dwarves are like, being brutal on the book each time they read it. :P

Sounds appropriate to me. MOst of my books have at least a 5% chance of falling apart every time I read them.

Of course, most of my books are cheap paperbacks from the bargain bin at the thrift store. Maybe dwarves shop there?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
Post by: Deon on August 26, 2010, 04:17:07 pm
Heh, dwarves are walking around covered in vomit, forgotten beast blood and wearing half-rotten clothes. How do you think they treat books? :P

Also 5% is not high, one tome is usually enough to get from no skill to novice. Sometimes you're unlucky though :P.

And 1 leather = 2.5 tomes, so it looks fine to me.


Also I plan to add a random chance to get an "exceptional" rare book when one writes a tome. For example, a dwarf writes a "mechanical tome". And suddenly he writes "'Gears of steel' tome" with it, and it costs a lot so you can sell it.
I didn't invent all required names for rare books (the more, the merrier) so I postponed it until the next release (because I wanted to release a bugless version sooner).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
Post by: Jaxicat on August 26, 2010, 04:41:07 pm
Quote
Wait, Jaxi! Noooo! :D

Please wait around 30 min. I will release 3.1. It's a MAJOR bug fix. I think I squished most of the bugs, new and long-term too.

No worries.  Just another excuse for me to start a new fort. ;)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
Post by: Miko19 on August 26, 2010, 04:45:35 pm
Deon, have you made weps + armor craftable using platinum? Because I just checked the RAW's to make it that way and it looks like someone done it before me ;)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
Post by: omglazers on August 26, 2010, 04:47:34 pm
And 1 leather = 2.5 tomes, so it looks fine to me.

Its probably perfect right there. I'm one of those people though that likes to train every single person to legendary if I can, so the fact is that despite the time and cost it always seems worthwhile to me.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
Post by: Still Standing on August 26, 2010, 04:51:11 pm
Thank's for the new version, looks like I am starting a new fort tonight!  Are weapons craftable form Silver in this version?  I know in the last fort I played with Genesis I couldn't make Silver Hammers, and the reason given is because in 40d silver weapons were pants.  Obviously now they are pretty good, so is there a chance (if they aren't already) that they will be put back in?

Thanks!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
Post by: Deon on August 26, 2010, 05:03:10 pm
In this version you can use black bronze, silver, sterling silver, gold, rose gold and platinum to make weapons and armor. It was not possible before.

Deon, have you made weps + armor craftable using platinum? Because I just checked the RAW's to make it that way and it looks like someone done it before me ;)
I honestly read
Every post of this thread :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
Post by: Deon on August 26, 2010, 05:05:42 pm
Aww, I remembered what I forgot. I've got a nice collection of worldgen scripts. I will just upload the worldgen file a bit later :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
Post by: omglazers on August 26, 2010, 05:17:20 pm
Aww, I remembered what I forgot. I've got a nice collection of worldgen scripts. I will just upload the worldgen file a bit later :).

HECK YEA
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
Post by: TomiTapio on August 26, 2010, 05:24:23 pm
Guess I'll incorporate V3.1's changes into my worlds tomorrow morning. Many thanks Deon!

more from Tailpage... damn werewolves. Went from 49 citizens to 31.

Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
Post by: Miko19 on August 26, 2010, 05:28:27 pm
In this version you can use black bronze, silver, sterling silver, gold, rose gold and platinum to make weapons and armor. It was not possible before.

Deon, have you made weps + armor craftable using platinum? Because I just checked the RAW's to make it that way and it looks like someone done it before me ;)
I honestly read
Every post of this thread
:).
Wish I could say that. But I have a whole night ahead of me, so who knows!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
Post by: McBeer on August 26, 2010, 05:35:08 pm
Thanks for new version..
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
Post by: Osdeath on August 26, 2010, 05:47:33 pm
Hurrah, i now have the new version!

Although, there's one niggle, i just extracted it, the file itself has a "last modified" date of tomorrow...

Have you been time travelling Deon?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
Post by: TomiTapio on August 26, 2010, 05:50:19 pm
Although, there's one niggle, i just extracted it, the file itself has a "last modified" date of tomorrow...
In Russia, the Last Modified Date changes you!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
Post by: Acanthus117 on August 26, 2010, 05:53:01 pm
Hey, TomiTapio, what're your worldgen settings so you get such open caverns?

Mine are all tiny :C
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
Post by: Tarran on August 26, 2010, 05:58:42 pm
Hey, TomiTapio, what're your worldgen settings so you get such open caverns?

Mine are all tiny :C
Set Cavern Layer Openness Minimum high, and set Cavern Layer Passage Max very low, or at 0. And tada, open caverns.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
Post by: Acanthus117 on August 26, 2010, 06:00:15 pm
Oooh.

Mmmkay
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
Post by: Miko19 on August 26, 2010, 06:06:35 pm
Although, there's one niggle, i just extracted it, the file itself has a "last modified" date of tomorrow...
In Russia, the Last Modified Date changes you!
You know them, epic mod makers and their time machines
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
Post by: omglazers on August 26, 2010, 06:06:51 pm
I don't think i'll start a proper fort until Deon posts his scripts
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
Post by: Morrigi on August 26, 2010, 07:30:32 pm
Deon, your combat is still bugged. My dwarves are routinely punching werewolves and tearing their skin. On the description page it says that the area hit has been "smashed open".
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
Post by: TomiTapio on August 26, 2010, 07:38:08 pm
Deon, your combat is still bugged. My dwarves are routinely punching werewolves and tearing their skin. On the description page it says that the area hit has been "smashed open".
In DF, punches are powerful. Remember that dwarves are much stronger than humans. And IRL human punches to the head can kill.
Under DF skin there is fat and muscle and bone. Did the punch bruise the muscle?
If you dislike strong punches and kicks, reduce the strength of your dwarf castes.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
Post by: Morrigi on August 26, 2010, 07:45:45 pm
Skin should not be shattering, and no, it didn't bruise the muscle. It seems to be something related to the werewolves because I just tested humans vs dwarves and there was no combat strangeness, although the dwarves definately did more damage.

EDIT: It has to be the werewolves, I just tested humans and even KOBOLDS against them and they managed to tear the werewolves' skin just as often as the dwarves did, and the description is the same.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
Post by: omglazers on August 26, 2010, 08:17:13 pm
In the future, I would also suggest that practice weapons which are used at training dummies, similar to the new tomes for skill training also be able to break.

If a book can be destroyed just by reading, then I imagine whacking a solid object with a piece of wood long enough will eventually bust the weapon.

Also, what about other buildings like philosipher gardens, etc. I believe that the concept of small chances of the item being destroyed should be implemented to many if not all skill buildings.

Anatomical theater would be a great building to either rely on tomes or give a chance of the cloth or thread being destroyed.

Edit: on the topic of plants, by the way, I was delighted to find that my embark profiles were changed not a whit. After exploring and deciding which plants provided the most utility and made the most sense, I picked a few for all my embarks. And you apparently did the same! Yay :)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
Post by: TomiTapio on August 26, 2010, 09:26:46 pm
Merging Genesis 3.1 changes to my worlds...

Orcs.png and the rest are in BMP format?
Siegers can come with many 1.3 ton Raptor Dragons?
Saltwater crocodile could use NOPAIN, being ferocious.

Vulture, I have    [SPEED:750][FLEEQUICK]
I have teeth at materialvalue 2.
I call tough teeth "fangs". And tough leather "hide" (prefer short names).
Good call on high pain in nervous tissue. and brain bleeding from 3 to 70.
Maybe add some more vascular to chitin?

More... (I'll do more merging/reviewing tomorrow.)
Spoiler (click to show/hide)

Zoo Seal photo by me: http://www.flickr.com/photos/tomitapio/4809832538/
Bear photo too http://www.flickr.com/photos/tomitapio/930575267/
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
Post by: omglazers on August 26, 2010, 09:46:03 pm
Zoo Seal photo by me: http://www.flickr.com/photos/tomitapio/4809832538/
Bear photo too http://www.flickr.com/photos/tomitapio/930575267/

This is a photo of a seal. And then a bear. Clearly DF related, since TomiTapio's military consists of a bear army backed up by a seal navy.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
Post by: Tarran on August 26, 2010, 11:15:21 pm
Deon.
Deon, I just caught a mistake in the PICKED_TILE of Quarry bushes: The picked tile is ("), which leads to it being completely blank (at least, in the ASCII version). I'm 100% sure that that's the problem, since when I changed it to "34" it wasn't blank anymore.

EDIT: Apparently, the problem still persists for unharvested quarry bush shrubs (but the change in tiles fixed the harvested ones). I'll see if I can figure out the problem.

EDIT2: Found out why, SHRUB_TILE and DEAD_SHRUB_TILE also use the broken (") as their tiles.
Seems like you missed this, since the mistake is included with this update. In short, any tiles picked with a symbol within quotation marks like '"', '|', '^', '(' etc will appear blank, at least in the ASCII version. The way to fix it is replace them with a number, which points to the same symbol.

Ed: Seems to be a problem with carrots picked tile too, changing the "'('" to "40" will fix it.

Ed2: Cucumbers also have the same type of mistake, (They use "')'" as their picked tile when they should use 41).

Ed3: Purple stalks, Glow berries, Crystal canes and Cave chilies also have the same mistakes. Crystal canes also have the mistakes on their shrub tile, and Purple stalks and Glow berries in addition also have the mistakes on their shrub and dead shrub tiles. I'm sorry but I'm too lazy to list the mistakes, use this (http://df.magmawiki.com/index.php/Tileset) to fix the tiles to their right number.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
Post by: Ladde on August 27, 2010, 02:18:33 am
Its morning here in Sweden, as always I am playing alittle DF-Genesis to start my day.
While playing I rememberd a band named 'Finntroll' They are a metalband that sings about Trolls and stuff. Very Nordic-Fantasy themed. You should listen to them if you like the theme, much of the lyrics would be hard to understand if any. But if you know Swedish or something similar, read the lyrics they are quite entertaining.

I think most of them are from Finland-Suomi, but they sing most of thier songs in Swedish, so it adds a nice dialect to thier songs.
Anyhow, I heard a track from thier newest album, its called 'Blodmarsch', translated 'Bloodmarch' (duh)
And as I was building this giant wall surrounding my entrance, this tack came on. And I though, "Yeah, this would be an awesome soundtrack to what I'm doing." It felt really epic.

Just though I'd share this moment of epicness. Cheers.

http://www.youtube.com/watch?v=IDuw5deK764
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
Post by: Medicine Man on August 27, 2010, 02:40:53 am
3.1?I thought the last release was 3.3 so shouldn't we be on 3.4?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
Post by: Tarran on August 27, 2010, 02:44:11 am
3.1?I thought the last release was 3.3 so shouldn't we be on 3.4?
The last release wasn't 3.3, it was 3.03, so no, we shouldn't be on 3.4. Not for a while.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
Post by: Medicine Man on August 27, 2010, 02:52:26 am
Thanks for the info Tarran.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
Post by: isabuea on August 27, 2010, 03:11:19 am
ive already started quite a happy fort on my old 3.03 version. if i just copy the saved games over will i get the penguins and the fixes in my fort or do i need to re-gen?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
Post by: Flaede on August 27, 2010, 03:13:09 am
In the stocks menu the various vermin remains are oddly named... when the list is condensed, but not when expanded.
(lizards and other things are all getting listed as "Umber Hulk", and there's a spotted woebegone that is also something else when the list is expanded).

I've never seen this bug before, so I am thinking it may be the Genesis Mod, but I'm not sure HOW it could be the mod. Anyone else see anything like this?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
Post by: Deon on August 27, 2010, 03:44:19 am
Quote from: Osdeath
Hurrah, i now have the new version!
Although, there's one niggle, i just extracted it, the file itself has a "last modified" date of tomorrow...
Have you been time travelling Deon?
How else could I make mods, study, work, play games, love my wife and play with my kid?

Quote from: TomiTapio
Orcs.png and the rest are in BMP format?
Siegers can come with many 1.3 ton Raptor Dragons?
Saltwater crocodile could use NOPAIN, being ferocious.
orcs "png" file is not finished, if you look into it I just started to draw them. Orcs now use a quick mock-up graphics which are not terrible but I want better.
Roger that. Crocodiles will get NOPAIN. And I will test why do they get dragon raptors. I will probably make those bigger and semimegabeasts.

Quote
Deon, your combat is still bugged. My dwarves are routinely punching werewolves and tearing their skin. On the description page it says that the area hit has been "smashed open".
It's not bugged. Werewolves have much thicker hide. I could play around with the skin elasticity to make different descriptions, I just haven't explored that. It looks like materials have hardcoded "description" of damages depending on their relative and absolute values of parameters, and with high parameters the game considers it to be "solid" enough to shatter and break it. I prefer a bit strange description rather than weak monsters :). Just imagine they have a tough hide like a flexible shell.
In extreme cases their muscles can be jammed through internal organs. It's all because of their hardened state.

Quote from: omglazers
In the future, I would also suggest that practice weapons which are used at training dummies, similar to the new tomes for skill training also be able to break.
Good idea. I will incorporate it.

Quote from: TomiTapio
I say jagged spear too small at size 400. and javelin too large at 800.
The jagged spear is a goblinoid-type weapon, it may be increased to 500 or 600 but not more.

Javelin is a long nord spear and it should be around 800.
(http://www.pvkii.com/images/artwork/bondi.jpg)

Quote from: TomiTapio
reaction_genesis_smelt.txt says "reaction_peat" inside.
Tomatoes still have [BIOME:SUBTERRANEAN_WATER][UNDERGROUND_DEPTH:1:3]
1) Omg. I will change it as soon as possible :). It was like that for a long time, thank you for finding it, I just didn't notice it.
2) Okay, fixed.

Quote from: TomiTapio
Other stuff
Mostly incorporated.

3.11 will be out soon. Save-compatible.


Quote
(lizards and other things are all getting listed as "Umber Hulk", and there's a spotted woebegone that is also something else when the list is expanded).
I saw this problem and haven't figured out what causes it. However it looks like it doesn't affect anything, so for now it's okay.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
Post by: Deon on August 27, 2010, 03:55:05 am
Here it is: 3.11 patch (http://dffd.wimbli.com/file.php?id=3000).

Just extract the contents of an appropriate archive into your /raw folder. I release it separately to reduce the download size. I will include it in a main download when I make another big update.

Also, anyone can contribute to df-genesis.wikidot.com. Pan already edited the caste section. Come on, help me to fill it, I am a bit busy now and it can greatly help others.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Tarran on August 27, 2010, 04:13:53 am
I feel like I'm being ignored, Deon. :-\

You know why fixing this:
Spoiler (click to show/hide)
Is important?

This is why, notice the black spots:
Spoiler (click to show/hide)

Who knows, maybe it doesn't happen with DF's normal ASCII and me using Dorten's tileset may be partially to blame. But please fix this with future versions so I don't have to fix this every single time I download the new ASCII version. It's extremely easy to fix, and not time consuming at all, maybe spend a minute or two. All you have to do is visit this page (http://df.magmawiki.com/index.php/Tileset) and replace the letters/symbols with the numbers corresponding to their tiles, IE: >'('< with >40<.

Like, for example:
Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Deon on August 27, 2010, 04:29:53 am
I don't know what causes it, it was working before. It must be a new DF bug. Note that glowberries, purple stalks and other plants were made not by me, so it was working for other people too. I didn't ignore you, I just didn't see your post. I will make appropriate changes in the next releases.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Tarran on August 27, 2010, 04:35:27 am
Thank you. :)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: TomiTapio on August 27, 2010, 05:14:20 am
I was thinking more of the throwing Javelin, as in the sport.
http://en.wikipedia.org/wiki/Javelin
Romans got Pilum and Plumbata for throwing.
"There is some literary and archeological evidence that the Norse were familiar with and used the javelin for hunting and warfare, but they commonly used a spear designed for both throwing and thrusting. The Old Norse word for javelin was frakka."

Guess one could call the nords' spear "war spear" if it isn't thrown and it is large.

Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Deon on August 27, 2010, 06:33:49 am
But it's called exactly "javelin" in every article I've read on norman war gear :). Yeah it's not thrown, it's a big thrusting spear. I don't think it's an issue until we get real throwing weapons for the fortress mode.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: rainekage on August 27, 2010, 07:24:57 am
After following the thread for about a 150 pages, I figured I'd create an account and participate!

I really quite enjoy Genesis, Deon, even through the "Oh god thousands of uncookable seeds" and other random bugs, it remains the most of I've had with DF since the massive version change.

I do have a couple of questions, if it's alright (All of this is based off of 3.0, I have yet to start the just-released version):

Maybe my biggest question:  Does the magma blast furnace have a purpose?  The normal blast furnace takes 6 ore, 6 flux, and 6 fuel to produce 6 steel bars.  The magma blast furnace takes....  6 ore, 6 flux, and 6 fuel to produce 6 steel bars.  Am I missing something?

Embarking and World Gen - I tend to produce high-volcanism worlds, yet no matter what worlds I produce, Dusk Elves die out, even at year 100.  Is there a way to save them?

I tend to embark in untamed wildernesses, in regions where every hostile race (red lines and all) appear on the embark screen, yet, I haven't seen anything beyond kobolds on any embarks, no matter the number of dwarves, wealth, or years in. 

Oddly, other than one embark on a river where I got some fish, and another where I got some random birds (ravens, I think), the majority of my embarks are devoid of life - forests, plains, tropical - untamed wilderness, Joyous Wilds - Not a single animal comes onto my screen.  What could be happening here?

Sorry for the long post, haven't participated in a forum for quite a while.  Looking forward to playing the new version!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: TomiTapio on August 27, 2010, 07:55:59 am
Finished merging Genesis 3.1 to my stuffs.

Changes and suggestions from me:
Spoiler (click to show/hide)

Hey, managed to roll a world to year 1050 without crashing!

Welcome to the party Rainekage! Perhaps you have a creature graphics improvement request for Deon the artist?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Deon on August 27, 2010, 08:23:12 am
Quote
I really quite enjoy Genesis, Deon, even through the "Oh god thousands of uncookable seeds" and other random bugs, it remains the most of I've had with DF since the massive version change.
Thank you :). And seeds are cookable now.

Quote
Maybe my biggest question:  Does the magma blast furnace have a purpose?  The normal blast furnace takes 6 ore, 6 flux, and 6 fuel to produce 6 steel bars.  The magma blast furnace takes....  6 ore, 6 flux, and 6 fuel to produce 6 steel bars.  Am I missing something?
6 coal, not fuel. It still requires an additional fuel for a normal blast furnace (and magma for magma blast furnace).

Quote
Embarking and World Gen - I tend to produce high-volcanism worlds, yet no matter what worlds I produce, Dusk Elves die out, even at year 100.  Is there a way to save them?
They are usually okay for me. maybe I should increase their biome settings a little. On Genesis (medium) they almost always survive.

Quote
I tend to embark in untamed wildernesses, in regions where every hostile race (red lines and all) appear on the embark screen, yet, I haven't seen anything beyond kobolds on any embarks, no matter the number of dwarves, wealth, or years in. 
All hostile civs but werewolves require you to reach some level in population, production or trade. Illithids come at level 5 which is equal to the maximum level of fortress (maximum by numbers, everything higher is considered the same); I think lvl5 wealth is 300'000 but it could change in the last version or I may be wrong. Just trade more and get more dwarves. Also make sure that when you embark there's an access to other civs (including hostile); they should be listed on the "neighbours" screen in the embark mode.

Quote
Oddly, other than one embark on a river where I got some fish, and another where I got some random birds (ravens, I think), the majority of my embarks are devoid of life - forests, plains, tropical - untamed wilderness, Joyous Wilds - Not a single animal comes onto my screen.  What could be happening here?
You mean the whole time? You can start without animals but with time they should travel through your location. Every region on map has a set amount of critters, and their frequency parameter determines how often can they enter your map. It's partially a random luck, and partially a world generation result.

Also I think I haven't added SAVAGE critters so savage biomes (like untamed wilds) may look lifeless in comparison to common biomes. I will work on it, thanks.

TomiTapio: Thank you. I honestly don't know what would I do without you, more than 70% of tweaks and fixes come from your feedback :D.

Quote
Hey, managed to roll a world to year 1050 without crashing!
I think all the crashes were related to wrong caste definitions on 3 critters which are fixed now.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: McBeer on August 27, 2010, 08:29:21 am
Quote
to my stuffs
? What you are cooking, Sir?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Deon on August 27, 2010, 08:31:24 am
I think TomiTapio has his own version, with goblins instead of demonic nation and probably with many other tweaks. I wouldn't mind to see it released, and I don't know why haven't I asked about that before :D.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: TomiTapio on August 27, 2010, 08:47:26 am
Yea I have only goblin & barghest in the evil slot, and nerfed weres (owie 40 toughmaterial "grizzly bears" was were siege), and removed illithid tadpoles-as-invaders and outpost-minds as invaders.
Little fine tuning like "huh, four lost adventurers in one group, nerf that, they're more danger than a dragon"

Creatures that I have: demon cat (good for adventurer, easy to defeat, ever hear of having a cat problem?), big and small penguin (today), and "bronze statue" not-yet-encountered mini bronze colossus.

Had some weapon tuning of my own but now I'll have some forts to test Deon's weapons. Finally can have sword forced in uniform, without it being cheating.
Right, reduced some STEP coverage extension from robe and cloak. And my dwarves dont have mittens or socks, to reduce clutter.
I still want to figure out how to get armor to protect the male bits.

ps. I have changed the Ironhand tile set too, use older Ironhand's font, have "äö" letters required by the Finnish language.

Aye I can put my current raws and worldgen up, http://dl.dropbox.com/u/8967397/Tomis%20Genesis%203.12%20raw.zip
I almost always worldgen with medium region or large region, so those have had attention from me.
the ironhandNew_TT4 is a little hard to install, drag file over and command it in init.txt eg.
Code: [Select]
[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:1530]
[GRAPHICS_WINDOWEDY:1120]
[GRAPHICS_FONT:ironhandNew_TT4.png] 18x18
[GRAPHICS_FULLSCREENX:0]
[GRAPHICS_FULLSCREENY:0]
[GRAPHICS_FULLFONT:ironhandNew_TT4.png] 18x18
[GRAPHICS_BLACK_SPACE:YES]
I love my 1920x1200 px monitor.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Deon on August 27, 2010, 09:19:19 am
Quote
and removed illithid tadpoles-as-invaders and outpost-minds as invaders.
I removed tadpoles too, I forgot to mention that.

I love new sunflower graphics in the custom tileset I use in 3.1.

About weapons:
* current stats are:

= Daggers: stabbing only; small but good enough to pierce organs
= Swords : stabbing and slashing, good for mangling organs and chopping off bodyparts
= Axes    : chopping only; good for chopping off bodyparts (better than swords but no stabbing)
= Spears : stabbing only; good for damaging organs.


Quote
"huh, four lost adventurers in one group, nerf that, they're more danger than a dragon"
Just use squads with dwarves immune to syndromes against those. Dragons are much tougher now with NOEXERT; they can kill up to 10 iron-equipped trained dwarves.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Still Standing on August 27, 2010, 10:16:02 am
I just had an ettin come visit me.  I have no military to speak of, but I did have 2 war dogs and a fresh wave of immigrants!  10 of them recruited I now have 5 dead Elite Wrestlers and 5 more Wrestlers or Elite Wrestlers. xD
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
Post by: omglazers on August 27, 2010, 10:48:08 am
Also, anyone can contribute to df-genesis.wikidot.com.

I've never been around to build a wiki from scratch, but I'll do what I can!

Also, I hope the patch includes the world gen scripts. Ill download it and find out a moment :)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: MiamiBryce on August 27, 2010, 03:12:50 pm
Deon, I am hoping to be able to make a valuable contribution to your mod.

My research seems to indicate that "rock crystal" is just a descriptive term and no real mineral.  Crystal glass is leaded glass.  Historically when crystal glass was mass produced the glass makers worked closely with metal workers to have access to their lead leftovers.  I decided to add to my own little tiny insignificant mod a reaction that would take lead and sand and make rock crystal.  I've also included a reaction to make raw crystal glass since that is what the furniture shop uses...I think.

FYI:  I stole borrowed the Crystal Furnace from the Civilization Forge Mod for my mod.

Spoiler (click to show/hide)

...of course, I don't play my mod any more, I just shoe-horned my entity into Genesis - it's a lot less work!!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: omglazers on August 27, 2010, 03:47:34 pm
... a reaction that would take lead and sand and make rock crystal.

Suddenly lead is as valuable as gold :P
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: MiamiBryce on August 27, 2010, 03:53:22 pm
... a reaction that would take lead and sand and make rock crystal.

Suddenly lead is as valuable as gold :P

Actually, I love making stuff out of crystal glass.   I'd also like to see a lead-to-gold alchemical reaction.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: omglazers on August 27, 2010, 05:17:09 pm
Actually, I love making stuff out of crystal glass.

I totally agree. Glass is probably my favorite thing to build projects out of for some reason. However clear and crystal glass seems nigh fucking impossible to produce in the volume I need.

Without glass, how can your dwarves have windows? And mirrors? MAYBE THE REASON THEY'RE COVERED IN VOMIT IS BECAUSE THEY DON'T HAVE A MIRROR TO CLEAN IN FRONT OF.

Goddamn! It all makes sense!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Flaede on August 27, 2010, 07:06:50 pm
Actually, I love making stuff out of crystal glass.

I totally agree. Glass is probably my favorite thing to build projects out of for some reason. However clear and crystal glass seems nigh fucking impossible to produce in the volume I need.

Without glass, how can your dwarves have windows? And mirrors? MAYBE THE REASON THEY'RE COVERED IN VOMIT IS BECAUSE THEY DON'T HAVE A MIRROR TO CLEAN IN FRONT OF.

Goddamn! It all makes sense!

Actually, now they're covered in vomit because you didn't give them soap. Or perhaps a well.
But I agree about the glass.

Also, in the last release, I included a reaction to turn "straw" into Gold Thread (gold couldn't normally be made into a thread, just with this reaction. I also included one to make Thatch). Small chance of creating demonic-vermin, though. The Poisonous Rumplestiltskin. I wish the DF2010 releases allowed for vermin-creation.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Eagle_eye on August 27, 2010, 09:28:53 pm
they do...
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Tarran on August 27, 2010, 10:13:11 pm
Um, minor question Deon, why is light yellow diamond cyan if it's light yellow? ???
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: rainekage on August 28, 2010, 12:15:43 am
Quote
6 coal, not fuel. It still requires an additional fuel for a normal blast furnace (and magma for magma blast furnace).

So the main difference is that the magma doesn't take that additional fuel for the smelting process to take place?  Thanks!

Quote
They are usually okay for me. maybe I should increase their biome settings a little. On Genesis (medium) they almost always survive.

It's probably my biome settings, I often end up with a MASSIVE amount of aquifers (as in, over half the map) as a result of attempting to get a few areas of awesome volcano-age.

Quote
All hostile civs but werewolves require you to reach some level in population, production or trade. Illithids come at level 5 which is equal to the maximum level of fortress (maximum by numbers, everything higher is considered the same); I think lvl5 wealth is 300'000 but it could change in the last version or I may be wrong. Just trade more and get more dwarves. Also make sure that when you embark there's an access to other civs (including hostile); they should be listed on the "neighbours" screen in the embark mode.


Ah, that's what I meant, I've never seen a siege on Genesis - and with the exception of Dusk Elves (and sometimes one of the then-human races), I would have every race on the "Neighbor" screen, including all the hostiles (red lines and all)  - Werewolves just don't show up to siege, period.  Maybe I haven't gotten enough dwarves or wealth for the rest, but I figured I'd at least see werewolves after several years.  They're there, I even went into legends and made sure it wasn't a civ of like 1.

Quote
You mean the whole time? You can start without animals but with time they should travel through your location. Every region on map has a set amount of critters, and their frequency parameter determines how often can they enter your map. It's partially a random luck, and partially a world generation result.

Also I think I haven't added SAVAGE critters so savage biomes (like untamed wilds) may look lifeless in comparison to common biomes. I will work on it, thanks.[/quote]

Maybe that's it; I tend to have hunters complain on and off again for years about "There is nothing to hunt" and the fisherdwarves, "There is nothign to catch in the central swamps - there is nothing to catch in the brook - etc etc"   I thought maybe they just hunted when I wasn't looking, but nothing was ever added to the "deceased" list on the unit screen, so apparently not.  Maybe the wild generation on the worlds I was genning were off badly?  I'll try a Genesis Medium and report back on the siege and animal life thing.


A final request for now, just not for Deon in particular - I don't want to ask for a comparison of the millions of exotic weapons - Naginata, Katana, Wakizashi, Scourge, Glaive, Barbed Spear, Thunder Hammer, Ice Axe, etc - that would take forever, but can someone maybe very briefly explain how the weapons RAWS work out?  I really can't make sense of them, and under "Weapons" on the wiki, it really just says "Bigger weapons do more damage".

Just got back from doing security for a golf tournament.  Time to try out the new version and see if those bugs were just oddities in my worldgen info!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Osdeath on August 28, 2010, 03:54:17 am
Ah, that's what I meant, I've never seen a siege on Genesis - and with the exception of Dusk Elves (and sometimes one of the then-human races), I would have every race on the "Neighbor" screen, including all the hostiles (red lines and all)  - Werewolves just don't show up to siege, period.  Maybe I haven't gotten enough dwarves or wealth for the rest, but I figured I'd at least see werewolves after several years.  They're there, I even went into legends and made sure it wasn't a civ of like 1.

Has anyone actually got a siege in the first year any more? I mean, I have goblins at war with my on a base dwarf fort game, and i changed all the triggers for siege to the lowest level (I left it on 1 wealth created required, just in case) and 5 years later, nothing, it seems to be something 2010 wise, because 40d civs at war with you would be trying to kill you in the first year, it just doesn't seem to happen any more.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
Post by: Medicine Man on August 28, 2010, 05:44:42 am
Here it is: 3.11 patch (http://dffd.wimbli.com/file.php?id=3000).

Just extract the contents of an appropriate archive into your /raw folder. I release it separately to reduce the download size. I will include it in a main download when I make another big update.

Also, anyone can contribute to df-genesis.wikidot.com. Pan already edited the caste section. Come on, help me to fill it, I am a bit busy now and it can greatly help others.
Do I need 3.1.1 for it to work or can I just copy it over my 3.04?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
Post by: Nabobalis on August 28, 2010, 05:54:42 am
Also, anyone can contribute to df-genesis.wikidot.com.

I've never been around to build a wiki from scratch, but I'll do what I can!

Also, I hope the patch includes the world gen scripts. Ill download it and find out a moment :)

Would it not be easier just to add to the DF wiki? Have your own epic page?

Will you add an embark profle?

Great Mod tho  8)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
Post by: TomiTapio on August 28, 2010, 06:15:26 am
Do I need 3.1 for it[3.11] to work or can I just copy it over my 3.04?
I think it will work, just delete your old raw folder and put the raw folder from graphical or ascii from  3.11 there. 3.11 should use the same Ironhand tileset as 3.04.

Would it not be easier just to add to the DF wiki? Have your own epic page?
I agree with Nabo, would be easier to have a five-screenfuls-long Genesis page on the magmawiki. Links to vanilla DF's wiki pages, and many people already have a magmawiki username and there's the TALK page of each wiki page there.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Deon on August 28, 2010, 06:51:26 am
Quote
Do I need 3.1.1 for it to work or can I just copy it over my 3.04?
You need to download 3.1 and put 3.11 on top, 3.1 has different graphical files which are mapped differently. I've added missing creature graphics so I had to enlarge existing files.

Quote from: Nabobalis
Would it not be easier just to add to the DF wiki? Have your own epic page?
It would be too big and hard to browse :). I actually plan to make a .hlp file with pictures and info but it will take some time.

Quote from: TomiTapio
I agree with Nabo, would be easier to have a five-screenfuls-long Genesis page on the magmawiki. Links to vanilla DF's wiki pages, and many people already have a magmawiki username and there's the TALK page of each wiki page there.
I agree that it would be nice to have a page on magmawiki, however I don't really see a point of wikitalk because forums work better for this (and they are easier to read for me); also there's not poin to make a blank page because I am not really font of placeholders of any kind. Once we gather some info (and I check it :P) I will definitely make it. I was busy this night with my friend, we were drinking vodka and playing Starcraft II in platinum league. It was fun to play in a half-drunk state because we were missing hotkeys and loudly swearing about that :D.

Quote
Has anyone actually got a siege in the first year any more?
I've lost two 3.11 forts to early werewolf siege (year 1). So it looks like it's pretty random.

Quote from: Tarran
Um, minor question Deon, why is light yellow diamond cyan if it's light yellow? ???
Thanks, I will fix that.

MyamiBryce: I like the ideas you have for the lead. It always looked to me like this metal could be used in more ways than it is now.


Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: TomiTapio on August 28, 2010, 07:07:14 am
Heh, rolled a new world for a new fort, and checked out the populations:
85: Torahammastykkää, "Tuskfancied", a town
   Owner: The Band of Gulfs, orcs
   Parent Civ: The Union of Relics, orcs
   1092 orcs
Damn that's a big town. I have Orcs at
   [MAX_POP_NUMBER:10000]
   [MAX_SITE_POP_NUMBER:300]
Maybe... they are in a spot where they can not make a second town? (looks at Legends) Can't really find them on the map.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Deon on August 28, 2010, 07:35:55 am
Maybe they fought a war and were forced to move there?

Look here: http://www.bay12forums.com/smf/index.php?topic=64157.0

Also I've added some articles for most races with biome infos and description to the wiki.
I plan to work more on illithids so I don't want to make a page about them yet.

Also I plan to add TRANCES to orcs. They should be experienced meditating fighters after all.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Ladde on August 28, 2010, 07:54:22 am
Argh, I have a problem.

I build a magmaworkshop down below, and a stairway through the cave to get there. I built a wall around it to protect my dwarfs.
But now a Blind Cave Ogre, stands outside the walls and my dwarfs are stuck down there, since they can't move by the stairs.

Shouldn't it be so that the wall protect them and they would be able to go without being scared? :/
Right now they've started to starv and thirst.

I've tried to dig a new stairway but to no luck.
Any help?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Deon on August 28, 2010, 07:56:00 am
Are you sure you haven't blocked your paths to the said magma workshop with workshop itself? It has unpathable tiles which are dark when you build it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Ladde on August 28, 2010, 07:57:48 am
Nope, they have been using it all the time.
Now I get flooded with "Interupted by Blind cave ogre"

I don't know if it matters but the wall is just on the first Z-level. Not all the way to the seeling of the cave.

This maybe not have anything to do with this mod, tho?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Medicine Man on August 28, 2010, 08:01:32 am
Maybe they fought a war and were forced to move there?

Look here: http://www.bay12forums.com/smf/index.php?topic=64157.0

Also I've added some articles for most races with biome infos and description to the wiki.
I plan to work more on illithids so I don't want to make a page about them yet.

Also I plan to add TRANCES to orcs. They should be experienced meditating fighters after all.
Will they be Martial Trances or something else?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Deon on August 28, 2010, 08:06:14 am
[TRANCES] = creature can enter martial trance when there're a few enemies around it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Medicine Man on August 28, 2010, 08:14:39 am
I just have another question, do all things get enraged when attacked? (you know the "Enraged at all enemies!" status.)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: TomiTapio on August 28, 2010, 08:17:35 am
Testing the new weapons with adventurer...

orc adventurer, bronze mace.
first hit, fracture cheetah paw, it faints. Bah.
48 hits total to kill it, but one hit to render it unconscious.....
ambush, you are in dry pond, you can't do anything. (T)ravel only.

giant lion. Self has one broken rib and upper body torn open, Extreme Pain. But it's only one rib and skin torn (bit through bronze lamellar armor).

Two giant lions, in dry pond ambush. 550u is one giant lion corpse.
Need more bleeding! Or much better mace.

A Cougar. one hit, and it has extreme pain in ribs. 42 hits total to kill.

Wah two NOPAIN alligators, big trouble! a fractured skull is nothing to a gator. (and thanks to DF, ten fractured bones in no way slow you down)
one gator shakes adv by leg. nerves-severed leg is not for standing! crawl a few miles with gator chasing. bash it and an eagle to death. crawl to the nearest village and become a Potash Maker.


Start keeper pikeman adv. rose gold pike and bronze mail. wrought leggings and bronze helm. bronze low boots and rose gold gauntlets, nice.
Three jackals splat flying.
dragon raptor. a few hits and tear its heart.
Splat many jackals.
attack camel herd in ruined town. camel breaks adv's spine. Retire in Tame-swelter town.

Start keeper cavalier adv. wrought longsword.
Spoiler (click to show/hide)

Little testing like this makes me fine-tune my worlds, like gator remove crazygood NOPAIN, and boost mace by A LOT -- if it can't kill soft deer/leopard quickly, what use can it be versus armored goblins?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: 3 on August 28, 2010, 08:19:25 am
I just have another question, do all things get enraged when attacked? (you know the "Enraged at all enemies!" status.)

Technically that should depend on personality, with a high ANGER attribute leading to a better chance of getting enraged. So it'd depend on the implementation.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Deon on August 28, 2010, 08:25:13 am
Quote
if it can't kill soft deer/leopard quickly, what use can it be versus armored goblins?
Maces can kill people when you hit them in the head or jam bones through internal organs. Otherwise they are to break their bones and make them either unconscious due to pain or unable to move.

How else do you imagine maces? That's what they are for. It's the exact thing I aimed for during my long tests. Please think about that again before telling me that it's wrong :P.

P.S. As an example, there was a torture in medieval times. An executioner broke all joints of a victim with a huge hammer. The victim was alive during the whole process, and later he was hanged on metal hooks by his ribcage while still alive. So it's real and working as intended.

P.P.S. Before the plague when there was enough of food in the Europe most of the combats between nobles were fought with blunt weapons like hammers and maces, because it was better to capture your opponent and sell him for a ransom rather than to kill him. Low castes were using slashing/piercing weapons though because there was no reason to spare them.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: TomiTapio on August 28, 2010, 09:11:20 am
Since there is no targeted attacks, maces are indeed crap, you hit target's finger = you missed despite your good skills. And 6-8 legged creatures have heavy protection from limb-count.

I was looking for more "ten mace hits to upperbody or lowerbody, with superorc strength, target dies". Because bruising isn't damage at all in DF methinks, except when it accumulates to breaking point.
Really, one Average Citizen, would take how many mace hits to kill a deer, 100?

Anyways I tune my worlds separately from yours :´)
maybe bone-pain down 20% and guts-stomach-kidney-lung pain up.

More adventurer...
Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Z1000000m on August 28, 2010, 09:17:22 am
Deon, could you update the first post? The info there is outdated in some places.
There is no crucible steel, only black steel (I assume its just a name change, since it needs the same reagents)
The new red steel is not listed either, same goes for the manual.

Also, why is hematite worth 24 bucks and magnetite is worth the same amount as goethite(18)??
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Deon on August 28, 2010, 09:27:45 am
Yep, thank you. You have to remind me about that sometimes because I can be lost with all the changes I do myself :P.

The manual IS outdated. I will make a metalworking article on wiki soon, and then put it in the manual.

I will revise all metal and ore prices when I'm done with the metalworking manual. It's really hard to balance things while looking in raws only, but when it's in a table you can immediately observe it's much easier to compare prices and values.

Quote
Since there is no targeted attacks, maces are indeed crap, you hit target's finger = you missed despite your good skills. And 6-8 legged creatures have heavy protection from limb-count.
That's what relsizes are for. And if my target blocked my strike with its leg then it deserved it :P.
I think Toady One said something about revisind the targeting system so it's a temporary problem.

P.S. I've just tested and it took 16 blows to debilitate a deer (it fell uncoscious due to pain) and 10 more to kill it (it suffocated because 12th blow pierced its lung with its rib). It was a weak peasant. The deer landed a hit only once, I dodged all other blows.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Nabobalis on August 28, 2010, 12:07:18 pm
I can't seem to resize the window, any suggestions?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Still Standing on August 28, 2010, 12:28:06 pm
I can't seem to resize the window, any suggestions?

I noticed that when I installed the new version of this mod.  Just go in to the init.ini and change it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: TomiTapio on August 28, 2010, 12:54:49 pm
Felt like running one arena test, here is
30 male stone dwarves, no skills, wrought dagger -vs- 30 female stone dwarves, no skills, wrought spear.

Ten spear-females survived.
magically they have dabbling armor user but no armor. best lass got to novice spear and novice fighter.
quite a bit of parrying. (males are 1-30 numbers.)

31 head hits
7 heart artery opened
3x left testicle
3x right testicle
3x in phallus tearing it
4x in left breast tearing it
4x in right breast tearing it
2 F-crotch hits.
3x spear to throat
3x dagger to throat
1x left hand thumb bone shattered by spear
"Dwarf 26 kicks Dwarf 42    in the right eye with his left foot    bruising it!"

Spreadsheet, XLS Excel 97 format
http://dl.dropbox.com/u/8967397/Genesis311__30dagg-vs-30spear_analysis.xls (http://dl.dropbox.com/u/8967397/Genesis311__30dagg-vs-30spear_analysis.xls)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Nabobalis on August 28, 2010, 01:10:40 pm
I can't seem to resize the window, any suggestions?

I noticed that when I installed the new version of this mod.  Just go in to the init.ini and change it.

But what setting do I change?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Deon on August 28, 2010, 01:16:18 pm
[RESIZABLE:NO] to [RESIZABLE:YES]. I was playing with resolution tests and forgot to change it back.

Quote from: TomiTapio
magically they have dabbling armor user but no armor
Huh, weird. Is it some DF bug in combat sparring or something else? Maybe parrying with weapons increases 'armor user' instead of appropriate weapon skills?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Still Standing on August 28, 2010, 02:38:26 pm
Don't clothes count as armour?  At least I have seen in adventure mode weapon strikes glancing off clothes.  Perhaps enough of those will increase your skill in armour use.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: TomiTapio on August 28, 2010, 02:39:54 pm
Don't clothes count as armour?  At least I have seen in adventure mode weapon strikes glancing off clothes.  Perhaps enough of those will increase your skill in armour use.
The arena combatants were naked. Vanilla elf wooden weapons do get negated by clothes, so a vanilla elf siege is quite a joke.

Right, more happenings in Tailpage: (the horror of the 60 FPS) (and this is Genesis 2.9 or 3.0, old weapons)
Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Deon on August 28, 2010, 03:01:54 pm
Okay, I've just got my hands on a SKIDROW: Elemental, so expect more inspiration and probably new critters soon :P.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: omglazers on August 28, 2010, 03:05:04 pm
I'm designing a new critter called 'Deon' which basically runs around the map and touches dwarves inappropriately and calls it 'inspecting the RAWs'
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Z1000000m on August 28, 2010, 03:20:00 pm
Make it domesticated and make him steal drinks.
Also, noexert.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Tarran on August 28, 2010, 03:23:16 pm
Make him SPEED:0.

Oh, and make him able to fly too. Can't have dwarves escaping him by simply walking up a flight of stairs now, can we?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: TomiTapio on August 28, 2010, 04:55:46 pm
Okay, I've just got my hands on a SKIDROW: Elemental, so expect more inspiration and probably new critters soon :P.
Perhaps you mean http://en.wikipedia.org/wiki/Elemental:_War_of_Magic ?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: TomiTapio on August 28, 2010, 06:39:19 pm
Deon, about the ironworks... crucible etc... why is it CUSTOM_SHIFT_S and CUSTOM_SHIFT_W, couldn't it be
a,s,r (add steel repeat), not a,S,r ?


Anyone want to try my no-caverns high-speed fort? I love high fps.
3x3 tropical forest and some evil biome. Only 3 levels below surface: soil, soil, stone with iron ores. No magma, no HFS!

Just went to 50 citizens, here is the region-folder: (13 MB zip)
http://dl.dropbox.com/u/8967397/Gen311Tomis_region26.zip

Log:
Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: omglazers on August 28, 2010, 07:07:52 pm
No magma, no HFS!

You lost me :P
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Z1000000m on August 28, 2010, 08:52:53 pm
Something is seriously broken with armor

My Artifact wielding Axedwarf with both BS breastplate and chainmail got hit in the upper body with a some crappy hammer and the only thing that counted as armor was his cloak.

Also Gargoyles are very weak. What kind of marble is it when a normal urist can shatter ribs with his punch.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Deon on August 28, 2010, 09:52:08 pm
Are you sure that the hammer was crappy? Hammers damage armor very good in general, swords would be blocked by armor materials.

And gargoyles are quite brittle, that's their main problem. Being unelastic, simple blunt blows dismember them.

Okay, I've just got my hands on a SKIDROW: Elemental, so expect more inspiration and probably new critters soon :P.
Perhaps you mean http://en.wikipedia.org/wiki/Elemental:_War_of_Magic ?
Yeah, and SKIDROW is the releaser name :P. It's a very well known corsair group.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Medicine Man on August 28, 2010, 10:08:36 pm
Hey anyone.What metal is better?black steel or red steel?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Tarran on August 28, 2010, 11:32:11 pm
Red steel is better than black steel in many ways. Although it's slightly heavier than black and has a higher Shear elasticity.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Medicine Man on August 29, 2010, 04:40:14 am
It's better for warhammers if it's heavier so red steel ftw!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Flaede on August 29, 2010, 05:50:44 am
OHGOD the SIEGERS in this mod are... well, I was going to say "inhuman!", but DUH. I am pretty sure I have 5 sieges at once, since I didn't go heavy military, and ambushers killed a caravan for each civ. I tried to be friendly, I really did! But butchering and cooking that dragon sent me WAY over the triggers on fort created value.

I am loving this mod. Really brought back the challenge, and is keeping me delightfully offbalance.

...also, I've gotta say: caged creatures still giving off their poison clouds is devious.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: TomiTapio on August 29, 2010, 08:43:05 am
...also, I've gotta say: caged creatures still giving off their poison clouds is devious.
That's from Toady. Maybe they should breathe fire and spit poison from cages too.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Z1000000m on August 29, 2010, 08:48:02 am
Are you sure that the hammer was crappy? Hammers damage armor very good in general, swords would be blocked by armor materials.


I know that hammers generally are good vs armors, but the problem is that when that dude hit my dwarf in the upper body (both chainmail and breastplate cover that part afaik), it said that the hammer hit her through the cloak, totally ignoring the 2 layers of heavy armor in the process.

Also, just how effective is platinum for weapons? I find it quite funny and annoying that goblins run around with masterwork platinum spears.
Seriously though, why even the most generic goblin enemies have such high quality items?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Eagle_eye on August 29, 2010, 09:07:52 am
platinum is pretty much craptastic for anything but blunt weapons.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: TomiTapio on August 29, 2010, 09:29:44 am
Also, just how effective is platinum for weapons? I find it quite funny and annoying that goblins run around with masterwork platinum spears.
Seriously though, why even the most generic goblin enemies have such high quality items?
Gobbos have platinum because it isn't an alloy, and gobs have STONE_PREF (ore smelting). How come they have masterwork items?
Might be better to just have gobboes with bronze-making and wrought-making.

some archery strikes:
Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Deon on August 29, 2010, 09:57:12 am
Quote
The flying {-mahogany bolt-} strikes The Cougar in the head, tearing the muscle, chipping the skull and tearing the brain!
Ahem, that's a problem I see here. How could it tear the brain when it just chipped the skull?

Quote
it said that the hammer hit her through the cloak, totally ignoring the 2 layers of heavy armor in the process.
Again, a DF weirdness, probably related to an above example. I haven't figured out why can an armor piece be ignored.

I think it goes through ALL armor levels, but have you ever seen "damages X through Y and Z"? I've never seen the "and" part, it looks like the announcer picks the armor piece which blocked the most damage and announces it. In case of cloak it blocked more damage than armor because it has bigger surface so the game thinks that it accepted more speed or acceleration, which is the most important (+weight) parameter of a blunt attack.

Basically more surface = better protection vs. blunt, and harder material = better protection vs. edge.

So the perfect defence would be a good armor under a metal robe. So far you can make only adamantine thread, but I plan to add asbestos so it should be a good material for clothes to provide additional protection vs. blunt attacks.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Medicine Man on August 29, 2010, 10:15:12 am
Maybe the bolt struck with such force that it caused a paradox?Edit:All dwarfs are immune to fire and magma for some reason.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Roses on August 29, 2010, 11:27:27 am
I'm using your mod (of course) and I have been experiencing some weird behavior. For some reason any time I kill an enemy (thief/ambusher/sieger doesn't matter) all of their drops are marked as forbidden, even though I have it set in the orders to claim the death items. I tried searching to see if this was a DF related bug or not but couldn't find anything. Any ideas?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: MiamiBryce on August 29, 2010, 11:39:15 am
... I plan to add asbestos so it should be a good material for clothes to provide additional protection vs. blunt attacks.

How about, rather than mesothelioma causing asbestos, you add in some sort of fantasy weave or cloth that takes normal thread and make it stronger.  For example, you could add a new material called "Dwarven Denim" which is a cloth that is stronger than normal cloth.  Then throw in a custom workshop to turn, if you want to be hardcore, cave cotton into Dwarven Denim, then you can dye it blue with dimple dye, and then you can make trousers out of it and...I think i should stop there.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: omglazers on August 29, 2010, 11:39:35 am
Edit:All dwarfs are immune to fire and magma for some reason.

You have temperature turned off.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: BigD145 on August 29, 2010, 12:09:32 pm
Quote
The flying {-mahogany bolt-} strikes The Cougar in the head, tearing the muscle, chipping the skull and tearing the brain!
Ahem, that's a problem I see here. How could it tear the brain when it just chipped the skull?


It must be the weaker brother of the magic bullet.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: TomiTapio on August 29, 2010, 12:14:51 pm
Basically more surface = better protection vs. blunt, and harder material = better protection vs. edge.
So the perfect defence would be a good armor under a metal robe. So far you can make only adamantine thread, but I plan to add asbestos so it should be a good material for clothes to provide additional protection vs. blunt attacks.
Yeah annoying when a toughleather robe is the best possible head armor.
I think the brain-outside-skull problem is related to the "chain mail not protect genitals".

Please, no asbestos, that is not very medieval or Roman.
Maybe "make leather strip thread", get a high-strength thread material from that, then "weave leather with bone/wood reinforcements cloth armor". You know one can wear multiple layers of leather, just like three chain mails on one dwarf. Does the vanilla leather armor allow multi-wearing of it (Shaped or not)?
How about "Make armor from fiber rope"? And leather rope, and tree-flexible-bark rope. ( http://en.wikipedia.org/wiki/Cedar_bark_textile  )

ps. other things I thought today: womp rats. Bonfire workshop, constructed from 2 wood 2 charcoal, it outputs something very hot that starts a forest fire.
pps. entity_default, give [AMMO:ITEM_AMMO_BOLTS_TIP] to those who can make them. and same for stone-tip arrows. Because cavemen had flint-tip arrows.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: A Dwarven Smokeologist on August 29, 2010, 12:56:04 pm
...Please, no asbestos, that is not very medieval or Roman...

Actually it's very much a Roman thing, they loved it because it couldn't burn and was therefor magical to them...

"History of Asbestos
Earliest Uses: The Greeks and The Romans

The earliest uses of asbestos date back almost 3,000 years to what is now considered Scandinavia, where archeologists have found pottery and chinking of log homes that utilized asbestos. But asbestos use became more prevalent during the apex of the Greek civilization when the "mystical" properties of asbestos made it almost as valuable as gold.  In fact, chrysotile, the most common form of asbestos in use today, is Greek for gold (chrysos) fiber (tilos)."

Is it possible to make it fireproof? I'll have my best warriors wear asbestos robes over their armor if it could protect from the occasional misthrown fireball!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: TomiTapio on August 29, 2010, 01:24:42 pm
I don't think the Roman military wore asbestos to protect them from enemy weapons.

Epic were fighting in the one-stone-layer world...
Spoiler (click to show/hide)

Edit: Excel sheet of how steel crossbow bashing goes, and all that abovementioned battle.
http://dl.dropbox.com/u/8967397/oiledyears%20weres%20etc%20log.xls (http://dl.dropbox.com/u/8967397/oiledyears%20weres%20etc%20log.xls)

Were my war elephants any good? had 3 or 4 of them, 3 remain.
Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Z1000000m on August 29, 2010, 04:13:35 pm
Please forbid goblins and alike from using platinum armor.
Even leggins can stop mighty artifact class BS Baxe, which makes dorfs very underpowered.
I mean, with such props, it can be used by leaders and such, but having legions of gobs and orcs equipped with even rarer platinum makes next to no sense.
Also testicles shouldn't have large arteries, lols.

Also, consider making a shop that improves one's shield skill. There are dummies for weapons, course for dodging ,but no shield one.

edit: ok, now this is just ridiculous, copper leggins should not deflect black steel weapons.
Im starting to think that BS stats are somewhat weak.
Apparently pitting a Bs dwarf agains 4 gobbos lead by an elf with silver/platinum gear resuslts in a load of deflected shots, 2 decapitations, one hearth cutting, 2 testicle torn-outs and one shitty ass lucky hit to the dwarfs leg resulting in all the breaks and fractures possible, followed by a thrid decapitation.
Turns out moss dwarfs are too cool to care about utterly screwed up legs, they just regenerate it in days.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Deon on August 29, 2010, 06:10:28 pm
Ahem, the platinum armor is somewhat unintended. Guys wanted to be able to make platinum weapons and armors, so I allowed it... but it turned this way. I think I will stop native platinum from being a platinum ore and make a reaction to get platinum. Thus without adding it to other races they won't have it.

Quote
but no shield one.
Weight lifting.

BS is a bit better than steel, just a bit. It's just a crucible steel.

And I will test blunt vs clothes and armor more. And Dwarven Smokeologist is right, asbestos is a very roman thing and that's the main reason I want to add it. Not for military purposes :P.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Medicine Man on August 29, 2010, 07:39:15 pm
Edit:All dwarfs are immune to fire and magma for some reason.

You have temperature turned off.
No I haven't.It's on and dwarfs seem to be fire and magma immune.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Deon on August 29, 2010, 08:28:34 pm
It's only on obsidian dwarves and set up properly. But the game may bug and apply it to other castes as well. I should check it. For now enjoy your magma proof dwarves. Make them to surf on it and make magmafalls instead of waterfalls :P.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: JagoBallium on August 29, 2010, 08:31:51 pm
But deon, don't we already make magma falls?  :P
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Z1000000m on August 29, 2010, 08:34:26 pm
Any particular reason why kobolts combine crap wrough iron weapons (totally understandable) with red steel shields??

Also, are dusk elves changed? Last time I played, they were sending caravans and it was all dandy ,and now they siege me without any war or anything.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: TomiTapio on August 29, 2010, 09:23:07 pm
Hey Deon, I got animals blinking in cages, as usual.
Most are the symbol 255, pile-of-bones tile.
Asp and Vulture are their own tile, which is much prettier. I didn't know you can have them caged as their own graphics.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Deon on August 30, 2010, 03:20:31 am
I think they have graphics in a cage when they are in a stockpile, and letters when a cage is built.
It's a df issue.

Any particular reason why kobolts combine crap wrough iron weapons (totally understandable) with red steel shields??

Also, are dusk elves changed? Last time I played, they were sending caravans and it was all dandy ,and now they siege me without any war or anything.
Are you sure there's no dead representative or some worldgen issue like civ wars? I was trading with them normally

And red steel kobold shields is something new... They don't even have a permission to use it. We'll see.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: McBeer on August 30, 2010, 06:32:07 am
Quote
kobolts
hhehh, great word, bolts made from kobolds?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: OmnipotentGrue on August 30, 2010, 06:39:53 am
Quote from: Wikipedia
The kobold (or kobolt)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: McBeer on August 30, 2010, 06:42:20 am
Quote from: Wikipedia
The kobold (or kobolt)
..uh, so i wanted to be funny..nvmd.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Medicine Man on August 30, 2010, 08:59:30 am
Deon can you still strangle people to death with random objects? because I keep on trying to grab this cougar by the throat with my loincloth and it even says that I grab it by the throat with it but it never has the option to strangle.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: OmnipotentGrue on August 30, 2010, 09:00:46 am
Quote from: Wikipedia
The kobold (or kobolt)
..uh, so i wanted to be funny..nvmd.

Sorry.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: McBeer on August 30, 2010, 03:22:52 pm
Sorry.

It's ok, i should know where underground beings were defined first, my bad, really sorry for showing my ignorance(built on lack of time for brain using).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: negorath on August 30, 2010, 03:40:20 pm
Would love to see some embark profile examples for this mod, as well as those world_gen settings you mentioned :D
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: kilakan on August 30, 2010, 03:59:07 pm
well the increased grow times cause alot of problems, just lost 100+ seeds from a season change to autumn.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Miko19 on August 30, 2010, 04:16:00 pm
Deon can you still strangle people to death with random objects? because I keep on trying to grab this cougar by the throat with my loincloth and it even says that I grab it by the throat with it but it never has the option to strangle.
Uhm, that thing was deleted in 31.01 version. I feel kind of sad because of it, as strangling a dragon with your sword is Epic 2.0
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Pakhawaj on August 31, 2010, 02:45:12 am
Hi, I've just downloaded Dwarf Fortress and it seems pretty fun (I haven't quite got the knack yet) and your mod seems interesting but I'm not entirely sure whether it is newbie friendly or not, would you recommend I start out playing with it or would I find the new features too difficult or frustrating?
Also, is there a way to download this mod which doesn't copy over the graphics set I have? It took me a while to find one which I liked. ^^;

Thanks a lot. :)

Edit: Argh, I downloaded this and I seem to have conjured a world  in which I can only play as minotaurs. Do these creatures play differently to dwarfs? :S
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: omglazers on August 31, 2010, 08:44:21 am
I'm not entirely sure whether it is newbie friendly or not, would you recommend I start out playing with it or would I find the new features too difficult or frustrating?

I suggest you have a pretty firm and complete grasp on most of the mechanics of DF before moving to Genesis.

Learning on Genesis is possible, but I don't see a good reason for it to be honest.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: McBeer on August 31, 2010, 10:30:53 am
You know, this is fantastic.
I am still trying to figure out HOW it is possible, that fort with 67 dwarves(cap at 60) and dozens of animals + 3 different civs siege + 1 megabeast(actually kicked to death by nords) is working with 78 fps on 1.6 ghz feeble laptop c2d with fsb 533.
I remember having NINE fps in earlier versions in similar situation.
Goddamn, this is insane.

--------
Word about my way of playing this mod, i am not DF specialist, but i like my ways(sorry for engrish..):
- burrows handling is best thing added to 2010, imho.
- popcap=60(less=more interesting gameplay, less clutter etc etc, very curious situation is having 17 dwarves as LAST dwarves in the world, what a interesting fight for life).
- embarking always by the stream(which is used as obvious water source(safe channel into main hall AND hospital), and main method of using bridges as weapon and natural obstacle),
- i am not using military AT ALL, just because i do not understand it in ,31, not sure how it works and WHAT works...Additionally, it is quite interesting trying to stay alive without ANY military defence, also, army is just method for losing population, as we have limited amount of lives, whether enemy is not(let's say)
soldiers are dying y'know = imo, unnecesary waste of laborers.
- minimal DT support for most neccesary job control(i.e no 100% masons for speeding bunker building, it's.. unpleasant), planting mainly, sometimes mechanic(bridges, or floodgates for channels, if any).
- i am building isolated, perfectly unreachable fort(bunker with roof over 1/3 of map, kind of a "dome" with minimum of 2 different multi-bridged entrances,(one bridge after another at every entrance over stream), independently linked to diff levers for more situation control), with some of destructable clutter near entrance outsides to slow down enemy eventually, doors from inner side of fort at end.
- since beginning WHOLE dwarf-power is used for building bunker(BIG sufrace space taken and walled out(and isolated) as emergency tree and plants reservoir) - if roofing process fails, fort wil NOT survive. So far i never had FUN situations..sometimes i was SO close to it...i.e. devilish dragon..without..wings, RELIEF, stupid being was not able to enter nonroofed(yet) terrain.
- i am cutting as much wood as i can before first stupid Elves show, wood is main problem in isolated fort, even with emergncy green terrain reservoir, especially, if caravanas are not able to get into depot(sieges, MB's), so more=better. Dwarves are not allowed to make trips for wood after 5 years of playing, never EVER.
Isolated means isolated, right?
- it seems that almost always at last one small pond is near stream on every map, usually on lvl+1 over stream - that one is used for quick mud making, otherwise starvation is quite possible after one-two seasons, especially when stupid migration waves are draining food and booze too fast. 2 underground 2x4 and 1 2x4 ground fields are always enough.
Usually stream channels are pain in the ass(RAMPS), but small underground reservoir is sometimes a must if temperature is ON...
As some beings can breathe under water, leaving underwater ramps leading into fort from stream is quite bad idea - it's main channeling prob and delayer;/, if i want to have tidy map...
- little trick - first workshop i am building in genesis is ALWAYS...loom. I noticed massive amounts of webs in some biomes, after first rains it's gone - so, try to designate WHOLE loom power to collecting as many webs as possible - quick way for nice amount of material at start. It is VERY useful later.
- trade depot - as i am not using military, trade depot has specific construction and it is part of SECOND/n-th entrance - it is made to be open for "outside", allowing caravanas to go there at ANY external circumstances(well, their prob, if there are 4 enemy civs out there), while being isolated from fort - then, external bridges are up, internal down, trade, goodbye, and it's open again. Depot is also GOOD method for controlling enemy movement on map, open = move, close = stay here. when first sieges are occuring, it is a must for me, as goddamn shooters may be a problem for roof builders;/. depot corridor has no doors to allow caravana military see eventual enemy from distance, doors are a must from fort side just after bridge(i like hordes of sinking enemies). caravaneers are nice delayers if lever operator is clumsy, too.
- interesting thing - i suddenly realized, that more or less, fort in DF is VERY similar to... CELL(like bacteria, or sth). since then, every fort is very dense, small and optimized for production, only vast space is that tree/plant green zone.
- as a thrillseeker, i am not using pressure plates for anything - manual lever system is quite entertaining - i added many 1x1 workshops with ARROW image in every possible color for marking what's what(too many mistakes in past times, memory is not good advisor in my case) - manual handling and timing errors can be FUNNY, hheh..many drown(ed) innocents...
- elephants in current version are like cheat, imo - they are breeding like rabbits, giving GIGANTIC amount of meat - few of these and we can earn dozens of thousands of cash, it is ridiculous!, not to mention using dozens of restrained war elephants in narrow corridors(lol).

Well, i think i am not too bright playing like this, but mortality is low(usually cave-ins are main reasons, lol), and when bunker is ready before first flying megabeast, it works ok.

ok, time to get some sleep..today i roofed my first fort in 3.11(few thousands of stone used for that goddamn roof + 4 masons shot down :E), in 5 years, so fort will survive, i think.
Now i have siege made by 3 civs at the door, + 3rd megabest that year, poor caravaneers...
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: oolon1 on August 31, 2010, 01:10:00 pm
Where am I supposed to plant all the mandrake seeds I've been getting from the altar?  I don't get it listed as an option below or above ground. (v 3.02, so maybe it's changed by now)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Z1000000m on August 31, 2010, 09:12:03 pm
Apparently ith~ don't mind sending powerfull ambush parties even though you have only above-ground camp.
Also , turns out that outpost minds can fly and spew poison and fuck your all dudes up in few seconds.
Im fine with yet another annoying flying bugger, but is that poison really necessary?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Janoveck on August 31, 2010, 09:36:50 pm
Obsidian doesn't show up as an allowable economic stone.

I did a QuickFind through the last 70 pages or so and found only one mention of this issue, which seems to be caused by the Material changes in the raw, and it hadn't been fixed then.

The work around mentioned in this thread
http://www.bay12forums.com/smf/index.php?topic=52879.msg1171843#msg1171843
does not seem to work in my Genesis install.

Hopefully someone will know a way to sort this out, its not critical, but Obsidian is a fun stone.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Flaede on September 01, 2010, 12:34:21 am
Apparently ith~ don't mind sending powerfull ambush parties even though you have only above-ground camp.
Also , turns out that outpost minds can fly and spew poison and fuck your all dudes up in few seconds.
Im fine with yet another annoying flying bugger, but is that poison really necessary?

Yes. It lets you know where they are when they are stealthily sneaking up on you ;)
Also, it makes them even more disastrous as thieves.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: isabuea on September 01, 2010, 03:26:50 am
has anyone tried using the runesmith program that came in the last download? if you have what was your results as everytime i have used it the game will mysteriously lockup within the next 5-15 minutes even if i save then reload
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: McBeer on September 01, 2010, 06:33:50 am
You know, this is fantastic.
- i am not using military AT ALL, just because i do not understand it in ,31, not sure how it works and WHAT works

I'm almost posetively sure that its all fixed by now. I'm using the military perfectly fine without any bugs or anything. (Not using the schedule but thats just if you want an automated military(I think))
But yeah, it would be worth looking into learning how to do it. Even if you just want one guy with an axe to kill the odd creature or two. Or even dress up your entire population in armor.

So is it possible to assign armors to EVERY dwarf now??
Wow.
btw, i read somewhere that some metals are useless as armors and/or weapons('cause it is not used properly) - one of reasons why i am not fiddling with military screen....not enough data about it.

Are bowmen fixed already?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Still Standing on September 01, 2010, 07:03:05 am
I have been trying to train a squad of Bowmen, but they still say they are unable to follow orders.  I have built them crossbows, bolts and quivers, assigned them THREE archery targets (1 for each member of the squad) and set them to train.  The archery targets are facing the right way, but still they say the are unable to follow the order.  I've disbanded the squad, I've told them to drop equipment (which they never pick up in the first place) and start again, but still no luck.

Unless I am doing something drastically wrong then there are still bugs with the military stuff.  My 2 squads of axedwarves work just fine, if very slowly.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Deon on September 01, 2010, 07:11:21 am
I was able to assign archery practice just fine. Did you give them training ammo?

I will look into Obsidian issue, thanks.


Hi, I've just downloaded Dwarf Fortress and it seems pretty fun (I haven't quite got the knack yet) and your mod seems interesting but I'm not entirely sure whether it is newbie friendly or not, would you recommend I start out playing with it or would I find the new features too difficult or frustrating?
Also, is there a way to download this mod which doesn't copy over the graphics set I have? It took me a while to find one which I liked. ^^;

Thanks a lot. :)

Edit: Argh, I downloaded this and I seem to have conjured a world  in which I can only play as minotaurs. Do these creatures play differently to dwarfs? :S
It means that you've made something wrong. Probably you have some duplicate errors, note that you don't have to rewrite something, just download and play. And I wouldn't recommend another graphics set unless you put in in ASCII version because the graphical version has remapped tiles to fit the current tileset.

Also I would recommend learning military in Vanilla first, without military control you will have a hard time with all the enemy civs, this mod is designed to be played in a warlike manner.


Sorry, I can't answer more, I have to run to work now.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: McBeer on September 01, 2010, 09:51:33 am
Thanks, Katie.
about bowmen - hunters are using bow properly, that's for sure.
Ok, I need to learn how to use military finally...
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: A Dwarven Smokeologist on September 01, 2010, 01:10:33 pm
I haven't seen it mentioned yet but when you choose "Make Rock Shortsword" at the crafts workshop it makes them out of wood too (actually only wood for me so far). Instead of obsidian / granite / etc swords I'm ending up with aspen and birch ones.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Still Standing on September 01, 2010, 01:31:27 pm
I haven't seen it mentioned yet but when you choose "Make Rock Shortsword" at the crafts workshop it makes them out of wood too (actually only wood for me so far). Instead of obsidian / granite / etc swords I'm ending up with aspen and birch ones.

I am sure that came up before , and it's teh handles that are wood, but the blades are actually rock, and hit like rock.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Z1000000m on September 01, 2010, 02:32:27 pm
Turns out buzzards are not as tough as I though. One d literally punched the brain out and mastiff bit ones head off.
Now the fun part is where a war mammoths gore attack (he actually gored out barghests brain out earlier) glanced off. From behind.
lame.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: A Dwarven Smokeologist on September 01, 2010, 02:45:54 pm

I am sure that came up before , and it's teh handles that are wood, but the blades are actually rock, and hit like rock.

So related to combat effectiveness does it matter more what the blade is made from or what they use for the handle? I'm trying to decide if I should try and set up custom stock piles so they only pull from certain materials (as best I can force it) when making these or if it wouldn't be worth the hassle.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Z1000000m on September 01, 2010, 03:02:09 pm
Illithid swordsmen come with 2 shields.(and no swords, just like the name indicates ;) )
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Still Standing on September 01, 2010, 03:05:36 pm
Sorry for double post. >.<
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Still Standing on September 01, 2010, 03:06:14 pm
Illithid swordsmen come with 2 shields.(and no swords, just like the name indicates ;) )

Very Dwarfy.  If a shield makes you harder to hit, 2 shields makes you invulnerable!


I am sure that came up before , and it's teh handles that are wood, but the blades are actually rock, and hit like rock.

So related to combat effectiveness does it matter more what the blade is made from or what they use for the handle? I'm trying to decide if I should try and set up custom stock piles so they only pull from certain materials (as best I can force it) when making these or if it wouldn't be worth the hassle.

Pretty sure it doesn't matter too much what the handle is made from, but occasionally they do hit the bad guys with the hilt... Not that important though.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: TomiTapio on September 01, 2010, 04:36:06 pm
I am still trying to figure out HOW it is possible, that fort with 67 dwarves(cap at 60) and dozens of animals + 3 different civs siege + 1 megabeast(actually kicked to death by nords) is working with 78 fps on 1.6 ghz feeble laptop c2d with fsb 533.

Maybe... being walled in makes for quicker pathfinding? Are you having a 2x2, 3x3 or 4x4 embark? How many idlers?
Check out my FPS data at http://df.magmawiki.com/index.php/DF2010:System_requirements/Archived_reports
eg. "68 fps, 4x4 embark, 57 citizens, 13+65 animals, 3 cavern layers (all opened and magma sea). 1,11 M wealth. 3600 stones."

- i am building isolated, perfectly unreachable fort
- i am cutting as much wood as i can before first stupid Elves show, wood is main problem in isolated fort, even with emergncy green terrain reservoir, especially, if caravanas are not able to get into
- elephants in current version are like cheat, imo - they are breeding like rabbits, giving GIGANTIC amount of meat - few of these and we can earn dozens of thousands of cash, it is ridiculous!, not to mention using dozens of restrained war elephants in narrow corridors(lol).
Do you have drawbridges as big huge actually-lockable door?
How many cage traps do you use?
Do you open up the caverns for wood and plant-gathering and hunting?

Elephants... do they have 4-8 babies per year?
Capturing and taming wild animals is plentiful meat too, or breeding cows and pigs. Actually rabbits should become adult in half a year but that's not possible in DF. Minor bug that animals don't need to eat, and dwarves eat very little.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Z1000000m on September 01, 2010, 04:37:58 pm
Yet another weird ass action
WoodBurned cooked out a nice gargoyle leather braies with "hopeless slaves"
minutes after

2 flying iths and 2 nightwings vs 1 masstiff 2 mammoths and one axedwarf fighting on a unfinished castle part.

Animal trainer, member of AASoRPoC (Anonymous Assholes Standing on Remote Parts of Castle) suicidal group suddenly got hit by a Ith, fought bravely but fell from the top of the wall on still unfinished floor below, Gets beaten by both ith and NW. NW rips his head away. Rated H for Hilarious.
Castle's only not-yet-braindead defender is still collecting items, nightwings start fighting the mammoths. Mammoths hold the line (like always) but can't kill their opponents. Axedwarf comes in axes blazing and its over in seconds. Rated M for Meh.
In the meantime 2 iths gang up on a single mastiff. They apparently can't do anything to him, merely breaking his rib. The dog manages to latch one the ith-commander and keeps shaking him around for good few minutes. When the axedwarf comes in to help, one ith is dead and other is fleeing in panic. Every single barrel in the foodpile is now either frozen over or covered in slimy liquid. The dog happily barks after noticing his axemaster.

Only one dead dwarf, one totally mutiliated ith and two trashed and decapitated Nightwings with pieces all around and many weird liquids now engraved onto forts granite walls. The False Hex and it's High Stake dwarf group will both live to see another caravan get trashed by an ambush.
Rated AL for Awesome Lols


edit2: I like how second part of my fort's name is The False Hex, and the ith guy that sprayed his blood all over the alcohol barrels, walls and every common bed, dwarfs named HexMerged. They sure know how to humiliate their enemies.

Edit3: The trapper breaks the grip of outpost mind's upper tentacle on The trappers left testicle. Deon, you are a very filthy man,lol.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: McBeer on September 01, 2010, 05:29:08 pm
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Maybe... being walled in makes for quicker pathfinding? Are you having a 2x2, 3x3 or 4x4 embark? How many idlers?
hm, being walled is not only thing there, imo. i am using 3x3 embark, always(but it did not helped me with fps in earlier df versions)..
restricting used area on map by walls may have its effect too, but since dwarves are not puking everywhere now(as it was in 0.28's) i tend to use overground terrain as part of natural caves(i hope you know what i mean) - i.e. for storage.
life area is quite dense, and typical - but i started to use 3-tile-wide main corridors and it HAD significant effect. for rarely used corridors 2-wide-tile space is used.

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Do you have drawbridges as big huge actually-lockable door?
2 tiles wide bridges ONLY with 2 doors on its end. doors still can be destroyed, but it gives time to draw a bridge - and here's weirdness of civs that can swim: although such beings thrown to the pit can swim and get out off water easily, they NEVER swim across water to reach NOT LOCKED doors. They search for way for EXIT only, if they're in water. they do not swim through water to reach fort as it was seen in 0.28's.

btw, i will post sshot to visualize how entrances are made now in few minutes..

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How many cage traps do you use?
Far less, than in 0.28's, 90% of civs can avoid traps, so it is useless now. just 2 tile long area at every entrance + 1-2 inside, AND some at pit/dump corridor(disarmed enemies are tending to break free what is quite enterntaining, but usually end in trap then).
I am using these cagetraps for getting elephants/animals mainly. They tend to stay close to such entrances for weird reasons...so usually cages are full in no time.

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Do you open up the caverns for wood and plant-gathering and hunting?
as i said earlier, never; my method is different - i am just walling open area and it is becoming part of fort then, it's area adjacent to main entrances, roof is max 3 lvls over entrance. i do not like to change overground areas, i am just adapting it, so my fort is like melted into natural landscape, usually.
btw, hunting NEVER occurs in walled out area(not sure, if NEVER, if area is not under roof, but NEVER under roof, i am sure of it).

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Elephants... do they have 4-8 babies per year?
i did not check this to determine how much, but imo, too much - i have gigantic amounts of meat now + fat( :E) and really, if only weight wasnt a problem for caravanas, i could easily buy EVERYTHING that comes with them just by selling that meat..

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Capturing and taming wild animals is plentiful meat too, or breeding cows and pigs. Actually rabbits should become adult in half a year but that's not possible in DF. Minor bug that animals don't need to eat, and dwarves eat very little.
To be honest i stopped care even for dogs, since elephants are so easy to..be,hm, obtained. I saw what elephant is able to do with unarmed dwarf, so all grownups are ending as war machines, restrained at entrances, just for additional safety.
I am killing everything to control animal amount, but damn, how to sell all that food - i am afraid that EVERY butcher action is closing me to less fps just because of gigantic food amount and rising barrels amount...
ALSO - atom smasher is NOT eliminating clutter, imo, so it is not method for getting rid of it...it just takes it from sight, imho(ZERO fps effect, regardless of how many things i smash there...).

Sorry for engrish, again..

btw... after another dozen of hours i am noticing fps drop now... i am not allowing to get out off fort to anybody now(it is REALLY dangerous now outside, in 7th year), so massive amount of dead bodies and equipment is everywhere now(as these stupid invaders are fighting with each other and with megabeasts too - one of MB's killed c.a. 40 invaders lately, what a mess, lol, goddamn beast did not want do be drowned :E)...i assume, that main problem now is not pathfinding, but items amount AND maybe, i dont know, some buffers are not cleared in time after sieges?

upd2: i just got ambush and liaison - fps dropped from 78 to 35 OMFG :E
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: TomiTapio on September 01, 2010, 05:48:08 pm
btw... after another dozen of hours i am noticing fps drop now... i am not allowing to get out off fort to anybody now(it is REALLY dangerous now outside, in 7th year), so massive amount of dead bodies and equipment is everywhere now(as these stupid invaders are fighting with each other and with megabeasts too - one of MB's killed c.a. 40 invaders lately, what a mess, lol, goddamn beast did not want do be drowned :E)...i assume, that main problem now is not pathfinding, but items amount AND maybe, i dont know, some buffers are not cleared in time after sieges?

upd2: i just got ambush and liaison - fps dropped from 78 to 35 OMFG :E

Battles (and enemy/wildlife pathing) drop fps temporarily.

I think more items in the fort (socks!!) makes for lower FPS, thus the atom-smashers. I requested a "burn clothes" workshop reaction from Deon; like 10 clothes in, 1 ash out.
I've seen 4-7 fps with big forest fires. DF is a proper game at 100-300 fps, and a "background activity" at 50 fps.

ps. your English is just fine.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: McBeer on September 01, 2010, 06:03:01 pm
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Battles (and enemy/wildlife pathing) drop fps temporarily.
Yup, but after it is finished, fps is slightly lower EACH time, imho(let's say - clutter, ok).
Wildlife is not numerous, so it may be skipped as reason, imo(as animals are in open space, usually, with no weird trips over all map).

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I requested a "burn clothes" workshop reaction from Deon; like 10 clothes in, 1 ash out.
hah! time to build one! idd, good idea.

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I've seen 4-7 fps with big forest fires.
since 3.0x i had no fires, what's weird. even that wingless dragon did not set map on fire while burning siegers everywhere. strange, dry terrain, with many plants, zero fire. temperature's off(but i cant check what's fixed temp now), so maybe it is this. ahh - what's interesting - siegers are setting burning tile sometimes(i do not know what is it exactly, fireplace?) where they stay(in 3.11), no terrain fire from it, too.

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DF is a proper game at 100-300 fps
i am just too lazy to sit down at desktop machine and DF, so i am struggling with laptop, in bed, and 30-78 fps is absloutely fabulous situation, especially remembering playing at 9 fps with 0.28's....oh lord how painful it was :E
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: omglazers on September 01, 2010, 06:14:24 pm
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I requested a "burn clothes" workshop reaction from Deon; like 10 clothes in, 1 ash out.
hah! time to build one! idd, good idea.

Only if the clothing is damaged. I wish to no end I could get dwarves to take off their crappy clothing and let them burn. Even if no ash got produced, the idea of dwarves not picking up my lovely clothing I made for them pisses me off.

I wish Toady would make a feature for uniforms for the fort. Just having a generic uniform for each dwarf would be nice, so I didn't have to read how they are naked and covered in vomit and blood.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: McBeer on September 01, 2010, 06:21:57 pm
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covered in vomit and blood.
Corridor with shallow water is (idd)solution(until someone will make LAUNDRY/bath workshop)..

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Only if the clothing is damaged.
Not always - enemies are leaving cheap "small" "large" etc useless crap everywhere..too cheap to sell, too useless to collect..

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"burn clothes"
need to check this,  what interests me - if owned clothes are giving "unreachable item" msgs after being burned, or it loses owner properly..or it just cannot be used with owned items(what i realized now..)...nvmd.

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Yet another weird ass action
haha, i love such stories :D
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Z1000000m on September 01, 2010, 06:22:19 pm
I too noticed that FPS constantly drops, like -20 fps every year (or so) with stable fort, even with inv off

That being said, I doubt its the right place to discuss that kind of stuff
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Deon on September 02, 2010, 12:28:16 am
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Corridor with shallow water is (idd)solution(until someone will make LAUNDRY/bath workshop)..
A well and some soap is enough to keep your dwarves clean.

Also if you don't use caverns, McBeer, it would be a good idea to reduce them to 1 level and min openness. This way cavern creatures won't mess up your fps much.

On elephants and mammoths: they have a SINGLE child born and it matures in 6 (10 for mammoth) years! So I don't consider it an overkill. I can't make it worse without making elephants into ents lol :).
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: oolon1 on September 02, 2010, 03:37:19 am
I just installed and patched 3.11.  I'm getting all sorts of weirdness at the "prepare carefully" screen.  Ant lungs, silkworm kidneys, tame forgotten beast and cave fish men pets that cost 1 point.  The only silk cloth options are "frozen iron man gas cloth" and "unknown frozen creature substance cloth".  I'm guessing something's screwy with overwriting the raws, but I think I'll have to try "installing" everything again.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: rainekage on September 02, 2010, 05:48:53 am
Ah, so the results of the "Where the hell are the animals?!" test!

After a number of embarks (and reclaims), I have narrowed down the problem overall.

In some cases, the expeditions are just unlucky and encounter an area almost entirely devoid of creatures.  However, they DO exist - I learned when I finally found a waterfall (I could find an area that, on the elevation map, would go form * <-- too high to chart, to 0, and the result was the river was always on the same level, the terrain would just move around it - no waterfall!) - and dug a channel to allow my marvelous Moss Fisherdwarf to get access to the water...

Only for my Moss miner/brewer to be ripped apart by an alligator - I embarked with the materials to make a steel axe (and the beginnings of steel armor), but couldn't set up the workshops and smelt the ore before the deed was done.  The alligator hovered JUST outside panic distance from my workshops as I fashioned a mismash of an armor suit - Steel battle axe, steel shirt, copper leggings, copper shield, and silver helm (I embarked with tetrahedrite) - another alligator had come ashore, only to have its limbs hacked brutally apart by my steel dwarf commander.  Issadore, the alligator that struck down my Miner escaped narrowly. 

Which leads me to another discovery: Upon a reclaim, all wildlife totally disappears.  Completely.  Nothing in the rivers (not even mussels or oysters), no pike or carp, no fireflies - nothing.  I've reclaimed a couple of times right off in order to save the location of an ideal spot, but it turns out this is a flawed idea, since it completely destroys the wildlife in that area.


So, I'll just have to keep going with 6 - I've prepared for the fun of alligators, at least (Turns out, though, that super regenerative powers do nothing when your lower body is ripped off!)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: rainekage on September 02, 2010, 05:56:22 am
Ah, I forgot an unrelated question - I have a large number of vellum, and a library - but no option to study anything - how do you use vellum for studying purposes?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Tormy on September 02, 2010, 07:02:46 am
I too noticed that FPS constantly drops, like -20 fps every year (or so) with stable fort, even with inv off

That being said, I doubt its the right place to discuss that kind of stuff

That is mainly because the number of items on the map is growing. You should try to dump all kind of sh*t on the map.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: McBeer on September 02, 2010, 08:08:58 am
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Also if you don't use caverns, McBeer, it would be a good idea to reduce them to 1 level and min openness. This way cavern creatures won't mess up your fps much.
Damn, and i realized why it is faster now - i did not discover any caves.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: TomiTapio on September 02, 2010, 09:37:17 am
Time to start a new fort! I changed my creatures biomes a little, more critters in rocky desert and badlands. (After seeing desert giraffes documentary)
that no-caverns no-magma, one layer of stone ONLY fort wasn't much fun after realized there's only werewolves as the enemy.

ps. removed Flier from illithid-creature, they're not superman, only psionic.
added [AMBUSHPREDATOR] to tiger and giant tiger.
still want a rabbit-like creature for caves, maybe I'll call them "hoppers" and they survive by fleeing and eating cave plants.


Handledyes log...
Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: TomiTapio on September 02, 2010, 12:21:02 pm
Handledyes outdoors, 4x4, some mountainous, mostly swamp.
Spoiler (click to show/hide)

Handledyes caverns, 4x4, pink marble, bright yellow gold:
Spoiler (click to show/hide)

caverns' parameters:
Spoiler (click to show/hide)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: A Dwarven Smokeologist on September 02, 2010, 12:26:18 pm
Ah, I forgot an unrelated question - I have a large number of vellum, and a library - but no option to study anything - how do you use vellum for studying purposes?

Make a scriptorium (spelling is off maybe) and you can choose which types of tomes to write, then either hand out the task at the library to study or go through the job manager.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: McBeer on September 02, 2010, 01:28:33 pm
Tell me sth - have you looked at fps before and after cave discovery?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Z1000000m on September 02, 2010, 01:35:39 pm
I too noticed that FPS constantly drops, like -20 fps every year (or so) with stable fort, even with inv off

That being said, I doubt its the right place to discuss that kind of stuff

That is mainly because the number of items on the map is growing. You should try to dump all kind of sh*t on the map.

Funny thing is that I noticed this when running a test fort for new df (back then, i think 06 or so). Inv off, low pop cap, pregnancies off etc. I was dumping every single useless stone, not making many crafts and not mining at all.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: McBeer on September 02, 2010, 01:40:11 pm
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I was dumping every single useless stone

Realize this, finally - dumping, smashing is NOT clearing, IMHO, data clutter.
IT IS STILL there, in memory, again, imho.
I am too small to ask Toady for clear confirmation, maybe some Elder one could.
For me this sounds plausible, especially if i can see GIGANTIC memory usage that is rising in time.

I tried to check, if dumping stone into 1x1 px space(compacting stone area) would help - it is NOT helping at all. Smashing is not helping at all too. Designated area size is not reason, imHo. Time for checking Deon's custom workshops influence with reacted materials(=specific clutter amount change)...this could help, maybe.

btw - every siege, even after whole fockin brigade leave finally(without fight, nor clutter left) is lowering fps too(pernamently).
Again, data is not cleared, imHo.

for some reason it reminds me Oblivion with >200 mods and thousands working scripts(even, if these scripts SHOULD NOT be processed from logical POV - but they are, just because engine is telling  that they should be processed).
Now i will shut up, before someone name me unfriendly madman spamming everywhere(even if i CARE).
DF is SO big game(i still cannot believe HOW complex technically it is, sweet LORD!), that i am not surprised, but...i wonder - what would be FPS timeline, if we strip civs to dwarves - i mean - is WHOLE MAP hitory/occurences are processed ALL the time(even, if after embark it is not...well, useful?). These technical solutions are more interestinf for me, that making chairs, you know :) I am curious, how it is working.
----
btw, fort i was talking about yesterday has..27 yrs, not 7, my bad). FPS=56 now, ZERO enemies, no caves discovered, massive amounts of clutter on map. I'd say: not bad, NOT BAD :D, but what will happen with fps in another 25 yrs?

Sorry for multiple edits, beer influence is obvious..
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Foamy on September 02, 2010, 02:11:58 pm
Are things removed from memory if they are used in production? ie. does producing tonnes of rock crafts and selling them help?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: McBeer on September 02, 2010, 02:14:52 pm
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Are things removed from memory if they are used in production?

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selling them help?
hah that's good questions: selling items is NOT helping(i assume, that EVERY single item made on our maps is..PROCESSED!, even if it is NOT ON MAP!(exported, destroyed, smashed, whatever)). That's point of my earlier post. I'd love to hear about this from someone that understand this engine. One thing to check - .12 has option to GIVE away brib..erm, items for free for lord of each civ - it could be good idea to check, what would happen after giving away...everything.
Problem: WEIGHT. no wagons=no method for check.
Well? Where are wagons? Cmon...

Game is ultimately fascinating, in many aspects. Toady is awesome man, even engine investigations are fascinating there.

Toady must be uberman.

Deon, i hope you will forgive me (for?) these posts - it is all about your mod greatness - i mean that Genesis is way for pushing DF to the limits, and whole thing is SO related to engine we do have now(.12).
What ennerves me - that we still can see so LITTLE from what's going on and how from engine POV(deep debug).

you know, i am in gaming and computers since 1984 and believe me, DF is just..damn, unique thing - i could tell that it may be BEST simulator ever made, what may leading to simulating WHOLE defined world in few (dozens) of years of developing.
Thing, that NOBODY done so far in history. Then - requirements will be extremely high, but actual state vs output is not entirely ok, imho. For me, determining clutter reason is very important now - small engine probs may rise in time, that's clear for me.

again, sry for multiple reedits of post and engrish.
please, tell me to stfu, if my thoughts are just..rubbish, it is hard to precisely articulate my thoughts in english, you know...i hope that someone feel like me, and understand my way of thinking about what do i see.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: oolon1 on September 02, 2010, 02:31:05 pm
I just installed and patched 3.11.  I'm getting all sorts of weirdness at the "prepare carefully" screen.  Ant lungs, silkworm kidneys, tame forgotten beast and cave fish men pets that cost 1 point.  The only silk cloth options are "frozen iron man gas cloth" and "unknown frozen creature substance cloth".  I'm guessing something's screwy with overwriting the raws, but I think I'll have to try "installing" everything again.

OK, this seems to be happening when I mod dwarf speed.  I've never had an issue with this before, so I'm guessing it has something to do with the raw layout.  Do I need to mod each caste section with a [SPEED: ] line, or what?

EDIT:  Nevermind.  It was caused by having a .bak file in with the txt files.  DF can't tell the difference.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: TomiTapio on September 02, 2010, 02:57:14 pm
Have you thought about the bag/bin combining calculations, and does one get a FPS drop after making the first ~30 bins? Binless fort perhaps? Different binning parameters (set in init)?
Then there's the nano-fort (1x1 embark by executable hacking) players.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: LordShotGun on September 02, 2010, 05:54:20 pm
Before the material rewrite, the metals for armor and weapons were pretty clear concerning "stats"

Clownium was best by FAR, then steel, then iron, then bronze, then copper, then wood/bone/other metals.

How about now? Are things still the same? How will your custom metals fit into this line up of power?

Also, any chance we could get the change logs on the front page? Its kinda hard to dig through weeks of comments to see what gets changed/removed/added.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Deon on September 02, 2010, 06:08:51 pm
I just installed and patched 3.11.  I'm getting all sorts of weirdness at the "prepare carefully" screen.  Ant lungs, silkworm kidneys, tame forgotten beast and cave fish men pets that cost 1 point.  The only silk cloth options are "frozen iron man gas cloth" and "unknown frozen creature substance cloth".  I'm guessing something's screwy with overwriting the raws, but I think I'll have to try "installing" everything again.

OK, this seems to be happening when I mod dwarf speed.  I've never had an issue with this before, so I'm guessing it has something to do with the raw layout.  Do I need to mod each caste section with a [SPEED: ] line, or what?

EDIT:  Nevermind.  It was caused by having a .bak file in with the txt files.  DF can't tell the difference.
It's good that you've figured it out. I've broken my head trying to figure out what in 3.11 could cause it :).

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Also, any chance we could get the change logs on the front page? Its kinda hard to dig through weeks of comments to see what gets changed/removed/added.
Sure, I will add a spoilered changelog under Download links.

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How about now? Are things still the same? How will your custom metals fit into this line up of power?
"Clownium" is still the best for everything but hammers. It's supposed to be like that I guess.

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please, tell me to stfu
Why? You're right. Even stolen babies still appear on map when you look with memory hacking programs. It still helps because you have smaller lists so the sold items are not processed every time a dwarf checks for materials, but they still sit somewhere in the save file.

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Tell me sth - have you looked at fps before and after cave discovery?
Opening caverns SHOULD cause a FPS drop because there appears to be a way on the surface and in your fort and every underground critter (which are usually many) starts to calculate its possible routes to the surface (even without moving there).

Back in old HFS even when you wall off HFS after you discover it, you still get many clowns which started to try to pathfind to the surface and it caused TONS of lag. I don't think that pathfinding algorythm changed much during the version change.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Deon on September 02, 2010, 06:16:08 pm
Ah, I forgot an unrelated question - I have a large number of vellum, and a library - but no option to study anything - how do you use vellum for studying purposes?
Sorry, I missed your post :). Make a scriptorium and use vellums to make tomes.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Z1000000m on September 02, 2010, 06:25:20 pm
big wall of text

Yeah well, when I say dumping I actually mean destroying the item completely, either by magma or AS. Stupid simplification.

Also, im suprised that i was right( or rather, was thinking right) about the data not being cleared (I mean, what else can it be when im not doing anything and still getting drops)
Its kind of a letdown since I abbandon when my fps with things turned off drops below 90 or so
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: omglazers on September 02, 2010, 06:41:36 pm
This isn't the fault of Genesis or anything, but generally speaking, am I the only one who hates trading because they always have to scroll through and reject giving items you accidentally brought to the depot?

No, I DONT want to give you those vellum or tomes, TAKE THE EFFIN MUGS!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Z1000000m on September 02, 2010, 08:11:37 pm
I was thinking, is it possible to mod diffrent blood for diffrent dwarf classes?
If so, would it be possible to make ,say, aspid blood act like gnomeblight against goblins? It's has no real use ,but would be hilarious, dwarven bio bombs.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: McBeer on September 02, 2010, 08:39:13 pm
Quote
I abbandon when my fps with things turned off drops below 90 or so
holy damn, wow.

Quote
I was thinking, is it possible to mod diffrent blood for diffrent dwarf classes?
race related poisons?
WHAT AN awesome IDEA! Can it can it be done?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Z1000000m on September 02, 2010, 08:45:02 pm
Quote
I abbandon when my fps with things turned off drops below 90 or so
holy damn, wow.

Quote
I was thinking, is it possible to mod diffrent blood for diffrent dwarf classes?
race related poisons?
WHAT AN awesome IDEA! Can it can it be done?

Well, thats how gnomeblight works afaik, so it should be possible be possible to make a goblin version

;)
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Medicine Man on September 03, 2010, 03:18:56 am
Hey Deon is it possible to make it so that some races use a metal for weapons or armour rarely? because it would be great to make the nords occasionly make steel weapons.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Tormy on September 03, 2010, 07:05:43 am
I too noticed that FPS constantly drops, like -20 fps every year (or so) with stable fort, even with inv off

That being said, I doubt its the right place to discuss that kind of stuff

That is mainly because the number of items on the map is growing. You should try to dump all kind of sh*t on the map.

Funny thing is that I noticed this when running a test fort for new df (back then, i think 06 or so). Inv off, low pop cap, pregnancies off etc. I was dumping every single useless stone, not making many crafts and not mining at all.

Weird stuff....if you dump everything, the mem should be cleared, if there are no memory leaks......what happens if you reload your game after you dumped everything? The memory should be "cleared" for sure in that case. Am I wrong?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: TomiTapio on September 03, 2010, 08:56:31 am
Months pass in Handledyes...
Spoiler (click to show/hide)


Start a new 2x2 fort, this time next to a volcano.
Spoiler (click to show/hide)

ps. if arrows and bolts are sizes 150,200,300, and bows are 300-500, a dagger can not be size 50.

also noticed:
[ITEM_WEAPON:ITEM_WEAPON_CLUB]
[NAME:club:clubs]

[ITEM_WEAPON:ITEM_WEAPON_STAFF]
[NAME:club:clubs]

Hey Deon is it possible to make it so that some races use a metal for weapons or armour rarely? because it would be great to make the nords occasionally make steel weapons.
I don't think it's possible. There's no such settings in the raws AFAIK.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Z1000000m on September 03, 2010, 09:28:31 am
I too noticed that FPS constantly drops, like -20 fps every year (or so) with stable fort, even with inv off

That being said, I doubt its the right place to discuss that kind of stuff

That is mainly because the number of items on the map is growing. You should try to dump all kind of sh*t on the map.

Funny thing is that I noticed this when running a test fort for new df (back then, i think 06 or so). Inv off, low pop cap, pregnancies off etc. I was dumping every single useless stone, not making many crafts and not mining at all.

Weird stuff....if you dump everything, the mem should be cleared, if there are no memory leaks......what happens if you reload your game after you dumped everything? The memory should be "cleared" for sure in that case. Am I wrong?

What i noticed during my play at a glacier area is that when you channel a mountain and clear every stone (not hard with ice if you make it boil), it will still cripple your fps badly. And the only change is changing ground tiles into empty tiles.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: LordShotGun on September 03, 2010, 11:07:27 am
How will your custom metals fit into this line up of power?

Also, any chance we could get the change logs on the front page? Its kinda hard to dig through weeks of comments to see what gets changed/removed/added.

Clownium is OBVIOUSLY the best still, but I really wanted the bolded question answered, and just a yes or no for the second question.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: TomiTapio on September 03, 2010, 12:53:21 pm
Clownium is OBVIOUSLY the best still, but I really wanted the bolded question answered, and just a yes or no for the second question.
The order is: mintyfresh, red steel, black steel, steel, (the three bronzes), wrought iron, (copper and silver and miscellaneous in no particular order).
Yes there is a chance, Deon will probably do it.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Z1000000m on September 03, 2010, 01:52:23 pm
Clownium is OBVIOUSLY the best still, but I really wanted the bolded question answered, and just a yes or no for the second question.
The order is: mintyfresh, red steel, black steel, steel, (the three bronzes), wrought iron, (copper and silver and miscellaneous in no particular order).
Yes there is a chance, Deon will probably do it.
Whaaaa?

Also, I noticed that not only serpents and such use "raw" precious metals, so do kobolts and dwarfs. Dwarf should imo have some alloyed gear, not silver and gold pimpy stuff.
Seriously, the amount of precious metals lying on corpses around my fort makes me think that im playing West Coast Fortress.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Pan on September 03, 2010, 01:53:56 pm
Where does sun gold rank?
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: TomiTapio on September 03, 2010, 02:01:02 pm
Mintyfresh, another euphemism for magical adamantine. It's a spoiler if you have never encountered it.

red steel is [MAX_EDGE:50000]
black steel [MAX_EDGE:30000]
normal steel [MAX_EDGE:27500]
sun gold is [MAX_EDGE:27500]
wrought iron [MAX_EDGE:12500]
spellwood is [MAX_EDGE:10000] as are brass and bronze and copper.

Damn, bronze should have better edge than copper!!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Pan on September 03, 2010, 02:10:46 pm
Huh.
Reading the raws, it said that sun gold is good for armor and hammers but not for sharp edges. So, the edge is good as steel. What about for armor? How's armor strength calculated? Is sun gold denser than silver (for the hammers)?

 I take one look at the raws and all I understand are basic things like [CHILD:1] and [NOFEAR]. The others...
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: TomiTapio on September 03, 2010, 04:44:13 pm
What about for armor? How's armor strength calculated? Is sun gold denser than silver (for the hammers)?
http://df.magmawiki.com/index.php/DF2010:Metal
http://df.magmawiki.com/index.php/DF2010_Talk:Metal
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: omglazers on September 03, 2010, 11:06:42 pm
I just noticed that bogs, peats, etc are smoothable. This is likely because they are now and 'ore' versus 'dirt'

I don't know how modding works, but if possible, can I suggest removing the tag that makes them smooth-able?

.. Makes no sense to have a 'smooth peat wall' you can engrave on!
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Deon on September 04, 2010, 04:03:15 am
You are wrong, it's only peat. And it's a stone, thus it can be smoothed, there's no way around that.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Bronimin on September 04, 2010, 05:56:40 am
not sure if it has been mentioned already but....

you seem to be able to butcher corpses with the firebolt arrows and/or bolts, as they are counted as a 'sharp object'.

Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Deon on September 04, 2010, 07:03:13 am
Yeah, and spears too. Any edged weapons work.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Tormy on September 04, 2010, 07:11:14 am
I too noticed that FPS constantly drops, like -20 fps every year (or so) with stable fort, even with inv off

That being said, I doubt its the right place to discuss that kind of stuff

That is mainly because the number of items on the map is growing. You should try to dump all kind of sh*t on the map.

Funny thing is that I noticed this when running a test fort for new df (back then, i think 06 or so). Inv off, low pop cap, pregnancies off etc. I was dumping every single useless stone, not making many crafts and not mining at all.

Weird stuff....if you dump everything, the mem should be cleared, if there are no memory leaks......what happens if you reload your game after you dumped everything? The memory should be "cleared" for sure in that case. Am I wrong?

What i noticed during my play at a glacier area is that when you channel a mountain and clear every stone (not hard with ice if you make it boil), it will still cripple your fps badly. And the only change is changing ground tiles into empty tiles.

Something is very wrong, that is for sure....perhaps I should test this as well....I will do it later on, and if the memory isn't cleared, we should report this.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Pan on September 04, 2010, 03:28:55 pm
 FPS drop is inevitable. I usually just do my homework or read a book while waiting for the sieges and ambushes (or anything notable) to happen. When it gets really bad, I slaughter animals. It usually works.

 Oh, I also have this minor little problem. It probrably isn't genesis, but whenever my military takes their month off to civilian duties (so there isn't that 'angered by long patrol duty' thought), and a siege/ambush occurs, I would order all squads to move to the gate via the squad section. Whenever that happens, any previous elite status (Hammerlord, Axelord, Spearmasters etc) are not retained until the next time they gain exp.

 Anyone know how to prevent that? It never happened when I was playing 40d.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: MiamiBryce on September 04, 2010, 07:39:52 pm
Deon,
Altar of Nature
Charcoal Furnace
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: omglazers on September 05, 2010, 12:57:37 am
Is there any way I can personally edit the file that produces the ratio of male to female dwarves?

It's hard coming up with 198 female names and only two male nicknames !
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Pan on September 05, 2010, 01:44:31 am
I don't really see the problem with all the female and male ratios. I currently have 51 male dwarves and 49 female dwarves in my fortress. In other fortresses, I also have even numbers of both genders.
Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
Post by: Thoth on September 05, 2010, 02:22:49 am
Deon,
    Altar of Nature
    • sacrifice ash:  Didn't seem to be working.  I messed around with it some and this [PRODUCT:50:1:WOOD:NO_SUBTYPE:PLANT_MAT:OAK:WOOD] seemed to work.
      Charcoal Furnace
      • make charcoal (furnace):  This building has only one reaction, can the hotkey be 'c' rather than 'C'
      • make ash (furnace):  Between clear glass and bricks, I almost never have enough ash.  I added the following to my install of Genesis and I'm offering it to you in case you'd like to include it.
        • [REACTION:MAKE_ASH_FURNACE]
          [NAME:make ash (furnace)]
          [BUILDING:FURNACE_CHARCOAL:CUSTOM_A]
          [REAGENT:A:1:WOOD:NONE:NONE:NONE]
          [PRODUCT:100:2:BAR:NONE:ASH:NONE][PRODUCT_DIMENSION:150]
          [SKILL:WOOD_BURNING]
      These happened to me to, still in job manager tho, and like soap disappearing in vanilla it can be ordered just the 'shops can get confused.[/list][/list]
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: LordShotGun on September 05, 2010, 07:25:51 am
      Is there any way I can personally edit the file that produces the ratio of male to female dwarves?

      It's hard coming up with 198 female names and only two male nicknames !

      Just name them whatever you want. Gender matters much less then cast. Although it is rather wierd when you see that "Master Chief" has given birth to a baby girl....
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Vorbicon on September 05, 2010, 08:44:49 am
      So, I'm playing into my 5th year in my new fortress. For some reason, after my first wave of immigrants in the second year I'm not getting any more at all, nor am I receiving any trade caravans from my fellow dwarfs for some reason.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Deon on September 05, 2010, 09:02:46 am
      Are you sure they exist in your world, Vorbicon?

      omglazers: the ratio values are POP_RATIO in creature_genesis.txt.

      Pan: they should gain their "skill status" when they are activated.

      MiamiBryce: Good suggestions, I will consider this.

      There was no updates recently (very unusual for me) due to my starting university work, but I should patch some stuff up soon, adding suggestions and fixing platinum gear for goblins.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: TomiTapio on September 05, 2010, 09:02:50 am
      So, I'm playing into my 5th year in my new fortress. For some reason, after my first wave of immigrants in the second year I'm not getting any more at all, nor am I receiving any trade caravans from my fellow dwarfs for some reason.
      Press 'c' for civ screen, look at parent civ's leaders, realize the civ have all died or moved to your settlement. A common problem, but that again, more FPS for you.

      ps. my current fort had 0-1 fps for a while, forest fire and flayer siege :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Deon on September 05, 2010, 09:03:15 am
      I finally somehow ninjad TomiTapio. Hehe.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Vorbicon on September 05, 2010, 09:16:34 am
      So, I'm playing into my 5th year in my new fortress. For some reason, after my first wave of immigrants in the second year I'm not getting any more at all, nor am I receiving any trade caravans from my fellow dwarfs for some reason.
      Press 'c' for civ screen, look at parent civ's leaders, realize the civ have all died or moved to your settlement. A common problem, but that again, more FPS for you.

      ps. my current fort had 0-1 fps for a while, forest fire and flayer siege :)

      Ugh. Meaning I'm stuck at only 19 dwarfs and nothing interesting (sieges, etc.) will happen. Time to abandon I guess.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: McBeer on September 05, 2010, 10:39:07 am
      ..something incredible is happening in my 29 y.o. fort now.
      I am sieged by at last 4 civs now, and Illithids are occupying river edge(hidden)...look what is going on with water(brain's in the river):

      Spoiler (click to show/hide)
      ..are they able to poison water source that way?? It would be FUNNY!
      I didn't know that diffusion is emulated TOO! What an awesome possibilities that might have, damn..

      btw, cyclop megabeast was killed by them(other Illithids group) in 2(TWO) seconds for some reason..
      another interesting thing: i can see white war lion under water surface(i think so), and it's not drowning..

      dessert sshot:...
      (http://i54.tinypic.com/o8a343.jpg)

      anyone has ..balls to try one?:
      (http://i53.tinypic.com/2re0h79.jpg)

      This is hilarious.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: TomiTapio on September 05, 2010, 10:39:24 am
      Hey Deon... bronze was 10k max-edge as I told earlier:
      Code: [Select]
      red steel is [MAX_EDGE:50000]
      black steel [MAX_EDGE:30000]
      normal steel [MAX_EDGE:27500]
      sun gold is [MAX_EDGE:27500]
      wrought iron [MAX_EDGE:12500]
      spellwood is [MAX_EDGE:10000] as are brass and bronze and copper.
      Damn, bronze should have better edge than copper!!

      I propose the following: red steel 42k, black steel 32k, steel stays 27k, three bronzes 15k, wrought 14.5k, brass and copper 11.5k, silvers stay at 10k.

      Events in Ragshake, 2x2 and volcano place:
      Spoiler (click to show/hide)

      I am sieged by at last 4 civs now, and Illithids are occupying river edge...look what is going on with water:
      ..are they able to poison water source that way??
      Looks like it, the outpost brain's area-toxin-blasting seems to have a lovely side effect there.
      The outpost brain is a moron, blasting away at their mounts. Or it's a thing it can't control, like dandruff.

      Yeah would be FUN to have puny lives-in-pools puffs-out-poison lizards. And because of magic, a firebird that leaves a trail of burning/stunning stuff.


      (Reads bronze vs. iron discussions)
      http://community.discovery.com/eve/forums/a/tpc/f/9741919888/m/8341988559
      http://boards.straightdope.com/sdmb/showthread.php?t=135316
      http://forums.taleworlds.com/index.php?topic=67149.0
      Spoiler (click to show/hide)

      Modern Knapping end results: http://www.flickr.com/photos/39416639@N02/
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Pan on September 05, 2010, 11:03:55 am
      ...blasting away at their mounts...

       Oh, so thats what all the endlesss breath attacks are all about. Man I hate love those illithids, breaking my floodgate like that, then swimming out of there like nothing happened. On the bright side I haven't gotten a single were siege yet, in this fort and the previous one. Are they more badass then the illithids?

      And a thing on those dark dwarves. Are they like the animal men civs that live underground?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Deon on September 05, 2010, 11:23:34 am
      Yes they are, they are in caverns.

      Werewolves are mostly dangerous because they are big. They have no armor though so armorclad armed dwarves can kill them normally. Also they have tough body so they are less likely to be killed fast.

      Thanks for the edge correction, Tomi, I think you're right.

      Cool screenshot, McBeer. That nord has a zoo around him :P.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: TomiTapio on September 05, 2010, 11:32:18 am
      Thanks for the edge correction, Tomi, I think you're right.
      Yay!
      Maybe one could rename "wrought iron" to "low steel" or "punk steel", as actual wrought iron is useless in weapons, they say.
      "wrought iron" is just too long an adjective in my book. Hmm just "iron" for gear and the ore would make "raw iron".
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Pan on September 05, 2010, 11:34:21 am
      Sounds like fun! The werewolves in the Relentless Assault mod the werewolves are fast and good for running down civilians and lone soldiers caught outside. Maybe you could do something similar with them? I mean, they are tough. Big deal. Theres the illithids, DK2 (man i love that game), and serpentfolks. They're tough too. Different strengths and weaknesses for the invaders would be nice.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Deon on September 05, 2010, 12:25:14 pm
      But they don't come the first year as Weres doo. And their castes are quite different.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: omglazers on September 05, 2010, 12:30:13 pm
      Whats odd is the Popratio value looks perfectly fine, yet I'm still experiencing the same nutty female to male ratio!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Deon on September 05, 2010, 12:47:29 pm
      It's random, and it says all :P.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Pan on September 05, 2010, 01:15:44 pm
      Hmm. They don't for me. I get pretty jealous of Tomitapio's constant were sieges. I mean, sure, the mind flayers are annoying, breaching my defenses via the brook and the well system, but they are way too easy. One martial trancing, steel clad steel dwarf routed an entire siege by himself.
      The DK2 monsters are all clad in bronze or copper, meaning they are virtually no match for dwarven soldiers equiped with decent quality steel (once, a merchant guard marksdwarf shot and killed the goblin leader and two of his underlings, and the rest retreated. The siege started when the merchants were just arriving.) The serpentfolk fare even worse, with small sieges that are even less deadly than ambushes - at least ambushes hide and kills the guard moniter lizard or something.
       So, anyway, I just kind of wanted to address the problem of the enemies being too easy, and my problem of werewolves not showing up in the first year. I have checked that there is a were civ, they have access to me.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Z1000000m on September 05, 2010, 02:02:25 pm
      Why butchering kittens give you only a skull?
      No bones, no skin , no bones.
      Wtf. The though of skinless, boneless kittens is creeping me out.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Untelligent on September 05, 2010, 02:06:01 pm
      The kittens are too small to get a useful amount of bones or skin.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: TomiTapio on September 05, 2010, 03:44:00 pm
      Hmm. They don't for me. I get pretty jealous of Tomitapio's constant were sieges. I mean, sure, the mind flayers are annoying
      The DK2 monsters are all clad in bronze or copper, meaning they are virtually no match for dwarven soldiers equipped with decent quality steel

      Steel is the advantage of dwarves. Traps, too. The villains have size, speed, numbers, poisons, fire.

      Caravan guards are supposed to be bad-ass, adventurer class fellows.

      I have given flayers chainmails, daggers, maces and spears and removed their outpost brains and tadpoles. Also I've nerfed weres somewhat.
      Wish I had lots of goblins, esp. bow- and swordgoblins for a challenge. Weres being bulky and raging, they don't avoid traps. Female goblins I have given TrapAvoid. Lizardfolk are just primitives, they should be no threat versus three full-armor dwarves.

      Small mistake on my part: made weres attack ON PRODUCTION, so if you make many sets of steel gear, the were sieges come. I'd rather have them come on population and trade triggers.
      Deon: maybe the order of the hostiles should be: 1. lizardfolk 2. vanilla goblins 3. high-speed raging weres (not Toughmaterial) 4. flayers with chainmails and spears 5. DK2 civ with one caste being A Dragon.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: TomiTapio on September 05, 2010, 07:38:07 pm
      Rolling a new world for new fun fort... I did Something right with the raws, got a place
      116: Vikkeläsormus, "Quicknessrings", a mountain fortress
         Owner: The Coal of Birds, dwarves  Parent Civ: The Incidental Crystal, dwarves
         243 dwarves
      so I can be assured lots of migrants from there.

      I recommend everyone choose a parent civ that has at least one town over 45 people.

      new place, if anyone cares... about a 290 minute session.
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Pan on September 05, 2010, 11:51:10 pm
      ... if anyone cares...

       Are you daft? Your stories are awesome.

       One thing I've noticed about chickens is that they're all pretty tough.

       One of my previous forts, one of the roosters somehow got a crow in an armlock with his wings, then punched it to death, which I find kind of funny. They also tend to have a record of killing buzzards and vulures that go down the main stairwell and scare the civilians half to death.

       But what really proves my point is in my current fort. I had forgotten to turn off hauling for one of the FNG steel dwarf, so he was hauling instead of using the training dummy. A serpentfolk ambush caught him with his pet chicken. All of them kinda dogpiled him, while the other one went for the chicken.
       The chicken got enraged, and actually inflicted some light wounds on the armed and armored serpentfolk! As an added bonus, the steel dwarf got a ton of red wounds when the military came to rescue them. The chicken, however, helped the military chase down and delay the last cocatrice enough for the military catch up (which is more than those slow mastiffs ever did).  So, I'm just saying that the chickens might be pretty badass for livestock, not that I'm complaining.  :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Deon on September 06, 2010, 02:51:31 am
      That's totally weird! They are 1.5 time smaller than cats :D. Which may need a small fix btw.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Acanthus117 on September 06, 2010, 02:57:40 am
      Chickens: The new dogs.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: blackfox479 on September 06, 2010, 04:04:44 am
      you cold make a cavern race like cavern ilithids called "aincent meckanisms" like the gear golums
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Medicine Man on September 06, 2010, 04:05:28 am
      you cold make a cavern race like cavern ilithids called "aincent meckanisms" like the gear golums
      What?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: OmnipotentGrue on September 06, 2010, 04:57:30 am
      You could make a cavern race a bit like Illithids called "Ancient Mechanisms" like the Gear Golems.

      MUCH BETTA
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: negorath on September 06, 2010, 05:05:35 am
      You should host this mod as a Project on Google Code, so people like Tomi and other people you trust can make changes through SVN :p
      http://code.google.com/hosting/
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Medicine Man on September 06, 2010, 05:05:50 am
      You could make a cavern race a bit like Illithids called "Ancient Mechanisms" like the Gear Golems.

      MUCH BETTA
      MUCH MUCH MUCH BETTA!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: OmnipotentGrue on September 06, 2010, 05:32:19 am
      You could make a cavern race a bit like Illithids called "Ancient Mechanisms", akin to the Gear Golems.

      MUCH BETTA BETTA BETTA MUCH MUCH BETTA
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Medicine Man on September 06, 2010, 05:40:20 am
      Oh Ancient Mechanisms dosen't sound very Illitihd'y at all.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Pan on September 06, 2010, 07:13:07 am
       Hey Deon, what's up for the next version? (if your planning on it)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: OmnipotentGrue on September 06, 2010, 07:15:09 am
      What? Of course he's planning on it, silly Pan.

      HE HAD BETTER BE
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Medicine Man on September 06, 2010, 07:18:26 am
      I am 90% sure he is going to release another version.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Pan on September 06, 2010, 12:21:54 pm
      I don't know what came over me.  :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: McBeer on September 06, 2010, 12:39:32 pm
      Quote from: TomiTapio
      if anyone cares...

      We do, Sir, really, we do.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: TomiTapio on September 06, 2010, 03:36:15 pm
      Thanks guys. Just fought some battles in Orderbolt, but a Crash erased the autumn.

      Maybe soon I'll start a no-digging fort, just trees, plants, animals, and crossbows, and trading. Problem with "furniture has to be built indoors", no managering on the lakeside.

      Orderbolt images
      Spoiler (click to show/hide)

      Log...
      Spoiler (click to show/hide)

      ps. http://twitter.com/Tomi_Tapio/status/23080968907   ie. Dwarf Fortress game in comicbook format!! http://www.timdenee.com/oilfurnace/
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: McBeer on September 06, 2010, 03:53:45 pm
      Quote
      Problem with "furniture has to be built indoors"
      It bothers me too - i can see no reason to prevent users from making Pub under clear sky(i could understand this up to d18, though).

      Quote
      Dwarf Fortress game in comicbook format!!
      Thanks for the link, i LOVE such DF related pearls! These iso-maps are amazing there, damn.

      Quote
      CRASH. Damn.
      :E i never had one so far.

      Very sorry for posting - but i love microcommunities i can see in some threads(some are open, some are not..).
      I did not play today - i am too tired lately..i lost my master mechanic yesterday because of Nord's war white lion that could swim...it managed to swim into my fort and just ate him :(, what a LOSS(first dead in 25 yrs :E, many cried). I did not find way that allowed lion to get into fort, though. Weird mystery.
      I retracted bridge where Nord mounted on that lion stood, Nord had drown, lion did not. After two SEASONS it found a way into fort somehow.
      Damn.

      Question: will i get migrants, if i change popcap from 60 to more(i have 68 men now that are too precious to start army, imho)?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: negorath on September 06, 2010, 04:34:23 pm
      I might just be completely blind, but I can't find Black Steel in the raws; what are the properties of this steel alloy? or can someone point me to where I can find it in the raws! :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: TomiTapio on September 06, 2010, 05:29:43 pm
      I might just be completely blind, but I can't find Black Steel in the raws; what are the properties of this steel alloy? or can someone point me to where I can find it in the raws! :D
      It's in inorganic_metal_ironworks.txt, [INORGANIC:STEEL_WOOTZ] , formerly called Crucible Steel.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: negorath on September 06, 2010, 06:33:06 pm
      I might just be completely blind, but I can't find Black Steel in the raws; what are the properties of this steel alloy? or can someone point me to where I can find it in the raws! :D
      It's in inorganic_metal_ironworks.txt, [INORGANIC:STEEL_WOOTZ] , formerly called Crucible Steel.

      Cheers, was looking in that file, but guess the big letters stopped me from scimming the details.

      Anyway, is Smelting of Sun Gold borked? Sun Gold, Cobalt, and Ironwood are materials I just can't seem to be able to make, either as a result of lack of proper reaction, or game bugs perhaps?
      I can see nothing wrong with the reaction file, but maybe the game doesn't like adding reactions to a original DF building from more than one file?

      edit: Ahh, nvm, saw the reactions weren't part of the permitted reactions for dwarfs, so I guess it's intended?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: TomiTapio on September 06, 2010, 07:43:38 pm
      Cheers, was looking in that file, but guess the big letters stopped me from skimming the details.
      Really, try the Control-F for "Find".

      I recommend Crimson Editor and its "find string in folders", it's nice. Can search for "CREATURE:" and it lists all creatures, and doubleclick on found row takes me there. Programmers ofter need to find what function/variable is mentioned where. And CE leaves files open between sessions, so all my note-files open when I start CE.
      http://en.wikipedia.org/wiki/Crimson_Editor

      Yeah dwarves don't make elfy sun gold or spellwood. Cobalt is just some afterthought.
      (in current never-dig fort... would like mechanisms made of metals.)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: TomiTapio on September 06, 2010, 08:06:33 pm
      All right, had good fun in no-dig place:
      Too bad the river, falling off the map edge, makes for much flow calculations, and get 100 fps less than usual.

      Spoiler (click to show/hide)

      I dared to test the StoneSense ('coz Deon vouched for it):
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: omglazers on September 06, 2010, 09:36:06 pm
      Cheers, was looking in that file, but guess the big letters stopped me from skimming the details.
      Really, try the Control-F for "Find".

      I recommend Crimson Editor and its "find string in folders", it's nice. Can search for "CREATURE:" and it lists all creatures, and doubleclick on found row takes me there. Programmers ofter need to find what function/variable is mentioned where. And CE leaves files open between sessions, so all my note-files open when I start CE.
      http://en.wikipedia.org/wiki/Crimson_Editor

      Yeah dwarves don't make elfy sun gold or spellwood. Cobalt is just some afterthought.
      (in current never-dig fort... would like mechanisms made of metals.)

      Great resource, thanks
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Roses on September 06, 2010, 10:15:33 pm
      I was wondering if anyone knew of a way to block certain weapons being used in the Altar of War. It rocks getting the occasional nice 'artifact' weapon, but half the time my guy just turns around and uses that weapon as the next sacrifice. Maybe you could block certain materials from being used and then make all of the special weapons out of that material. I don't know, not the best modder when it comes to custom reactions.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Pan on September 06, 2010, 11:01:01 pm
      Well, I'm not entirely sure on this, but I think you could equip the artifact weapon to one of your ___lord/master soldiers via the [m]ilitary - [e]quip, specific weapon.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Roses on September 06, 2010, 11:09:07 pm
      I know I can equip it, but the problem is if you have the Sacrifice Weapon running on repeat and you get one of the special weapons out of the sacrifice your guy will just use that for the next task. Was hoping there would be a way to stop him than checking the Altar after ever sacrifice.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Still Standing on September 07, 2010, 01:05:07 am
      Forbid the weapon is probably the only way.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Pan on September 07, 2010, 02:29:04 am
       Looks like micromanaging is the only way  :(.

       I personally only use the altars for decoration, and I put them beneath the execution tower (for the occasional invader that steps into the moniter lizard / camel cage traps) so it's like a sacrifice to the blood god.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Pan on September 07, 2010, 08:59:15 am
       Hi people. I have just went and added a page for the illithids in the genesis wiki. All I have written is based on experience, so I know there might be things that I missed out on, or is just plain wrong. So could anyone go and take a look at it, and perhaps edit and change, or add anything based on your experiences? (I'm not a native english speaker, so I know what I wrote isn't exactly wiki quality.)

       I'm pretty sure Deon would appreciate it if we could all help with his wiki. Theres a shitload of articles that are empty, and it's been months since the wiki was made.

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Medicine Man on September 07, 2010, 09:17:06 am
      What labor does sacrificing a weapon use?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Roses on September 07, 2010, 10:40:14 am
      Alchemy
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Still Standing on September 07, 2010, 12:16:54 pm
      I know I can equip it, but the problem is if you have the Sacrifice Weapon running on repeat and you get one of the special weapons out of the sacrifice your guy will just use that for the next task. Was hoping there would be a way to stop him than checking the Altar after ever sacrifice.

      You can also make a weapon stockpile next to your altar that only accepts lower quality weapons.  The fancy weapon will be carried off to be put in your main weapon stockpile, and your little crap quality stockpile will be used to fuel the altar.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Roses on September 07, 2010, 12:36:33 pm
      I'm thinking of changing
         [REAGENT:A:1:WEAPON:NONE:NONE:NONE]
      to
         [REAGENT:A:1:WEAPON:NONE:METAL:NONE]
      And then changing the weapons produced from
         [PRODUCT:1:1:WEAPON:ITEM_WEAPON_AXE_GIANTS:INORGANIC:STEEL]
      to
         [PRODUCT:1:1:WEAPON:ITEM_WEAPON_AXE_GIANTS:INORGANIC:STEELROCK]
      Where STEELROCK will be a stone template with the same classifications of Steel and will only appear in this weapons.

      Would that work?

      EDIT: Looking through the raws I saw that Obsidian's melting point does not have [] around it.
      EDIT2: Nevermind, didn't read the whole entry.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Pan on September 07, 2010, 01:18:06 pm
      I know I can equip it, but the problem is if you have the Sacrifice Weapon running on repeat and you get one of the special weapons out of the sacrifice your guy will just use that for the next task. Was hoping there would be a way to stop him than checking the Altar after ever sacrifice.

      You can also make a weapon stockpile next to your altar that only accepts lower quality weapons.  The fancy weapon will be carried off to be put in your main weapon stockpile, and your little crap quality stockpile will be used to fuel the altar.

       Well, if the Altar of War is set on repeat, then wouldn't the weapon sacrificing dwarf pick the nearest weapon (the artifact, since that's right inside the Altar of War workshop) before it can be carried off by a hauler?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: TomiTapio on September 07, 2010, 01:28:49 pm
      (no time to read and reply)

      Clobberbolt moves to Clobberbolt II !

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Deon on September 07, 2010, 03:14:45 pm
      You should host this mod as a Project on Google Code, so people like Tomi and other people you trust can make changes through SVN :p
      http://code.google.com/hosting/
      Never thought about Genesis SVN. It could be fun :). Sure.

      you cold make a cavern race like cavern ilithids called "aincent meckanisms" like the gear golums
      Yeah I could. I will think about that.

      Hey Deon, what's up for the next version? (if your planning on it)
      I was just lazy... ACtually I wasn't, so I was busy with non-gaming stuff here :P. I just consider platinum/gold goblins to be not too bad problem for a major fix, and otherwise I want to add some new stuff but I am not sure what exactly... I see I spoiled you, on pages 1-5 people told me "why do you release so fast" and now I get an opposite reaction :).

      I should release it, yeah. Just wait a bit :).

      edit: Ahh, nvm, saw the reactions weren't part of the permitted reactions for dwarfs, so I guess it's intended?
      Sun gold and ironwood are supposed to be "elfy" materials, but I forgot about cobalt. Thank you :).



      Pan, thank you very much for the wiki work, I will add more, I am just really a bit busy with the starting university :).

      Tomi, great stories so far. And thanks for the Stonesense shot. It looks cool. You lack some letters though for some reason :). And thanks for the cool links to comics.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Deon on September 07, 2010, 03:43:46 pm
      Very sorry for posting
      Sorry, I missed this one. WHYY?!! Why are you sorry? :D :D :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: TomiTapio on September 07, 2010, 04:02:54 pm
      I'm thinking of making some wood more valuable. Teak, Mahogany, Oak make pricy furniture IRL. Oak barrels.

      http://webcache.googleusercontent.com/search?q=cache:8yPYYOg-62EJ:www.fao.org/docrep/004/ac124e/ac124e03.htm+valuable+wood+furniture+tropical&cd=3&hl=en&ct=clnk
      The highest quality decorative veneers and sawnwood are made from Mahogany, Sapele, Teak, Kokrodua, Utile//
      Woods converted into plywood and veneers include Okoume, Obeche, Limba, and Makore from Africa; Lauan, Meranti and Seraya from Asia. Together with Abura, Iroko (African teak), Kokrodua and Niangon from Africa; Ramin and Keruing from Asia, they are also made into sawnwood for use in construction (Grainger 1993).
      "The valuable hardwood species in the temperate climates include Oak, Ash, Cherry, Walnut, Tulipwood and Hard Maple. These are mainly used for furniture, joinery and interior decoration."


      and http://www.comptonlbr.com/Hardwoods.html
      and http://www.pineflooring.ca/red%20pine%20flooring%20soft%20wood.htm

      Maybe I'll make a boa or python, 60-200 kg, slowety-slow (speed 1700), easy to hunt, but ambushpredator(hides). Some animals are actually easy to hunt.
      Also, they said on Finnish tv that almost every mushroom can be used for thread dyeing. I should make two outdoors-mushrooms, one for temperate, one for tropical.

      There're outdoor mushrooms btw.
      Right, shiitake, oyster mushroom, truffle. But they're all edible, right. Maybe I'll make a dye-type shroom, or one edible only as milled.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Deon on September 07, 2010, 04:05:50 pm
      There're outdoor mushrooms btw.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: omglazers on September 07, 2010, 05:34:48 pm
      Be careful in adding lots of new plants and trees or such again, unless you're willing to remove others. Otherwise we'll end up with a hundred plant-able crops again in no time :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: TomiTapio on September 07, 2010, 05:45:23 pm
      I deleted many cave plants (cave cucumber? rock hops?) and a few outdoors ones. I don't mind my version having excess seeds to choose from, and some domestic animals actually making lots of offspring.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: omglazers on September 07, 2010, 05:46:59 pm
      I would adore more offspring of animals. My animals never seem to get funky. They're worse than pandas.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Vorbicon on September 07, 2010, 05:58:48 pm
      So... I started another fortress, and once again I'm getting no migrants or caravans because my civilization died... again. Twice in a row. Ugh, damnit.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Spaghetti on September 07, 2010, 06:04:28 pm
      so i made nords playable renamed nobles and changed them a lil to be more norsey :D

      i got a liason from the nrods so i did something right! woot.

      I have a legendary mead hall woot

      just a few question

      is there a readme on the facilities and their uses? like alter of war?

      thank you.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: McBeer on September 07, 2010, 06:21:07 pm
      DF_Genesis_Manual.xls in Genesis' folder...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Spaghetti on September 07, 2010, 06:56:24 pm
      awesome thanks

      edit* Err i dont think i haves one....
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: McBeer on September 07, 2010, 07:01:31 pm
      Weird, are you sure, if you have newest Genesis? I had it inside folder..
      Here it is..
      http://www.easy-share.com/1912191479/DF_Genesis_Manual.7z


      sshot for today(after-siege loot):
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Spaghetti on September 07, 2010, 07:13:10 pm
      ooooh thats why i was looking for a text file thanks :D

      i downloaded it off the first page this morning so ya...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: TomiTapio on September 07, 2010, 07:20:42 pm
      First invaders at ClobberBolt II ie. Inkyslings. Victory, of course.

      Spoiler (click to show/hide)

      Siege's combat log (with brain and liver and lungs more hurt/bleed):
      http://dl.dropbox.com/u/8967397/Inkyslings%20siege%20log.txt (http://dl.dropbox.com/u/8967397/Inkyslings%20siege%20log.txt)
      leather cloaks 100% nullify wooden bolts!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: rainekage on September 07, 2010, 11:56:40 pm
      Hmm, Using Genesis Medium now to generate my worlds, and while that solves the "WHOLE WORLD IS AQUIFER" problem, Dusk Elves have yet to appear.  In fact, it seems the Demons and most of the non-hostile races are extremely prone to extinction.  I wish there was a way to see what races have survived before choosing "save or abort" a region.

      Poor Dusk Elves, they're my favorite elf race, but I don't know if I'll ever see them!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Spaghetti on September 07, 2010, 11:58:27 pm
      what year do you usually embark?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: rainekage on September 08, 2010, 12:04:19 am
      what year do you usually embark?

      Is that to me?  I usually embark between 250 and 400.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Deon on September 08, 2010, 12:16:53 am
      I deleted many cave plants (cave cucumber? rock hops?) and a few outdoors ones. I don't mind my version having excess seeds to choose from, and some domestic animals actually making lots of offspring.
      Where did you get cave cucumbers? It was a few versions ago :).

      what year do you usually embark?

      Is that to me?  I usually embark between 250 and 400.
      Same. I embard around year 300.

      You're probably unlucky. Dusk elves almost always survive for me, and demons have networks of towns with roads all over the place.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: rainekage on September 08, 2010, 12:25:06 am
      Hey Deon, I know they like forests, but what biomes do Dusk Elves survive in?

      Also, a random question I've had, but haven't experimented with - Is it only Sylvan elves that will be offended by the offer of wood, or will all three?  Dusk elves seem like they wouldn't mind from their description (haven't gotten to test), and the Ezrakim live in the desert...

      Haven't gotten to test anything regarding the former, and the latter, well, I tend to trade them metal and stone anyway.  But I've been curious about it.

      Edit:  I forgot about the wiki entirely.  So the biome question is answered.  ;)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Spaghetti on September 08, 2010, 12:34:16 am
      so far the sylvan elves are the only ones that get offended.

      Elves: "please stop cutting down the trees man"

      (http://cdn2.sbnation.com/profile_images/122980/huskarl.jpg)

      nuff said
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: McBeer on September 08, 2010, 12:41:55 am
      Quote
      Elves: "please stop cutting down the trees man"
      Dwarf: "I am not man!" <hack> <hack> <whoomp>, <kick> <kick>, <omnomnomnom>..

      Sorry, couldn't resist :D too tired to draw this scene...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Spaghetti on September 08, 2010, 01:07:52 am
      wow this mod added body parts

      the vampiress twists the embedded gold hand axe in the orc's left testicle.

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Medicine Man on September 08, 2010, 01:10:29 am
      "The Void Master Mind Flayer touches the goblin child in the crotch!"

      EWWW!!!!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Pan on September 08, 2010, 01:19:31 am

      Maybe I'll make a boa or python, 60-200 kg, slowety-slow (speed 1700), easy to hunt, but ambushpredator(hides). Some animals are actually easy to hunt.

       Hey, that's an awesome idea. Deon, would you consider about making it official? Also, I think the desert needs more wildlife. non-savage deserts simply get moniter lizards and camels (not that I'm complaining on the surplas moniter lizard population), and may need the variety of animals the forests have.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Medicine Man on September 08, 2010, 01:24:26 am
      Maybe non savage deserts could get a great rattlesnake that has a poison that makes things really slow?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: rainekage on September 08, 2010, 01:25:04 am
      "The Void Master Mind Flayer touches the goblin child in the crotch!"

      EWWW!!!!

      "Stranger danger! I need an adult!"
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Pan on September 08, 2010, 01:28:01 am
      Maybe non savage deserts could get a great rattlesnake that has a poison that makes things really slow?
      Think dangerous stuff like that probrably belongs to the savage deserts. I was thinking more on the lines of... desert foxes or something.

      "The Void Master Mind Flayer touches the goblin child in the crotch!"

      EWWW!!!!

       ... They do that?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Medicine Man on September 08, 2010, 01:41:36 am
      Yeah they have an attack that sucks out blood and injects toxin.But sometimes it dosen't do ether and it just bruises.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: rainekage on September 08, 2010, 02:24:07 am
      Yeah they have an attack that sucks out blood and injects toxin.But sometimes it dosen't do ether and it just bruises.

      Excellent, the bruises will be good proof in court!

      Okay, done with the molestation jokes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Pan on September 08, 2010, 05:02:21 am
      Lawlz, that's a good one  :D.

       Hey, is there anyway to reduce the framrate other than turning off weather and temperature? (already did that) My FPS at the moment is at 4, and it is lagging really bad, heating up the computer and causing it to shut down without warning. And, no, I'm not gonna abandon.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: McBeer on September 08, 2010, 05:06:15 am
      Quote
      My FPS at the moment is at 4, and it is lagging really bad
      [G_FPS_CAP:20] ..nothin' moar.. 20 helps me keeping up to 30% more fps than with default.

      Quote
      I'm not gonna abandon.
      True Dwarf ye are! Be HARD!

      Quote
      causing it to shut down
      Open your box..

      Quote
      it is lagging really bad
      I wonder, if your cpu is speedstepping down because of heat, or it is typical FPS for you? If thermal protection is slowing down machine, only way to help is make sth with cooling sys and force cpu to fixed clocks.
      Also - wrong bios memory settings may have adverse effect on stability/speed too(so it is not sure, if it's only cpu matter in your case, imo)..
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: rainekage on September 08, 2010, 06:43:26 am
      Starting up another embark - Untamed wilds, aquifer (I can't seem to escape them), three connecting rivers into what I hope is an excellent waterfall (I really want to create a waterfall fort entrance that can retract, dumping invaders a bunch of Z-levels into the water) - and I've noticed an amusing trend in my dwarves:

      Obsidian: Usually suited to combat, which leads to hilarious forest fires
      Moss: Strangely, most of the moss dwarves I get end up with "extremely slow to heal" attribute - not sure how this goes with their healing caste attribute.
      Gloomer: Super hard for me to get, but some of the best stats I've ever gotten on a dwarf.

      Now, onto steel dwarves.  I've gotten a few with amazing stats, but for the most part, they turn out like the one I just got:

      "She is very flimsy, very weak, and really susceptible to disease" <-- usually clumsy and really slow to heal, as well.

      For mental attributes, they usually have good spatial and kinesthetic sense, and good willpower, and then a huge list of terrible attributes - so coordinated but totally inept at everything else. This one has "A way with words", but about half of the other attributes are poor at best.

      I find it pretty amusing that when I'm lucky enough to get a super-dwarf, I get the reject.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Pan on September 08, 2010, 06:53:39 am
      Quote
      My FPS at the moment is at 4, and it is lagging really bad
      [G_FPS_CAP:20] ..nothin' moar.. 20 helps me keeping up to 30% more fps than with default.

      Quote
      I'm not gonna abandon.
      True Dwarf ye are! Be HARD!

      Quote
      causing it to shut down
      Open your box..

      Quote
      it is lagging really bad
      I wonder, if your cpu is speedstepping down because of heat, or it is typical FPS for you? If thermal protection is slowing down machine, only way to help is make sth with cooling sys and force cpu to fixed clocks.
      Also - wrong bios memory settings may have adverse effect on stability/speed too(so it is not sure, if it's only cpu matter in your case, imo)..

       Hey, thanks for your help! I lowered the FPS cap and it increased by around 3 fps. Good start. The computer is pretty old, and it has been shutting down like that for all the other mods I've played. But this time, it's worse. Probrably cuz the other mods I tried are all 40d, without caverns and a lot of z levels. Still, thanks!  :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: McBeer on September 08, 2010, 07:04:47 am
      PM me, if you want to share, what machine is this.
      if it's shutting down like that, it really may be hardware/bios settings problem, maybe fixable in some easy ways. also, i can strongly recommend checking air flow in coolers' vents, sometimes small dustball may have quite an impact on temps and stability..
      sometimes(especially, if it is athlon xp, i.e.) bios can set cpu wrong way, or memory has wrong timings set..etc etc...maybe i can help.
      you'd better avoid worst scenario for progressing blackouts: dying capacitors on mobo(check for not flat caps on these), or dying power source(quick-check of voltages in bios)...

      anyway, PM me, if crashes persists.

      for getting more fps by init edit you may try changing engine used([PRINT_MODE:STANDARD] to some other one). it may be very dependable on machine, so who knows(standard usually works best, but..).

      Good luck.

      upd: you may try embarking on medium/small map, with embark 3x3 or smaller to check, if you get more fps, btw. some may recommend editing world cave parametres to ease cpu strain..

      also, limiting pop_cap may help you in long-term game too(and it changes game style, in nice way).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Shaio on September 08, 2010, 07:27:10 am
      Why is resizeable windows set to no by default?

      One random question, do the fireballs obsidian dwarfs and such throw do anything when temp is turned off?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: TomiTapio on September 08, 2010, 10:59:41 am
      Quote
      My FPS at the moment is at 4, and it is lagging really bad
      [G_FPS_CAP:20] ..nothin' moar.. 20 helps me keeping up to 30% more fps than with default.

      I embark at around 280 fps, 35 fps graphical. 60-70 fps makes me consider leaving the place.
      Try smaller window size, zoom in closer with mousewheel (zoomed way out slows DF), and graphical refresh of 10. The mouse and keyboard input suck at 10 G-FPS, but, makes your time advance faster.
      I have reasonably much area on 3x2 embarks.

      Starting up another embark - Untamed wilds, aquifer (I can't seem to escape them)
      Closer to the mountains the terrain is higher (hills), less chance of aquifers. Or reduce world's rainfall a little.


      I have lovely gloomers, maybe because I made them focus/concentrate a lot, guess they hone their skills in the mountainhomes then. Secret brooding, scheming, intense.
      The "very clumsy" etc. descriptions are relative to the
      [PHYS_ATT_RANGE:AGILITY:450:600:800:900:1000:1100:1500] Tomi's male Stone dw
      [PHYS_ATT_RANGE:AGILITY:900:1200:1300:1400:1600:1700:2200] Tomi's male Steel dw, reduced speed because they're super strong and tough already
      So clumsy (one less than middle) steeler would have 1300 and clumsy stoner 800.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: McBeer on September 08, 2010, 11:02:23 am
      Quote
      I embark at around 280 fps, 35 fps graphical. 60-70 fps makes me consider leaving the place.
      it's not about "whose ..ick is longer"... mate. not everyone's rich here, you know.
      man was in need here...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: TomiTapio on September 08, 2010, 11:14:18 am
      Quote
      I embark at around 280 fps, 35 fps graphical. 60-70 fps makes me consider leaving the place.
      it's not about "whose ..ick is longer"... mate. not everyone's rich here, you know.

      I feel no shame reporting my fps numbers. It's just what is happening over here. You can analyse lots of my fps at http://df.magmawiki.com/index.php/DF2010:System_requirements/Archived_reports
      Spoiler (click to show/hide)

      Hey Deon, I made a 30 kg boa constrictor now, with mild poison. Your rattlesnake and similar have BODY_APPEARANCE_MODIFIER:LENGTH  twice. I think they lack the CHILD and LITTERSIZE and gender castes, too. I delete their PHYS_ATT_RANGE bits for my worlds. Can your snakes, if they flee, be caught by running woodcutters?

      ps. also made a python, [BODY_SIZE:4:0:210000] --IRL 136-158-180kg max says web.
      Python [DESCRIPTION:A huge deer-swallowing snake, can be as heavy as three dwarves. Up to 29 feet long.]
      Boa [DESCRIPTION:A large rabbit-swallowing snake, less than half the weight of a dwarf but with strong muscles. Up to 8 feet long.]
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Gearheart on September 08, 2010, 11:48:04 am
      So I decided I should probably try this mod, and I was wondering about tilesets.

      I'm using phoebus set as of now, so if I install this, will it change the graphic set?

      The frontpage has a graphical set, but I'm confused as to what that entails.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: TomiTapio on September 08, 2010, 11:50:08 am
      Yes it will. Genesis graphical version is based on Ironhand. I think others can give you advice how to put Phoebus on top of Genesis ascii version.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Gearheart on September 08, 2010, 11:54:03 am
      On second thought, Ironhand's set doesn't look all that bad.

      I should really pay more attention to these things.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Pan on September 08, 2010, 12:08:33 pm
      PM me, if you want to share, what machine is this.
      if it's shutting down like that, it really may be hardware/bios settings problem, maybe fixable in some easy ways. also, i can strongly recommend checking air flow in coolers' vents, sometimes small dustball may have quite an impact on temps and stability..
      sometimes(especially, if it is athlon xp, i.e.) bios can set cpu wrong way, or memory has wrong timings set..etc etc...maybe i can help.
      you'd better avoid worst scenario for progressing blackouts: dying capacitors on mobo(check for not flat caps on these), or dying power source(quick-check of voltages in bios)...

      anyway, PM me, if crashes persists.

      for getting more fps by init edit you may try changing engine used([PRINT_MODE:STANDARD] to some other one). it may be very dependable on machine, so who knows(standard usually works best, but..).

      Good luck.

      upd: you may try embarking on medium/small map, with embark 3x3 or smaller to check, if you get more fps, btw. some may recommend editing world cave parametres to ease cpu strain..

      also, limiting pop_cap may help you in long-term game too(and it changes game style, in nice way).

       Hey, thanks man. I was gonna go get my computer's insides and outsides cleaned one of these days (damn you procrastination  >:(), then wiped clean for a fresh start.

      Whenever I embark at a 3*3 site, the sedimentary layers have too little bituminous coal and lignite in them to fuel the metal industries I run, and since I play desert forts (for the moniter lizards and camels. saves me getting 'dwarven' war and food animals like mastiffs and cave tortoises. besides,war lizards are cooler than war dogs), I have only the underground for charcoal. And mind you, that's not alot.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: omglazers on September 08, 2010, 12:18:42 pm
      Whenever I embark at a 3*3 site, the sedimentary layers have too little bituminous coal and lignite in them to fuel the metal industries I run, and since I play desert forts (for the moniter lizards and camels. saves me getting 'dwarven' war and food animals like mastiffs and cave tortoises. besides,war lizards are cooler than war dogs), I have only the underground for charcoal. And mind you, that's not alot.

      Look for peat. Peat is an amazingly helpful stone
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Pan on September 08, 2010, 12:36:40 pm
      Yea, guess they would help if I were gonna start a fortress in a swamp.

      Hey, Deon, could you perhaps add more kinds of coal found in the sedimentary layers? In the Dig Dwarfier (and possible Dig Deeper) mod, theres a Anthracite Coal. Theres also subbituminous coal (which i searched up on google), and also something about graphite being usable as fuel. Would you consider those additional fuel sources?

       By the way, speaking of metal industries, does magma industries negates the use of coal fuel entirely? I've never used magma before (shame on me), and is rather curious on that paticular area.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Still Standing on September 08, 2010, 12:52:32 pm
      If you have magma none of your forges or smelters need fuel!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: omglazers on September 08, 2010, 01:08:19 pm
      If you have magma none of your forges or smelters need fuel!

      For some reason I always fail to bother to dig down to magma and get my industry going near magma. I guess I just like to have my smelters work on tons of peat and coal to buff up their smelting skill.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: TomiTapio on September 08, 2010, 01:09:33 pm
      Pan, you can try making Your bituminous coal more abundant with
      inorganic_stone_mineral.txt

      Spoiler (click to show/hide)
      And rolling a new world. Or in existing world, make one bituminous explode into 50 coke instead of 3. (In reaction_smelter.txt)

      To Deon: I just put POPRATIOs into serpentfolk, made salamanders and medusas rare and put child:7 instead of 1.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Spaghetti on September 08, 2010, 01:51:34 pm
      hell ya i made it to where i can cremate my corpses old school viking style at the altar of nature :D

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: TomiTapio on September 08, 2010, 04:02:52 pm
      From the journal of Inkyslings:

      Spoiler (click to show/hide)

      Siege begins, overview:
      Spoiler (click to show/hide)

      Here's the region-zip, for Legends, Adventuring!, and reclaiming by digging dwarves. (large, 22 MB)
      http://dl.dropbox.com/u/8967397/Tomis_after-Inkyslings_region6.zip (http://dl.dropbox.com/u/8967397/Tomis_after-Inkyslings_region6.zip)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Z1000000m on September 08, 2010, 05:37:30 pm
      Wow, why noone noticed that one before?
      Vermin remiains are renamed in stocks menu, eg nord is rat and horse is 2 legged lizard. Judging by the stats, they have sexes :s
      Also outpost minds are again broken, one can pound them for days and do nothing or can kill them in 2 swings. That or turning temp off makes them invincble.

      Also, deon, please make keepers and ezrakim elves less violent. Its not my fault that the diplomat or caravan happens to run into an ambush. One such incident and they both start a 2 year long siege that makes the caravans to stop coming and reduces fps big time for no reason.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Pan on September 08, 2010, 09:56:33 pm
      If you have magma none of your forges or smelters need fuel!

      For some reason I always fail to bother to dig down to magma and get my industry going near magma. I guess I just like to have my smelters work on tons of peat and coal to buff up their smelting skill.

       Heh. Same here. But it's also kind of because I don't feel like killing my FPS by digging through all three cavern layers.

       Thanks Tomitapio for the raw thingy. Guess I won't be running out of coal anytime soon!

      Also, deon, please make keepers and ezrakim elves less violent. Its not my fault that the diplomat or caravan happens to run into an ambush. One such incident and they both start a 2 year long siege that makes the caravans to stop coming and reduces fps big time for no reason.

       Well, you could try getting really good relations with them by giving them large profit margins and loads of offerings to their leaders. Dead enemy gear is good for that, and so is a ton of lavish prepared meals. I always figured the diplomatic relations is a bit like a dwarf's mood. As long as he dined in a legendary dining room, then admired a completely sublime Trade Depot, he will still be ecstatic if his wife died. Not sure if I'm right, but I never got a siege from them, even once where their entire caravan was massacred along with the diplomat. That happened twice. I also siezed some goods once. They kept coming.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Still Standing on September 08, 2010, 10:03:21 pm
      If you have magma none of your forges or smelters need fuel!

      For some reason I always fail to bother to dig down to magma and get my industry going near magma. I guess I just like to have my smelters work on tons of peat and coal to buff up their smelting skill.

       Heh. Same here. But it's also kind of because I don't feel like killing my FPS by digging through all three cavern layers.

       Thanks Tomitapio for the raw thingy. Guess I won't be running out of coal anytime soon!


      You could always use reveal.exe to show you were to build your stairs so you don't breach the caverns.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: negorath on September 08, 2010, 10:47:27 pm
      Ok, this is getting silly, we really need some kind of cod piece, because them testicles are getting hurt WAY too much :o
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Pan on September 08, 2010, 11:23:06 pm
      You could always use reveal.exe to show you were to build your stairs so you don't breach the caverns.
      Never figured out how to get the utilities in.

      Ok, this is getting silly, we really need some kind of cod piece, because them testicles are getting hurt WAY too much :o

       I agree.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: rainekage on September 08, 2010, 11:25:01 pm
      Ok, this is getting silly, we really need some kind of cod piece, because them testicles are getting hurt WAY too much :o

      That reminds me (When we're talking about testicles, that may not be the most common phrase); I'm new to adventure mode, and have been trying to work out wrestling.  I find it kind of odd that I can grab individual toes and fingers, arms, and legs, and break them, take enemies down, or throw them by those limbs (I presume Take-down and throw stun enemies?) - but then my random companion can take an enemy by, say, the upper body or the phallus and shake them violently.

      Are there any moves that can be done on the head, torso, or extremities like facial tentacles or the phallus?

      I second the cod piece on grounds that bears and alligators tend to go straight for the phallus or testicles for their wrestling moves, and it's getting old!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Still Standing on September 08, 2010, 11:34:02 pm
      Instead of putting more armour into a ridiculously complex armour system, why not just remove the sex organs?  They serve no useful purpose anyway.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Spaghetti on September 08, 2010, 11:37:17 pm
      but they make excellent targets

      I would totally go for the testicles with a sword for a quick win :D

      ahhh dwarf fortress makes you so distant from moral inhibitions...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Deon on September 09, 2010, 12:48:14 am
      Ahem, it's not my problem that DF leggings somehow do not block them. I think Toady One said something about armor weirdness and it's supposed to be fixed soon in a few patches. Same for the amount of armor dwarves wear. I plan to test and fix it, but haven't done it yet.

      TomiTapio: Thanks for the snakes' suggestions. I felt that there's not enough snake types too. And savage biomes need more variety anyway.

      Quote from: TomiTapio
      To Deon: I just put POPRATIOs into serpentfolk, made salamanders and medusas rare and put child:7 instead of 1.
      Good idea, I will use it.

      I will add more types of coal, Pan.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Medicine Man on September 09, 2010, 01:35:22 am
      Ok, this is getting silly, we really need some kind of cod piece, because them testicles are getting hurt WAY too much :o
      Yeah, everybody seems to enjoy fighting with their nuts hanging out.

      I assume it's to make the enemy vomit.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Pan on September 09, 2010, 03:49:52 am
       The female dwarves get hurt in the breasts alot too. I assume that's also something that sticks out? (didn't see any breast injuries in vanilla and the other mods, so i think its Genesis. Correct me if I'm wrong.)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Deon on September 09, 2010, 03:53:03 am
      It looks like armor protects only limbs for some reason. It's the same stuff as ears on the head, or a nose.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Pan on September 09, 2010, 04:25:34 am
      I've always sort of imagined dwarven helmets like this: http://www.freakygaming.com/gallery/game_wallpapers/world_of_warcraft/dwarf_warrior , which explains why the noses and ears are exposed (makes it easier to explain the whole 'nose chopped off when theres a helmet') .

       But breastplates exposing the breast and leggings exposing the testicles? I think they should be temporarily removed till Toady fixes it.

       (The image of dwarves (and all the other races) having their nuts hanging out ruins the image)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Medicine Man on September 09, 2010, 04:35:42 am
      All I can picture now is dwarven guys using their nuts as flails and dwarven women using their breasts as shields.

      Damn I love this game.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Shaio on September 09, 2010, 04:39:22 am
      LMFAO.

      The whole concept of editing out a races geneitalia becuase they won't keep them inside there armor.

      Who could be such a cruel god? 
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: TomiTapio on September 09, 2010, 08:06:36 am
      But breastplates exposing the breast and leggings exposing the testicles? I think they should be temporarily removed till Toady fixes it.
      I think we should put all of the new bits as "Internal" until Toady makes some armor behavior changes. Don't know if lowerbody's relsize=1000 should be increased when one adds more organs.

      Hmmm... animals don't wear armor! So split into keep-protected genitalia and animal normal genitalia. Our dogs will teach those ogre males to wear pants!

      Here's my code that I will try to use:
      Spoiler (click to show/hide)

      Some things from combat logs to try to visualize:
      Spoiler (click to show/hide)

      Bah, just realized I have to do the same to "2BREASTS". Done. Roll world, nothing  in errorlog, go adventuring, Randomness got me a red steel warhammer.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Deon on September 09, 2010, 08:33:26 am
      I've made major fixes already like goblins wearing gold and platinum items. Now I need this.. Okay.

      Mind to share boa and python so I wouldn't have to decide their size and otehr stuff? I can just copy common snakes without poison, but maybe you've made something interesting? :) I've already made sprites.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Pan on September 09, 2010, 08:45:51 am
      I've made major fixes already like goblins wearing gold and platinum items. Now I need this.. Okay.

      Mind to share boa and python so I wouldn't have to decide their size and otehr stuff? I can just copy common snakes without poison, but maybe you've made something interesting? :) I've already made sprites.

       Sweet! Now you just need to make another caste of dwarf that's black skinned and hates the muthfu*cking snakes in the muthaf*cking fort!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: TomiTapio on September 09, 2010, 08:47:27 am
      I've made major fixes already like goblins wearing gold and platinum items. Now I need this.. Okay.

      Mind to share boa and python so I wouldn't have to decide their size and other stuff? I can just copy common snakes without poison, but maybe you've made something interesting? :) I've already made sprites.
      I'll email my current raws (including MALEGEN_PROTECTED), the new critters are in creature_custom_tt.

      (Steel dwarf adventurer's hammer tore elephant's brain twice, but the elephant still lives. Hmm.)

      ps. What's the following? Is it something that should be deleted as obsolete?
      Code: [Select]
      inorganic_stone_trap
      [OBJECT:INORGANIC]
      [INORGANIC:GAS_SPORE_DROP]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:frozen toxis spores][DISPLAY_COLOR:7:7:1][TILE:'*']

      Sweet! Now you just need to make another caste of dwarf that's black skinned and hates the muthfu*cking snakes in the muthaf*cking fort!
      Wait until the pet Boas the migrants come with start to making many offspring... more fun than a binful of ferrets!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Pan on September 09, 2010, 09:07:51 am
      I hate ferrets.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Spaghetti on September 09, 2010, 01:09:21 pm
      or you could make their nuts made out of steel

      balls of steel!

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Tormy on September 09, 2010, 01:37:06 pm
      or you could make their nuts made out of steel

      balls of steel!

      Perhaps Deon should add a new megabeast - Duke Nukem  :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: BigD145 on September 09, 2010, 02:41:39 pm
      The female dwarves get hurt in the breasts alot too. I assume that's also something that sticks out? (didn't see any breast injuries in vanilla and the other mods, so i think its Genesis. Correct me if I'm wrong.)

      If we can't tell male from female without taking clothes off, or asking (!!), then I don't see how breasts could possibly be injured any more frequently than the torso.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: TomiTapio on September 09, 2010, 02:44:31 pm
      Here goes,
      The story of Hailedceilings begins.

      Spoiler (click to show/hide)

      (Dwarf Therapist) (resume, CRASH!) (okay, offsets are broken thanks to body parts or such. do not give jobs and nicknames via DT.)

      If we can't tell male from female without taking clothes off, or asking (!!), then I don't see how breasts could possibly be injured any more frequently than the torso.
      It's a DF bug, body parts connected to lowerbody (like ear connected to head) don't get protection from clothes and armor! So, I and Deon today make the gender-specific bits "internal" (like liver and kidney) to be inside clothes.

      ps. visit my photo gallery to understand why I add and tune animals in DF: http://www.flickr.com/photos/tomitapio/  (also I was a D&D basic set dungeon master in 1989.)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Deon on September 09, 2010, 02:55:53 pm
      Yep, it's a temporary solution though, so expect dicks flying all over the place once it's fixed. Oops, I think I've got too far again.

      Anyway, I am finishing Orc sprites and I am redrawing trees. As much as I love double-colored trees right now, when they become orange (autumn) or snow-covered they lose the secondary color and thus the trunk which looks weird. I will try to make it beautiful enough still :).

      Also I've been watching PlumpHelmetPunk's Let's Play of Genesis and it helped me to fix a few typos.
      http://www.youtube.com/view_play_list?p=518EB31003A751E6&playnext=1&v=g1KCUua6QiE

      It's an older version, yet it's awesome from him. He starts as a group of adventurers and moves on to a fortress mode.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Spaghetti on September 09, 2010, 03:10:21 pm
      the manual dosent tell me which building they train shield (weights) at.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: Tormy on September 09, 2010, 03:10:50 pm
      Yep, it's a temporary solution though, so expect dicks flying all over the place once it's fixed. Oops, I think I've got too far again.

      Anyway, I am finishing Orc sprites and I am redrawing trees. As much as I love double-colored trees right now, when they become orange (autumn) or snow-covered they lose the secondary color and thus the trunk which looks weird. I will try to make it beautiful enough still :).

      Also I've been watching PlumpHelmetPunk's Let's Play of Genesis and it helped me to fix a few typos.
      http://www.youtube.com/view_play_list?p=518EB31003A751E6&playnext=1&v=g1KCUua6QiE

      It's an older version, yet it's awesome from him. He starts as a group of adventurers and moves on to a fortress mode.


      Holy ****! This guy uploaded like 70 DF[-Genesis] related videos, and as I see, 1 clip is 11-14 minutes long. Insane Impressive!  :o
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Deon on September 09, 2010, 03:21:58 pm
      Yeah, he did the same with my Fallout mod for 40d, and I am terrified to see what happens when I patch up the Wasteland mod :D.

      Meanwhile, here're the orcs sprites I've already made:
      (http://xmages.net/storage/10/1/0/6/c/upload/e1b653d4.png)

      As you see, I was lazy at ranger subprofessions, but I will return to them before I release it.

      P.S. And since we see them a lot in adventure mode, here's a quick attempt to make the fishery workers.

      (http://xmages.net/storage/10/1/0/7/c/upload/3cc3060f.png)

      Yarr matey!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Z1000000m on September 09, 2010, 03:35:16 pm
      What is the size of a crescent arrow?
      My liason just got hit by 2 copper ones and both foot and a whole leg sailed off in an arc. Lol
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Deon on September 09, 2010, 03:37:40 pm
      It's reduced in the last version (unreleased), and yeah, they have dagger-like crescent-shaped heads so they can chop fingers and hands off.

      P.S. Like the one on the right but bigger:

      (http://www.centenaryarchers.gil.com.au/images/arrow-heads.jpg)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Spaghetti on September 09, 2010, 03:43:15 pm
      New idea

      Exploding Dwarven Crossbow Bolts.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Deon on September 09, 2010, 04:41:11 pm
      The idea is good, the fact that you can't do it is not :(.

      Anyway, I've finished orcish civillian professions. Now I need to take a break and then finish military and nobles.
      (http://xmages.net/storage/10/1/0/9/7/upload/9ad73825.png)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
      Post by: BigD145 on September 09, 2010, 06:35:05 pm
      If we can't tell male from female without taking clothes off, or asking (!!), then I don't see how breasts could possibly be injured any more frequently than the torso.
      It's a DF bug, body parts connected to lowerbody (like ear connected to head) don't get protection from clothes and armor! So, I and Deon today make the gender-specific bits "internal" (like liver and kidney) to be inside clothes.

      Internal breasts sounds very dwarfy.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: TomiTapio on September 09, 2010, 07:19:27 pm
      Hailedceilings keeps busy, baron gives trouble, much wildlife in cages...

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Spaghetti on September 09, 2010, 07:58:08 pm
      which building allows you to train shield and armor (weights)

      its not in the manual...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Pan on September 09, 2010, 08:13:50 pm
       Repeating Upright Spear traps with training spears.

       And don't use ironwood. Once, a forest fire from an ambush outside burnt all the unstockpiled wood (went too overboard in cutting down trees, and was carving out more wood stockpiles when the ambush came) except the ironwood logs. Hey, to anyone who reads the raws, is ironwood as strong as iron or steel? I'm guessing the former, but can't be too careful.

       Awwwww man... youtube is banned from the country I live in. Anyone know any proxies that get into youtube?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Spaghetti on September 09, 2010, 08:23:32 pm
      i messed up the raws and cant make training spears lol any alternatives?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Deon on September 09, 2010, 09:33:49 pm
      Build a "weight set" workshop.
      Awwwww man... youtube is banned from the country I live in. Anyone know any proxies that get into youtube?
      Aww you miss a lot. Could you try to use an external proxy?

      And ironwood (spellwood) has the same parameters as iron (but not wrought iron, so it's worse).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Spaghetti on September 09, 2010, 09:45:02 pm
      dammit i screwed up the raws on that one too :/

      well i dont want to reembark for a while lol
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Deon on September 09, 2010, 09:53:55 pm
      How could you "screw up raws on that one"? ;D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Pan on September 09, 2010, 10:17:22 pm
      i messed up the raws and cant make training spears lol any alternatives?
      Huh. Delete everything and download the Genesis mod again. Or you could just let then train via Armor demonstrations (they actually spar now!). I was too lazy in my previous fort to hook up all the Upright Spears, so i just let em be and train with the dummies. As long as you armor them up and train em up to elite with the training dummies, all the dodging, armor and shield skills can be left till later.  It's not like a squad of full red steel armored dwarves can't manhandle anything less than HFS. Actually, I think there should be a race that actually gives you a challenge. (like the Orcs from the Dig Deeper mod. It's harder, but gives you a higher sense of achievement. Heck, they actually do manage to kill a few champions.)

      Aww you miss a lot. Could you try to use an external proxy?
      External proxies like? I used to use sneakme.net, but it didnt work after awhile. Many proxies I try can't get in youtube at all...

       And all cuz some guy posted a video of chinese police beating up monks.  >:(

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: TomiTapio on September 09, 2010, 10:40:57 pm
      And ironwood (spellwood) has the same parameters as iron (but not wrought iron, so it's worse).
      Wasn't ironwood just a regular wood, but with elf magic it becomes the ironlike metal called spellwood?
      (checks the genesis raws) huh, ironwood is metal straight out of the tree, for all to enjoy...

      I just let em be and train with the dummies. As long as you armor them up and train em up to elite with the training dummies, all the dodging, armor and shield skills can be left till later. 
      How many years of training is that with dummies?
      Maybe 5 years of training if you use only the vanilla weaponrack-barracks?
      I don't use any of the training-workshops, they're too far from vanilla DF for me. Of course I could build 20 Obstacle Courses and wall up the fort for three years... call it "Dodge City".. but that's no fun.


      I ran two arena tests to check the new internal-genitalia. No hits on them, naked or with steel set.
      So something is wrong, as kidneys got many hits.
      Tomi's tunings on internal organ bleed/pain, and genitalia and breasts set to internal.

      TEST: no skills, steel: sword, mail, leggings, helm, gauntlets, high boots: 30 male stone dw vs 30 female.
      ten females remain!! skilled-proficient-competent levels in sword at the end.

      TEST: no skills, steel sword: 30 male stone dw vs 30 female.
      again ten females remain!!
      (Is this the answer to why 90% of migrants are female, that they fare much better in battle thanks to running speed?) (sets stone dw females to male speeds, for next world)

      zip of the combat logs and log-into-CSV spreadsheet:
      http://dl.dropbox.com/u/8967397/no%20skills%2C%20steel%20sword%20-%2030%20male%20stone%20dw%20vs%2030%20female%20-%2010F%20win.zip (http://dl.dropbox.com/u/8967397/no%20skills%2C%20steel%20sword%20-%2030%20male%20stone%20dw%20vs%2030%20female%20-%2010F%20win.zip)

      ps. fine-tuned worlds' creature counts, orangutans and bonobos count up, dragon raptor and my bronze statue down... yetis down, donkeys up, asps down (POPULATION_NUMBER:2:7), lion and rhino down.
      A world with 700 orangutans and 10 000 dragon raptors, 5000 yetis, 500 reindeer is a sad place, so I tune some more.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Pan on September 09, 2010, 11:22:45 pm
      I just let em be and train with the dummies. As long as you armor them up and train em up to elite with the training dummies, all the dodging, armor and shield skills can be left till later. 
      How many years of training is that with dummies?


       With dummies, it took me a year, maybe a bit more, to get to a decent level. It's pretty fast. Like I said, as long as the dwarves are well armored and armed and not alone, and just with a minimum of 2 seasons of training dummies and they can beat back ambushes easily. After all, even steel +quality+ equipment beats any of the gear ambushes turn up with. Just be prepared to upgrade to better gear when the illithid sieges begin (since they got the annoying force fields).

       In fact, I was more worried I might not pay enough attention to them on the dummies that they might turn into a Legendary *weapon skill* and keep themselves from the elite status (since weapon skills gained from civilian status doesnt turn them into elite when activated, until the next time they gain xp), hence losing the cool Elite sprite.

      So something is wrong, as kidneys got many hits.

       Nothing's wrong. Everyone knows a dwarf's kidney is larger than any other race, for obvious reasons.  ;)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Spaghetti on September 10, 2010, 12:18:52 am
      i screwed it up by changing it so that i could play as the nord race

      on first embark i noticed that the nobles werent active i was like hmmm

      So i coppied all the dwarf stats in entity that had to do with buildings and reactions and put them in the nord slot

      renamed nobles so milittia commander" is now "war chief" and stuff like that

      for some reason the permitted buildings didnt transfer or i forgot to so i already fixed that.

      so i am successfully playing as the nords with their unique equipment. basicly they are outside wooden fort with no buildings underground (or so i made it)

      works perfectly fine just working out some of the mistakes i made. :D

      i really like this mod :D

      If anyones done an outside fort you know how time consuming it is to make wallas and houses lol
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Deon on September 10, 2010, 01:02:24 am
      Ah I see.

      I've redrawn most of the trees. 2 more to go. Then I will probably add big snakes and a few more tweaks, and we should be closer to a release.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Pan on September 10, 2010, 04:31:23 am
       I haven't seen raptors yet. Which biomes are them in? I must have raptors to go with the moniter lizards (and the chained Lizardmen)!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Shaio on September 10, 2010, 05:44:39 am
      ^Raptors have been in every tropical environment I've come across so far.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: HappyNihil on September 10, 2010, 05:47:31 am
      Pan:
      There are 2 simple free of charge ways for you to watch youtube.


      1) http://hotspotshield.com/ (http://hotspotshield.com/) Just install it and turn it on and you get connected to an US proxy. (Doesnt work for Hulu and such though)
      2) http://www.torproject.org/torbrowser/index.html.en (http://www.torproject.org/torbrowser/index.html.en) Download the Tor bundle. Read the site to learn what it is if you're interested. But basically it's a portable app, which means you don't need to install anything, just start the program from its folder. It's very slow, but it works 99,9% of time (the only time it doesnt is when it selects an exit node in a country which blocks the site you want to visit, in such case just restart it).

      do a google search for these things if you want to learn more or find out whether they're secure (they are) but this should help you get started
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Playby PlumpHelmetPunk
      Post by: Pan on September 10, 2010, 06:00:42 am
      No. They don't work  :( (if their gonna ban something, they would have gotten rid of all the bypasses.) But thanks anyway.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Medicine Man on September 10, 2010, 06:02:05 am
      Pan:
      There are 2 simple free of charge ways for you to watch youtube.


      1) http://hotspotshield.com/ (http://hotspotshield.com/) Just install it and turn it on and you get connected to an US proxy. (Doesnt work for Hulu and such though)
      2) http://www.torproject.org/torbrowser/index.html.en (http://www.torproject.org/torbrowser/index.html.en) Download the Tor bundle. Read the site to learn what it is if you're interested. But basically it's a portable app, which means you don't need to install anything, just start the program from its folder. It's very slow, but it works 99,9% of time (the only time it doesnt is when it selects an exit node in a country which blocks the site you want to visit, in such case just restart it).

      do a google search for these things if you want to learn more or find out whether they're secure (they are) but this should help you get started
      Will they slow a browser?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: McBeer on September 10, 2010, 06:03:24 am
      i have curious problem with war animals - they are not attacking enemy until being attacked, is this typical?
      also, whatever i use as war animal is being killed in seconds even by skulking vermins..is this ok?
      it's ennerving seeing two elephants killed in no time by one feeble kobold(?), or vermin..
      same for raptors, same for bears, etc..
      it is problem, as i am not using military at all(you know, bunker).
      it would not be a issue, but i had bunker closed, and caravan gone..weird/mad in effect(i forgot to let them out in time), they do not want to leave fort now, just standing there with blue exclamation over them, so i left entrance open wondering, if they leave. they are dehydrated, hungry and i wonder what will happen soon...
      i'd rather would avoid fight...as last resort, i could wall them over, but it is unpleasant way..
      upd: caravaneers problem solved itself, they died peacefully and quietly from starvation, lol..i can close gate now.

      upd 2: wow, weird megabeast came onto my map, it has leathered BODY and shell only. Whats interesting it is visualized by big W letter. I can only hope it cannot swim..

      upd 3: damn, it can swim...so i hope it cannot think it's way through water tunnels..

      about youtube: i wonder, if wouldn't be easier to use proxy and downloader to just download chosen vids, than trying to stream it to watch in realtime with weird methods. personally i would prefer downloading, if transfer limit is not a problem. just thinking aloud. also, if only YT engine is banned, it may be good option, imho(in that case, you do not even need proxy, obviously).
      upd: also, imho, specialized yt downloaders may use their servers to tunnel vids, so, if such servers are not banned, you have simple solution, as from your side, you are not using yt servers at all.
      <ding!>

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Xombie on September 10, 2010, 06:55:57 am
      Seems to be bug:

      Whenever i craft something in adventure mode, it uses whole stack of bones, not just one or two.

      So to make a bone two-hander i used 47 dragon raptor bones one leather and 15 bear bones.

      Same with throwing, i cant throw them one by one. Just a whole stacks.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Miko19 on September 10, 2010, 06:58:53 am
      Seems to be bug:

      Whenever i craft something in adventure mode, it uses whole stack of bones, not just one or two.

      So to make a bone two-hander i used 47 dragon raptor bones one leather and 15 bear bones.

      Same with throwing, i cant throw them one by one. Just a whole stacks.
      And doesn't it seems NOT to be Genesis-related? That's how Toady made the game...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: TomiTapio on September 10, 2010, 07:04:35 am
      So something is wrong, as kidneys got many hits.
      Nothing's wrong. Everyone knows a dwarf's kidney is larger than any other race, for obvious reasons.  ;)
      Nah, it's the liver for the booze and mushroom poisons. Kidney for filtering water-soluble unwanted stuff out from the system.

      With steel gear 30 vs 30, there's 26 bruises to left kidney, 28 to right kidney, 13 to spleen, 68 to liver, 40 to stomach etc.
      and 0,0,0 on the male now-internal bits and 0,0,0,0 on the female now-internal bits, so that's my concern, zero genital hits now that they're internal in my raws.


      Edit: tuned some more. Roll 1200-year world. Try dark dwarf unarmored adventurer:
      "The Gargoyle snatches at You in the lower body, bruising the muscle and bruising the womb!"
      "The Gargoyle snatches at You in the lower body, bruising the muscle and bruising the left ovary!"
      "The Blizzard Man punches You in the lower body with its right hand, bruising the muscle and bruising the womb!"
      Yay success! Maybe it was the ":STP" that was missing from the organs. But maybe it was because of DarkDwarf... now to try a real dwarf.

      Edit 2: Success! moss dwarf male spear-adventurer:
      "The Miner strikes You     in the lower body with his red steel pick     tearing the muscle and tearing the left testicle     through the forest spider silk robe!"
      "You stab The Butcher     in the lower body with your w-iron spear     tearing the muscle and tearing the right ovary     through the arachna silk robe!"
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Playby PlumpHelmetPunk
      Post by: HappyNihil on September 10, 2010, 07:29:40 am
      No. They don't work  :( (if their gonna ban something, they would have gotten rid of all the bypasses.) But thanks anyway.
      Are you sure? Did you use Tor correctly?
      It would be very hard to "ban" it. (it bypasses China's firewall and worked ok during lastyears Iran demonstrations)

      Try some obscure proxy, something from Virgin Islands, Moldova, or something like that.
      http://www.xroxy.com/proxylist.php?port=&type=&ssl=&country=VI&latency=&reliability=#table
      (pick some country and try a few)


      ad Dwarf mc dwarf:
      Both slow down your browser, HSS by not so much, Tor substantionally. Basically use them only for the sites you need them for and then turn them off.

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Deon on September 10, 2010, 08:13:01 am
      No. They don't work  :( (if their gonna ban something, they would have gotten rid of all the bypasses.) But thanks anyway.
      Huh? You believe in "they" too much. There's no spoon, Neo :). There're always ways to bypass. Keep on trying.

      What exactly "didn't work" for you?

      Quote
      I have curious problem with war animals - they are not attacking enemy until being attacked, is this typical?
      It's not, my  dogs happily attack anyone. Maybe your war animals are assigned to someone so are busy following?

      Quote
      also, whatever i use as war animal is being killed in seconds even by skulking vermins..is this ok?
      It's not. Take elephants, they can kite and kill a lot of stuff. Skulking vermin? What is it? Maybe it has some deadly poison which killed your war animals ;).

      Quote
      it's ennerving seeing two elephants killed in no time by one feeble kobold(?), or vermin..
      1) It was not a feeble kobold, probably he was an adept dodger or something... Common animals start with "common" stats while civilized ones can train a lot and become good warriors. Are you sure the elephants were not weak/flimsy? Are you sure the kobold didn't one-shot them first in some critical organs so they were bleeding and slow? Post a combat log please, I am curious about it.
      2) Vermin cannot attack, you were probably drunk when you played :).
      3) It's a known DF "problem" that small creatures can kill big ones, because the numbers are quite arbitrary and there're ways to bend the formulas with high skills. Also Genesis Elephants are much stronger than vanilla elephants while Kobolds are not, so go try that in vanilla game, they will die much faster :D.

      Quote
      i wonder, if wouldn't be easier to use proxy and downloader to just download chosen vids, than trying to stream it to watch in realtime with weird methods
      Technically it's the same, unless someone downloads it and uploads it somewhere for you.

      Quote
      upd: also, imho, specialized yt downloaders may use their servers to tunnel vids
      And specialized youtube players may use their own tunneling methods too :). It's just a matter of time to find which one works.

      Quote
      Whenever i craft something in adventure mode, it uses whole stack of bones, not just one or two.
      It does the same in fortress mode too, and it's a problem of the current DF reaction system :(. Throw a bone and pick it up if you want to use only one. You should be able to throw them one buy one. At least it definitely works with coins, so it should with any stacked items.

      Quote
      so that's my concern, zero genital hits now that they're internal in my raws.
      Did you by chance forget to remove EMBEDDED from them? I haven't checked your raws yet, I was busy with a UNI. I think INTERNAL + EMBEDDED bodyparts cannot be hit.

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Pan on September 10, 2010, 09:39:47 am
      Nah, it's the liver for the booze and mushroom poisons.

       Argh dammit! I always get those two mixed up (happened in my biology test quite awhile ago).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Z1000000m on September 10, 2010, 10:15:38 am
      Deon, you keep talking about that "weight lifting" workshop that improves the shield skill, but it is nowhere to be found.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: TomiTapio on September 10, 2010, 10:41:21 am
      Deon, you keep talking about that "weight lifting" workshop that improves the shield skill, but it is nowhere to be found.

      I can't see it in Genesis 3.1 (which is separate from my current raws)
      Yeah it's bugged somehow, can't see where.

      Code: [Select]
      [REACTION:TRAIN_SHIELD]
          [NAME:Train with weights (shield)]
          [BUILDING:WEIGHT_SET:CUSTOM_S]
          [REAGENT:A:1:BOULDER:NONE:NONE:NONE][PRESERVE_REAGENT]
          [SKILL:SHIELD]
      Code: [Select]
      [BUILDING_WORKSHOP:WEIGHT_SET]
      [NAME:Weight Set]
      [NAME_COLOR:7:0:1]
      [WORK_LOCATION:2:2]
      [BUILD_LABOR:MECHANIC]
      [BUILD_KEY:CUSTOM_SHIFT_E]
      .......
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Deon on September 10, 2010, 11:00:31 am
      Oh wow, I forgot to add [PERMITTED_BUILDING:WEIGHT_SET] to the dwarven entity in entity_default.txt.

      Thanks, I've fixed it.

      Does anybody know a good tool or program to draw trees? Not plants but structures :). I want to make pictures of production chains but I don't currently feel like drawing all ore->bar->alloy trees by my hand right now.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Spaghetti on September 10, 2010, 12:15:18 pm
      AH HA so i t wasnt just me! :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Lord Shonus on September 10, 2010, 12:40:15 pm
      Oh wow, I forgot to add [PERMITTED_BUILDING:WEIGHT_SET] to the dwarven entity in entity_default.txt.

      Thanks, I've fixed it.

      Does anybody know a good tool or program to draw trees? Not plants but structures :). I want to make pictures of production chains but I don't currently feel like drawing all ore->bar->alloy trees by my hand right now.

      You could use GUEmap. It's designed to map Interactive Fiction (text adventure) games, the results of which are always flowchartish.

      http://www.cjmweb.net/GUEmap/

      Edit: If you use it, send me the resulting files and I'll "print" them as images you cna post.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Deon on September 10, 2010, 01:21:54 pm
      Thank you!

      Quote
      Edit: If you use it, send me the resulting files and I'll "print" them as images you cna post.
      Why if I can just "printscreen" it?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Roses on September 10, 2010, 01:37:26 pm
      Not sure if this is because of Genesis or not but I recently got sieges by four armies at once. Two from one civ (Goblins) and two from another (Chaos Dwarves from CF). Closed up my drawbridge and began to lead them to the killing pit. They all arrived about the same time and I thought to myself this should be fun! When suddenly they began to attack each other, but it wasn't Goblins vs. Chaos Dwarves it was Goblins vs Goblins and Chaos Dwarves vs. Chaos Dwarves. I check to make sure and there is only one civilization of each listed under my civs screen. Any idea why they decided to butcher themselves?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Deon on September 10, 2010, 01:48:25 pm
      I don't get how did you get it, I usually get 1 army per season. How did you achieve it?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: TomiTapio on September 10, 2010, 01:53:01 pm
      Not sure if this is because of Genesis or not but I recently got sieges by four armies at once. Two from one civ (Goblins) and two from another (Chaos Dwarves from CF). Closed up my drawbridge and began to lead them to the killing pit. They all arrived about the same time and I thought to myself this should be fun! When suddenly they began to attack each other, but it wasn't Goblins vs. Chaos Dwarves it was Goblins vs Goblins and Chaos Dwarves vs. Chaos Dwarves. I check to make sure and there is only one civilization of each listed under my civs screen. Any idea why they decided to butcher themselves?

      I suspect goblins had kidnapped other civ a lot, so the goblins were composed of other races?
      I guess it would be better if all four hostile civs didn't have every season enabled/active.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Deon on September 10, 2010, 02:06:46 pm
      Okay, I've decided NOT to go with platinum/silver/gold weapons.

      I will make a metalworking a bit straightforward. I already separated metals in .txt. files in "common", "precious" and "warfare".

      However I plan to add an alchemy system later so there's a need in clear classification for a working system.

      Right now the "ironworks" metal smelting system looks like this:
      (http://xmages.net/storage/10/1/0/2/6/upload/514d5dd7.png)

      Red metals being the ones suitable for weapons. I will make a similar picture for the bronze, but I think everyone knows how to make it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Roses on September 10, 2010, 02:14:30 pm
      I don't get how did you get it, I usually get 1 army per season. How did you achieve it?

      Don't know, just have your mod with some stuff from Civilization Forge thrown in. But I usually get 3-5 armies every other season along with 3+ groups of ambushers. Right now I have about 100 hostile enemies on my map.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Z1000000m on September 10, 2010, 02:36:33 pm
      I confirm that sometimes you get multiple sieges at once.
      I had 2x ezrakim elves and 2x keepers siege in one season.
      Funny thing was that they fough with lizardfolk ambushes, 3 salamander firebreaths and one group was pretty much done.

      Also , I found out that you can't tame and train Nightwings. Shame.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Spaghetti on September 10, 2010, 03:01:14 pm
      its because they have the same triggers for trade and stuff

      I got orcs and nords at same time and along came tree elves as trading partners
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Deon on September 10, 2010, 03:23:42 pm
      I think I'm almost done. I need to redraw two more tree tiles and finish orcish military tiles.

      3.12 is going to be a "balance" release again. There's not a lot of stuff added (the most obvious are critters by TomiTapio: boa, python and bronze statue).

      However I've made some work fixing lots of small errors and making stuff "better" and I've changed the metalworking a bit.

      You will get full info on the wiki soon, for now eat the ironworks :).

      P.S. Oh I forgot to say that I am removing the music. On the bright side, I will edit Soundsense config to include sounds for Genesis creatures.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Gearheart on September 10, 2010, 04:20:22 pm
      Can't wait for that alchemy.

      I love overly complex combination systems.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: rainekage on September 10, 2010, 05:20:44 pm
      Hey Deon, will blacksteel be allowed for weapons still?

      Also, on your chart, you mention specific a specific iron ore to make blacksteel, and bauxite (a specific flux) to make redsteel.  Will they have to be those specific ores, or can they be any iron ore/flux?

      Finally, will the steel made from pure iron and wood (How I usually make it at first), be inferior to the steel made of Pure iron, pig iron, and coal?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Z1000000m on September 10, 2010, 05:21:25 pm
      Deon ,why dwarfs can melt cobalite items, re-forge them into something else, but not smelth them from cobalite directly?

      @up BS reqs ilmenite, RS req bauxite, it is how it says.

      btw, Bauxite is not a flux stone

      also, no, it won't. It is the same steel.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: kilakan on September 10, 2010, 05:26:17 pm
      Hey Deon, will blacksteel be allowed for weapons still?

      Also, on your chart, you mention specific a specific iron ore to make blacksteel, and bauxite (a specific flux) to make redsteel.  Will they have to be those specific ores, or can they be any iron ore/flux?

      Finally, will the steel made from pure iron and wood (How I usually make it at first), be inferior to the steel made of Pure iron, pig iron, and coal?
      Well Bauxite isn't flux, it's a type of stone, and illiminite isn't just iron ore, it has vanadium in it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: rainekage on September 10, 2010, 05:47:10 pm
      Hey Deon, will blacksteel be allowed for weapons still?

      Also, on your chart, you mention specific a specific iron ore to make blacksteel, and bauxite (a specific flux) to make redsteel.  Will they have to be those specific ores, or can they be any iron ore/flux?

      Finally, will the steel made from pure iron and wood (How I usually make it at first), be inferior to the steel made of Pure iron, pig iron, and coal?
      Well Bauxite isn't flux, it's a type of stone, and illiminite isn't just iron ore, it has vanadium in it.

      Ah, you're entirely correct, so I suppose if you don't have access to those stones, you're pretty much out of luck.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Still Standing on September 10, 2010, 06:14:39 pm
      That wire diagram is very nice, and is informative.  I am not sure if it is possible on a wiki page, but it would be simple enough with HTML to use a mouseover (lots of them) to link the boxes in your image to the relevant page for the particular stone.  That would make it far more useful. :)

      EDIT: I hope you don't mind me editing your page, but I am going to try and get the mouseover working on the wiki.  I am still not sure if it's possible on wiki.

      EDIT 2: Seems you can quite easily do it using ImageMaps.  It's very similar to HTML if you're familiar with that.  You have to install an extension on your wiki though, so I can't do it. :(  HERE (http://www.mediawiki.org/wiki/Extension:ImageMap) you can find instructions and the download for the extension.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: kilakan on September 10, 2010, 06:32:47 pm
      Hey Deon, will blacksteel be allowed for weapons still?

      Also, on your chart, you mention specific a specific iron ore to make blacksteel, and bauxite (a specific flux) to make redsteel.  Will they have to be those specific ores, or can they be any iron ore/flux?

      Finally, will the steel made from pure iron and wood (How I usually make it at first), be inferior to the steel made of Pure iron, pig iron, and coal?
      Well Bauxite isn't flux, it's a type of stone, and illiminite isn't just iron ore, it has vanadium in it.

      Ah, you're entirely correct, so I suppose if you don't have access to those stones, you're pretty much out of luck.
      both of those are almost always able to be able to be ordered from the home civ, but you won't get much each caravan, certainly not enough to field a full army, a small elite squad perhaps though.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: TomiTapio on September 10, 2010, 06:50:24 pm
      Right now the "ironworks" metal smelting system looks like this:
      But the crucible makes steel super easily, just with iron and wood, easier than bronzes.
      That diagram shows no pure iron needed for black steel?
      I suggest brown color on wood and coal in diagram. Or flaming fuel red. Steels a shiny gray :)

      The crucible feels too easy, as wrought-iron making is more difficult, requiring an anvil. Maybe must make crucible of magma-safe stuff or iron?

      Maybe we should melt bought black steel stuff (seems plentiful) and make elite weapons out of that.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: omglazers on September 10, 2010, 11:35:55 pm
      Ironworks is more realistic, however, I feel like for balance sake something has to be done.

      Iron and wrought iron are completely pointless. In most situations, by the time you are even contemplating making weapons and armor, steel is even easier to access than iron; even more so with the blast furnace allowing the use of ore.

      I would suggest perhaps moving pig iron back into the situation for the sake of balance over realism.

      Just a suggestion that steel is far too easy to obtain, compared to how it previously was.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Spaghetti on September 11, 2010, 02:26:07 am
      I would personally like a real struggle for high quality materials like steel

      I purpously embarked in aquifer regions and only able to mine goelinite only 8 steel bars that round of gaming lol was super fun
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Deon on September 11, 2010, 03:22:57 am
      I consider adding a Flux to the wood+iron reaction to get steel. Also it's funny how it was there all the time and only when I make a graphical diagram people start to notice it. It means that it's important to make stuff like this to make the mod easier to understand.

      I will look into the Imagemap thingie.

      P.S. OK it's here: http://community.wikidot.com/forum/t-241410 , you have to use [HTML] tags to make it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Deon on September 11, 2010, 04:21:41 am
      Here're the trees for 3.12.

      (http://xmages.net/storage/10/1/0/b/b/upload/44cbd16b.png)

      (http://xmages.net/storage/10/1/0/4/7/upload/ef46ed7f.png)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: rainekage on September 11, 2010, 06:09:09 am
      I consider adding a Flux to the wood+iron reaction to get steel. Also it's funny how it was there all the time and only when I make a graphical diagram people start to notice it.

      Hmm?  This has always been my biggest fault with Ironworks (Although I continue to exploit it) - It is barely more work to get steel than it is to get wrought iron.  I tend to embark with enough materials to create a steel axe, and at least two pieces of steel armor, and it still puts me back less than the cost of a copper pick or axe.  As I've never had reason to use bronze, honestly, I'm not sure where it falls on the weapon/armor effectiveness chart (I think initially it was proclaimed as effective as wrought iron, and is now more effective than wrought but less than steel?)

      Anyway, as much as I like having a wildlife-immune dwarf to start, it would probably be best to add something to create steel.  Is there any point to creating steel in the finishing forge way?  It seems like a lot more work for the same product.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: TomiTapio on September 11, 2010, 08:07:49 am
      Looking good on the chart, Deon.

      No more imported cobaltite shields I presume. The steel color and light-green ore color are quite close on the chart, maybe darken the light green.

      So if you happen to embark on a no-iron-ores place (rare but might happen), your best bet is found-in-gabbro ilmenite. And the bronzes.

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Deon on September 11, 2010, 08:33:55 am
      Actually I mean green=fuel, blue=warfare metals, gray=common metals, yellow=precious metals and brown=fuel.

      And Rainekage, the steel is made in crucible or blast so it's not hard to make, but the addition of flux changes the picture. You don't always have enough to make it a big-scale project, and then you have to go the pig-iron route which requires more work now. I find it quite balanced.

      P.S. I've finished the orc graphics and fixed a few more stuff.

      For example, orcs should now have local leaders in inns. I forgot to assign anyone but monarch to the role so you had a hard time to get quests in their town. Plus I've evaluated more positions to a "quest-giver" status, including "common" nobles.

      Now I am in a playtesting stage. I will run two quick forts and see if everything is fine.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Gearheart on September 11, 2010, 08:56:40 am
      How does one use the alter of war?

      As I understand, you need to sacrifice a weapon, which I have plenty of (Dozens of gold weapons due to only having a weaponcrafter to make trade goods), and I have requested the task, but no dwarf seems to be able to do it. The task just sits there, not getting done.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Medicine Man on September 11, 2010, 09:07:20 am
      How does one use the alter of war?

      As I understand, you need to sacrifice a weapon, which I have plenty of (Dozens of gold weapons due to only having a weaponcrafter to make trade goods), and I have requested the task, but no dwarf seems to be able to do it. The task just sits there, not getting done.
      Do you have a dwarf with the alchemy labor enabled?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Gearheart on September 11, 2010, 09:22:56 am
      Ah. Well, that was rather stupid of me.

      Edit: Wait, it still isn't working. I disabled all the other labours on the dwarf with alchemy, and I'm still getting nothing.

      Edit2: Started working after waiting for around 20 minutes.

      Slightly odd, but oh well.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] : now featuring Let's Play by PlumpHelmetPunk
      Post by: Deon on September 11, 2010, 09:46:38 am
      Okay, I guess I have to set up the soundsense for you and then release it.

      I've found out why was it so hard to work on the mod for me: I finally got a headache and a throatache so it appears that I'm ill :P.

      Well, I hope you will forgive me the lack of a changelog for now. I will upload the version and go to sleep a bit.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: Deon on September 11, 2010, 11:15:17 am
      I've updated the Metalworking page of the wiki and uploaded 3.12.

      Time to rest :D.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: Still Standing on September 11, 2010, 01:39:15 pm
      Hmm, I like the new Orc graphics.  I just installed the new version and started a new world, but it wont let me make anything at a Mason's Workshop.  I have plenty of non-economic rocks, but it says I haven't.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: Confused111 on September 11, 2010, 01:57:40 pm
      I've got a question. In Adventurer mode, whenever I attempt to make a cloak, I always get big cloaks, and not cloaks of my size. Does this have to do with the size of the creature I'm skinning?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: Spaghetti on September 11, 2010, 02:04:28 pm
      finishing forge steel requires flux now? :(

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: McBeer on September 11, 2010, 02:05:11 pm
      Hmm, I like the new Orc graphics.  I just installed the new version and started a new world, but it wont let me make anything at a Mason's Workshop.  I have plenty of non-economic rocks, but it says I haven't.

      press "z" then go to stone, are these marked red?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: Still Standing on September 11, 2010, 02:08:43 pm
      No, they are mostly green, like normal.  That was the first thing I checked.  I had lots of Limestone and Jet, and tried making a couple of doors, but he wouldn't make them.  I ditched the save anyway, I'll try another one soon. :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: Deon on September 11, 2010, 02:29:23 pm
      It's strange. If it's not "economic", it should be used.

      Also don't install on top of the previous version, I removed some files so it needs to be a clean installation.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: TomiTapio on September 11, 2010, 05:36:51 pm
      Here's one fort, Sealarmors, based on "home is where the magma smelters are." This case, deep on -42...

      Spoiler (click to show/hide)

      ps. I know there's pathing slow-down from having lots of people up and down the main stairs.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: McBeer on September 11, 2010, 06:53:00 pm
      My (useless) advice for release packages, Deon - i wondered why downloading takes so long, and then realized, that you added utils there, maybe better idea would be splitting these(Genesis, utils) packs for next releases?
      Also - there are newer runesmith and dfhack versions available...not to mention stonesense.

      Anyway, congratz on release. So far, so good. Game did not even need to create error.log so far.

      upd: ..i realized i used my mixtileset, but when i used that your one i got..weird effect:

      312(WEIRD ground, isn't it? is this how it should look like??):
      Spoiler (click to show/hide)
      my old ironhandmix(ground's ok, but notice inverted tree colors, lol, too tired to edit this now..i wonder why they are inverted, btw..):
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: rainekage on September 11, 2010, 07:40:05 pm
      Oh, a new version!  I had just abandoned anyway; it was about six in the morning, and I had embarked on a three-river convergent point (Creating a three Z-level waterfall).  In attempting to create a waterfall entrance in my tiredness, I opened the entrance a level too low and drowned my two miners.

      The wonders of insomnia DF playing.  Time to play the new version before work!

      Edit:  Excuse my ignorance (Although I created basically created the account to ask questions!), but on the wiki, there are numbers next to the listed metals, such as silver (15) - Is this the wealth multiplier for items made from that material?  That would imply that spellwood and sun gold are more valuable than both aluminum and platinum, so do I have it mixed up?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: TomiTapio on September 11, 2010, 08:47:58 pm
      I'm merging the 3.12 raws to my installation now.

      Code: [Select]
      [REACTION:SUNGOLD_MAKING]
      [NAME:make sun gold bars]
      [BUILDING:SMELTER:NONE]
      [REAGENT:A:300:BAR:NO_SUBTYPE:METAL:GOLD]
      [REAGENT:B:150:BAR:NO_SUBTYPE:METAL:STEEL]
      [PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:GOLD_SUN][PRODUCT_DIMENSION:150]
      Is it intentionally 3 stacks into 1 stack?

      Noticed that arrows and bolts are smaller now.

      I have nerfed eland count down to     [POPULATION_NUMBER:8:20]  [CLUSTER_NUMBER:4:12]
      Nords still have     [ARMOR:ITEM_ARMOR_BREASTPLATE:COMMON]    [ARMOR:ITEM_ARMOR_BREASTPLATE:UNCOMMON]
      I have given some civs     [PERMITTED_REACTION:TAN_A_HIDE]    [PERMITTED_REACTION:RENDER_FAT]    [PERMITTED_REACTION:MAKE_SOAP]
      I limit strawberries to [SPRING][SUMMER]
      I think I will make elite_wood_template, so bolts of pricy dense hardwoods will hit harder than pine/birch/palm bolts. I give chestnut, ash, and maple 2x value, based on stuff i read on the web.
      Hmm, [INORGANIC:BLACK ZIRCON] some gems have space in itemname, probably from vanilla.

      (test with adventurer. The trees look great! Hmm, I'd put the down-dagger symbol plant on the to-do list, it stands out a lot, high contrast. It's eg. beet, aspen sapling, cucumber, peas. // Dandelion symbol is a green leafless tree, I'd try to improve on that. // I seem to have put slightly too much pain to some tissues, first hammer-to-leg causes goat's extreme pain. Pain down, bleed up. Repeat.)
      Maybe could use the weightsymbol/capitalgamma/gallows in some workshops.
      Hmm, zombie lions and zombie kangaroos die of one mace-hit (from superdwarfy adventurer.)

      on the wiki, there are numbers next to the listed metals, such as silver (15) - Is this the wealth multiplier for items made from that material?  That would imply that spellwood and sun gold are more valuable than both aluminum and platinum, so do I have it mixed up?
      Yep, that's the material's multiplier value. Common wood and common stone has 1, and now the lowest metals have 3 (previously 1). So now silver is 5x the value of lead. Yes, spellwood and sungold are valuable -- dwarves can't make those, so they (probably) adore those materials. "Look! Look! I found a sun gold arrow behind that tree there!"
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: rainekage on September 11, 2010, 09:13:01 pm
      Yep, that's the material's multiplier value. Common wood and common stone has 1, and now the lowest metals have 3 (previously 1). So now silver is 5x the value of lead. Yes, spellwood and sungold are valuable -- dwarves can't make those, so they (probably) adore those materials. "Look! Look! I found a sun gold arrow behind that tree there!"

      That actually makes perfect sense, although now I'm less likely to use either as a weapon or armor (Still trying to figure out where they lie on the effectiveness scale - currently have Sun Gold above Steel and Spellwood about the same as bronze).

      I realize they're just normal quality, and I have little to no idea how effective they are, but I can't help but give my newer hammerdwarves Thunder Hammers.  They just sound so cool that I can't help but have someone use them!

      Wakizashis to my newer short-sword users, too (When I don't have material for steel weaponry) - For some reason, in weapons tests, the dwarf with the wakizashi almost always wins (Except against superior armor).  Don't get it, but they work so well I have to acquire them when possible.

      Off to work herding drunks!  Why does that sound like work in a dwarf fortress?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: Deon on September 12, 2010, 02:11:38 am
      ... weird ground...

      You didn't touch the init settings, did you?

      It means that you have "varied ground tiles" set to YES while I have it set to NO. It has almost no effect on the overall picture but allows to keep punctuation instead of making it into "ground" tiles (this way ony ' is affected).

      Quote
      Excuse my ignorance (Although I created basically created the account to ask questions!), but on the wiki, there are numbers next to the listed metals, such as silver (15) - Is this the wealth multiplier for items made from that material?  That would imply that spellwood and sun gold are more valuable than both aluminum and platinum, so do I have it mixed up?
      Yes they are the value and TomiTapio is right, I've found it weird how it easier just to trade/rob elves for spellwood and now have a spellwood-clad military... I considered that you can use it but I didn't want it to be an easy replacement for dwarven steel.

      Same for the sun gold, it's basically a magical precious steel, thus it should be much more valuable than steel.

      Quote from: TomiTapio
      Is it intentionally 3 stacks into 1 stack?
      Yes and no. I still consider this as a placeholder reaction and I want to allow dwarves to get it through an Alchemy when I get that. I didn't invent a good system yet (I like Mephansteras' alchemy but I don't feel like copypasting it, I am sure there're other ways I could invent it :)).

      Quote
      Nords still have     [ARMOR:ITEM_ARMOR_BREASTPLATE:COMMON]    [ARMOR:ITEM_ARMOR_BREASTPLATE:UNCOMMON]
      Oops, I missed a report on this one. Thank you, I will release a smalelr patch later. That's good that it doesn't cause game errors :).

      Quote
      test with adventurer. The trees look great! Hmm, I'd put the down-dagger symbol plant on the to-do list, it stands out a lot, high contrast. It's eg. beet, aspen sapling, cucumber, peas. // Dandelion symbol is a green leafless tree, I'd try to improve on that. /
      Yeah I see what you mean. It's a matter of editing of the tileset, I will do it.

      Dandellion symbol should be a flower, same as for the Sunflower. Are you sure that you use the correct tileset?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: guardb on September 12, 2010, 02:36:51 am
      Why i can't add skillpoints and items on embark screen :(?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: Deon on September 12, 2010, 02:46:10 am
      Maybe because you've spent them all?

      Quote
      Deon - i wondered why downloading takes so long, and then realized, that you added utils there, maybe better idea would be splitting these(Genesis, utils) packs for next releases?
      I just forgot that I didn't remove the utilities. Yeah I will make a separate archive next time I upload it, thank you :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: oolon1 on September 12, 2010, 03:12:04 am
      Why i can't add skillpoints and items on embark screen :(?

      The default embark profile has all of the points spent.  Unspend something first.  I had to overcome this minor hurdle when I first played the mod, but easy once you realize what's going on.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: Deon on September 12, 2010, 03:15:02 am
      Also you can change the amount of points avaliable in the world generator settings.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: omglazers on September 12, 2010, 03:50:46 am
      Also you can change the amount of points avaliable in the world generator settings.

      I never knew you could do that. Would be nice if you could also make people be able to have more than 10 skill levels. I guess I'm bored of doing the first year boring wait.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: guardb on September 12, 2010, 04:06:37 am
      I downloaded version 3.12 and everything is working fine now :) Thank everybody for help
      Do you have some tips for new genesis mod player :P?
      Edit: Why i can't resize the window :| ?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: Deon on September 12, 2010, 05:51:04 am
      It's RESIZABLE:YES in the d_init.txt settings.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: negorath on September 12, 2010, 07:50:17 am
      Chance you will make this mod compatible with other gfx packs? :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: TomiTapio on September 12, 2010, 08:31:35 am
      Dandelion symbol should be a flower, same as for the Sunflower. Are you sure that you use the correct tileset?
      Ooo-kay, I'll copy most of the new tiles into my installation (which has . , ' ä ö and old font). Thanks mate.

      (Some adventuring, steel dwarf hero cuts elephant in half with short sword.)

      Edit: I made GOODWOOD_TEMPLATE, for oak and mahogany and all those elite dense good-furniture trees. It makes superior bolts and trap spikes compared to cheap wood.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: rainekage on September 12, 2010, 09:11:17 am
      This is a bit more of a general DF question, but is directly related to my quest to finally get some freaking Dusk Elves in my worldgen.  Is there a way to figure out what races are present in a world before hitting accept (allowing an abort, in other words)?  It would save a ton of time to not have to save the world, go to play, then check out the embark screen, just to know that, "Oh, there are only ezrakim elves, nords, and demons in this world" <-- Literally - no real dwarves, just those three - even illithids gotten taken out at some point.

      Oh well, back to the gen.  This one has a half the map filled with "Good" tiles, somehow...

      Edit:  Sooooo...This world, amazingly, has EVERY race present (I guess it helped I put starting civ number up to 80!).  Well.  Almost.

      No Dusk Elves.

      Dammit.  Snakemen are almost always one of the first out in my worldgens (Demolished by Illithids is my usual guess) - but the fact that not a single world in dozens has had a dusk elf in it?  That's getting really weird.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: Z1000000m on September 12, 2010, 09:22:37 am
      You can check legends mode for civs.

      And yeah, dusk elves die mad fast.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: TomiTapio on September 12, 2010, 09:27:47 am
      No Dusk Elves.

      Try increasing their [MAX_STARTING_CIV_NUMBER:2] in the entities file, try 30 starting groups...
      I guess Deon wants them to be quite rare.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: Deon on September 12, 2010, 09:30:27 am
      Dandelion symbol should be a flower, same as for the Sunflower. Are you sure that you use the correct tileset?
      Ooo-kay, I'll copy most of the new tiles into my installation (which has . , ' ä ö and old font). Thanks mate.

      (Some adventuring, steel dwarf hero cuts elephant in half with short sword.)

      Edit: I made GOODWOOD_TEMPLATE, for oak and mahogany and all those elite dense good-furniture trees. It makes superior bolts and trap spikes compared to cheap wood.
      Then you probably have an old sapling tile as well because after further inspection I've decided that it blends nicely.

      Quote
      my old ironhandmix(ground's ok, but notice inverted tree colors, lol, too tired to edit this now..i wonder why they are inverted, btw..):
      I forgot to answer that. You have the old version where there're "high contrast saplings" tiles and also trees have comas as a primary color and trunks as a secondary color. In that setup the trees lost their trunks instead of their leaves in winter, lol :D. So I had to invert it, and now they lose comas and remain with their trunks intact when the autumn comes.

      P.S. "Coma" means the whole array of leaves of a tree, I was quite surprised when I've noticed that. I thought it means an "unconscious state" only.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: TomiTapio on September 12, 2010, 10:39:32 am
      Then you probably have an old sapling tile as well because after further inspection I've decided that it blends nicely.
      P.S. "Coma" means the whole array of leaves of a tree, I was quite surprised when I've noticed that. I thought it means an "unconscious state" only.

      The dictionaries I checked it's the fluff around a comet, or around a seed. I find it best not to use rare words in international forums.
      http://www.onelook.com/?w=coma&ls=b


      Embarking... try to purchase tough-leather (called Hide is my worlds) at embark. Maybe should bring ilmenite and bauxite along.

      Deon, I have a minor problem, leather list on embark has "frozen cave floater juice."
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: Deon on September 12, 2010, 11:03:21 am
      That's totally weird since the creature was not modded in any way. The only problem may be somewhere in materials... Can you show me a save of it?

      Judging by its looks, everything should be fine. Are you sure you have no errorlog.txt?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: Deon on September 12, 2010, 11:13:46 am
      Here's a long-promised edited list of current growable plants.

      Legend:
      (http://xmages.net/storage/10/1/0/1/b/upload/66bc407a.png)

      Spoiler: underground (click to show/hide)

      Spoiler: aboveground (click to show/hide)

      I am putting them on Wiki as we speak.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: TomiTapio on September 12, 2010, 11:49:27 am
      Here's a long-promised edited list of current growable plants.
      Very nice! Does any of them obey the "process plants (bag)" like Tea Leaves? And what happens when one process-bags them, does the value go up or is it still cabbage.
      Any special symbol to indicate process-to-vial?

      ps. cabbage in a barrel is called... pickled cabbage or cabbage chutney. [pickle cabbage: About 4,820,000 results]
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: Deon on September 12, 2010, 11:52:04 am
      I didn't want to add another column for just a few plants with leaves. Right now leaves are value 5 and can be eaten raw or cooked, so it's pretty profitable.

      And yeah, some extracts (like vampire ward) which are supposed to be in an alchemy once I can make it working are going into vials rather than barrels, so I should probably indicate that too.

      P.S. I've just noticed that we're not far from 3.14! Yay for the "pi" release! :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: TomiTapio on September 12, 2010, 01:07:43 pm
      P.S. I've just noticed that we're not far from 3.14! Yay for the "pi" release! :D
      With a "study mathematics" workshop in the shape of pi, and it trains managering and alchemy :´)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: Prepaid Lenin on September 12, 2010, 06:38:54 pm
      I just took to playing this mod again, yay red steel!

      But sun gold is giving me troubles, it looks like in the raws that all I need is some gold and some steel and I smelt the two together. But in practice it's not giving me the option. Am I just overlooking something obvious?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: Deon on September 12, 2010, 08:05:06 pm
      Yeah, the reaction is currently not avaliable to dwarves because I want it to be an "ezrakim elven" metal and avaliable only through trading (alchemy later).

      If you want it right now, just add a PERMITTED_REACTION to the dwarven entity.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: Flaede on September 12, 2010, 11:12:20 pm
      Here's a long-promised edited list of current growable plants.
      Very nice! Does any of them obey the "process plants (bag)" like Tea Leaves? And what happens when one process-bags them, does the value go up or is it still cabbage.
      Any special symbol to indicate process-to-vial?

      ps. cabbage in a barrel is called... pickled cabbage or cabbage chutney. [pickle cabbage: About 4,820,000 results]

      Is it not how one makes sauerkraut?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: Pan on September 13, 2010, 12:09:56 am
      Hey Deon, with the coming-soon alchemy, would it be possible to make poisons and such available? Or is it something completely unrelated with that?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: Setharnas on September 13, 2010, 01:11:12 am
      No Dusk Elves.

      Poetic. "The Dusk Elves, who were named thus as their civilization was at the dusk of its time. Right from the dawn of time itself."


      Spoiler: underground (click to show/hide)

      (Sweet Pod ->) Dwarven Rum is missing its value? Also, personally I think underground plantlife should grow all year long, but I guess that's ok for game challenge / diversity.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: Deon on September 13, 2010, 02:37:42 am
      I forgot to list the value :).

      Even underground plants, not affected by the weather, have their own lifecycles. I think it would be too easy if they grew all-year long :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: Deon on September 13, 2010, 11:23:40 am
      I've got cool small guys by TomiTapio: bog frogs. They are small but numerous. They should add some needed life to the swamps. I already made graphics for them so it's just a matter of the next release when they appear.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: TomiTapio on September 13, 2010, 01:16:12 pm
      I'm thinking about beavers and lynxes (bobcats) next.
      Maybe I'll create an attacker wildlife that comes in group of 15-20, but is not jackal-dog-wolf sized, but rabbit-turkey sized. Should be demonic to have a motivation to attack armored dwarf town. (Hmm... vorpal bunnies, ravenous rats, nether scarabs, flying piranhas, clockwork metal turtles...)
      It can be Savage in Genesis; and everywhere in my worlds. (I think zombies currently are super weak. Evil region's main problem is Trees Not Growing and skeletal high-speed wildlife.)

      Really would like a rabbit-like thing in the caverns, but haven't gotten a good idea yet -- "cave rabbit" doesn't cut it for me.


      Right, while I'm posting, might as well put up my current fort, which has the new "yes flux" ironworks.

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: Deon on September 13, 2010, 02:44:06 pm
      I wonder if anyone uses psychiatrists. I find them useful since it removes many of bad thoughts from your leader, and you can swap them so it's not always the same dwarf.

      The idea with swarming animals is fun, but they will die to axes quickly if they are small... And zombies are really weak, you can chop one's hand off and it collapses, so I consider them broken for now.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: calrogman on September 13, 2010, 03:24:50 pm
      Found a small bug.  The Orc tiles are contained in raw/graphics/orcs.PNG but are referenced in the raws as orcs.png.  This isn't a problem on Mac OS or Windows which use case-insensitive filesystems, but is an issue on more sensible operating systems, such as Linux or BSD.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: Deon on September 13, 2010, 03:37:27 pm
      I didn't know about that, thank you :P.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: TomiTapio on September 13, 2010, 04:03:14 pm
      I wonder if anyone uses psychiatrists. I find them useful since it removes many of bad thoughts from your leader, and you can swap them so it's not always the same dwarf.
      The idea with swarming animals is fun, but they will die to axes quickly if they are small... And zombies are really weak, you can chop one's hand off and it collapses, so I consider them broken for now.

      I use the counselor position almost always. Having expedition leader in soldier squad is bothersome as one training session can outlast the patience of visiting civ liaisons. But what can you do if you have two good soldiers and other is Leader.

      Well, the point of the "rat swarm" is not to have high endurance (colossus/bronzestatue has that), but to be dangerous if someone gets caught by them and help doesn't arrive right away. If you have pause-fort-on-pet-death you have an easier time commanding your military.
      Maybe I should try a high-endurance creature, a NoBleed NoPainFainting horror, ie. a skeletal undead. But which appears outside evil regions; skeletons can march a long way given the right magic or spirits.

      Any ideas, anyone, how to make dragons A Real Threat?
      A "karmic" variant of creature would have super-poisonous blood, so if you hurt the creature you get hurt from its blood.
      (Karmics are in ADoM roguelike, http://www.adomgb.info/adomgb-0-9.html )
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: Randomtask on September 13, 2010, 05:40:46 pm
      Many apologies if this has been asked before, but I did a search and couldn't find anything.

      When I query my furniture workshop, and go to add a new task, the menu is completely empty.

      Whassupwiddat?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: Deon on September 13, 2010, 06:16:41 pm
      It means you don't have required materials to make stuff.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: TomiTapio on September 13, 2010, 06:20:51 pm
      The important item at furniture shop is make stone bed, out of stone and cloth.

      I might add some common items' weights to the DF wiki, so I'll collect some. (G stands in for the angular gamma symbol, and it is actually kilograms.)

      161 G stone stack
      167 G stone statue
      37 G elite hardwood (Tomi's) stack
      22-29 common wood stack
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: Randomtask on September 13, 2010, 10:13:47 pm
      Ahhhhh, I needed cloth. Thanks.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: Deon on September 13, 2010, 10:34:40 pm
      I should make a list of all custom reactions on the wiki soon. Just a bit more time :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: nekoexmachina on September 14, 2010, 01:02:48 am
      at first i was like :D new kewl mode
      but the, i 'ffffffuuuuuuu'
      cause always i get some whole-map fire of some fireball-throwing dorf. ;(
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: Deon on September 14, 2010, 01:46:00 am
      Just remove the fireballs from the obsidian dwarves if you really hate forest fires. I personally quite like them.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: rainekage on September 14, 2010, 06:34:34 am
      I try to keep the obsidian dwarves away from combat, but as I base careers on statistics, sometimes it's impossible to avoid that Legendary Swordsdwarf (Obsidian) who migrates to the fort.

      Although on principle, I never make them my brewer. 

      Can farms be lit on fire?  I've never checked.

      Hmm, my orc adventurer was assigned to slay a demon.  But the task is centered on the town itself.  Is it possible the task is below the town?  As in, dozens of Z-levels down in a mysterious place of instant death?

      Because if that's the case, I don't think all that black steel I started out with is going to cut it.  Not that I can ever find the cavern entrances when I need to.  ???
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: TomiTapio on September 14, 2010, 06:45:50 am
      I try to keep the obsidian dwarves away from combat, but as I base careers on statistics, sometimes it's impossible to avoid that Legendary Swordsdwarf (Obsidian) who migrates to the fort.
      Can farms be lit on fire?  I've never checked.
      Hmm, my orc adventurer was assigned to slay a demon.  But the task is centered on the town itself.  Is it possible the task is below the town?  As in, dozens of Z-levels down in a mysterious place of instant death?
      I dont think plowed field and half-grown plants can burn in DF.
      I had nasty times when soldier aspid's breath paralysis-cant-breathe killed 15 war dogs many weeks ago.
      It might be the case that the demon is the local ruler, they can often convince the people that they are an incarnation of their deity.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: Flaede on September 14, 2010, 07:57:26 pm
      I try to keep the obsidian dwarves away from combat, but as I base careers on statistics, sometimes it's impossible to avoid that Legendary Swordsdwarf (Obsidian) who migrates to the fort.
      Can farms be lit on fire?  I've never checked.
      Hmm, my orc adventurer was assigned to slay a demon.  But the task is centered on the town itself.  Is it possible the task is below the town?  As in, dozens of Z-levels down in a mysterious place of instant death?
      I dont think plowed field and half-grown plants can burn in DF.
      I had nasty times when soldier aspid's breath paralysis-cant-breathe killed 15 war dogs many weeks ago.
      It might be the case that the demon is the local ruler, they can often convince the people that they are an incarnation of their deity.

      Best move is to stick all the obsidian dwarves in a squad by themselves.
      Same with Aspids. Actually, just make an aspid colony by itself in the caverns. Really. It'll be easier that way. Don't give them a lever to get back inside.

      That demon is likely the local leader. If you attack it, the town will turn on you. You're just a patsy!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: Seriyu on September 14, 2010, 08:58:15 pm
      Been playing this, and it's awesome, but I can't seem to find the crematorium anywhere. Was it removed or am I blind?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: rainekage on September 14, 2010, 10:04:50 pm
      Been playing this, and it's awesome, but I can't seem to find the crematorium anywhere. Was it removed or am I blind?

      Pretty sure it's been removed.  I believe another building does the same thing, so Deon removed it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: Seriyu on September 14, 2010, 11:19:50 pm
      Okay, I think I figured out what building it is, thanks.  :D

      And as a final question, is there any trick to using the stat building workshops? My dwarves seem to get addicted to them and train themselves until they starve to death. In one case, even if I disabled the train swimming task, he'd just mill around the pool until I added it again and refused to do anything else. :o

      Was that just a freak incident or did I miss something?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: Flaede on September 14, 2010, 11:27:07 pm
      I have been noticing that "light yellow diamond" clusters show as blue while in situ. Is that deliberate?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: Deon on September 15, 2010, 12:21:34 am
      I think it's just a coloring error, I will fix it, thank you.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: rainekage on September 15, 2010, 06:37:15 am
      And as a final question, is there any trick to using the stat building workshops? My dwarves seem to get addicted to them and train themselves until they starve to death. In one case, even if I disabled the train swimming task, he'd just mill around the pool until I added it again and refused to do anything else. :o

      Was that just a freak incident or did I miss something?

      I think it's a freak accident.  With the stat workshops, my dwarves will usually put them as a priority above all other jobs, but I've never had one put the task above eating, drinking, or sleeping.  They also seem to have a very odd habit of always picking certain stat-building tasks above others, when they have a choice.

      Doctor:  When presented with "study medical notes at the library", and "practice *insert medical skill here*", they will always pick the former.  Library seems to always trump anatomical theater.  Training dummy trumps library.  Normal theater trumps training dummy.  And of course, they'll always completely ignore any other task assigned.


      My problem now is the pretty standard "My military won't keep their armor on" issue.  Well, sometimes.  It's pretty arbitrary - they'll go pick up a helmet, or a mail shirt, but won't keep the rest on (They'll put it on for a move or kill order and then drop it wherever they are when it's canceled).  However, this is probably a vanilla DF problem.

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: Flaede on September 15, 2010, 07:45:50 am
      I think it's just a coloring error, I will fix it, thank you.

      Figured I'd ask, thanks.

      I have a "Wild" Ithillid. It is in the second cavern, all by itself

      Is this expected behaviour? Your wiki didn't seem to have any info, and it is a mite odd.

      EDIT: reread the wiki. Cool!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: TomiTapio on September 15, 2010, 10:15:57 am
      And as a final question, is there any trick to using the stat building workshops? My dwarves seem to get addicted to them and train themselves until they starve to death. In one case, even if I disabled the train swimming task, he'd just mill around the pool until I added it again and refused to do anything else. :o

      Try setting a maximum skill level (like novice) in the training workshop. Also can try assigning a certain dwarf to that workshop (and excluding everyone else).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: Bronimin on September 15, 2010, 10:58:01 am
      please nerf mummies or something?
      really annoying when you run into em, just to get some rotten flies on you and melt to death 5 turns later, (ignore if already fix'd)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: Deon on September 15, 2010, 11:45:01 am
      It's not "fixed", I was tired how you cold insta-kill pretty everything and added some frost wyrms, lost adventurers, mummies and gelatinous cubes for extra challenge. You can still easily kill them if you know what you do, but some losses are expected.

      I will place them in a separate file for the next release, so you could delete this file and play without them. Still you can get the same result from random forgotten beasts btw.

      And it's time for an updaaaate! 3.13! Give me some time :D.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: Deon on September 15, 2010, 12:18:31 pm
      Okay, 3.13 is updated. Let me upload it.
      There're a few fixes, like ents appearing now, some changes to civ distribution (demons cover many parts of the map now) and other tweaks to creatures and some graphical fixes/additions.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: please wait, uploading...
      Post by: Deon on September 15, 2010, 12:58:32 pm
      Due to the fact that the old-styled cities are gone (where you could trade and find people to give quests) I will maintain two versions : 3.12x and 3.13x, first for better adventure mode experience, second for the new version.

      DFFD went down, wait for me to upload again :/.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Deon on September 15, 2010, 01:20:29 pm
      Okay, so that's uploaded. If you want the old adventure mode experience with the new fixes, get 3.12b.
      If you want a bugless Fortress Mode and/or new farmlands, get 3.13.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: worthy1 on September 15, 2010, 01:22:56 pm
      Deon = my hero!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Deon on September 15, 2010, 01:26:11 pm
      worthy1 = worthy!

      Eh... Longcat is long? :)

      Thanks for encouraging comments.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: negorath on September 15, 2010, 01:30:50 pm
      Awesome :) you made ores more distinguishable from the stones, it was one of the reasons why I preferred Phoebus over Ironhand.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Deon on September 15, 2010, 01:51:42 pm
      Yeah, it bugged me a lot in the latest versions that I had to look at tiles to see if it's a stone or an ore, so I've decided to fix it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: McBeer on September 15, 2010, 02:10:45 pm
      Quote
      3.13 is updated
      ...so is there any method for using saves from your previous set?
      As it is hazy matter usually, i decided to ask about current 3.13...

      upd: on the other hand i may skip that version seeing interesting issues in 31.13 release topic..it's not especially encouraging(and there's no truetype/tiles division here, still;/)..

      nvmd..i'll stick to 31.12.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12 ϟ]: featuring Let's Play by PlumpHelmetPunk!
      Post by: TomiTapio on September 15, 2010, 02:48:17 pm
      It's not "fixed", I was tired how you cold insta-kill pretty everything and added some frost wyrms, lost adventurers, mummies and gelatinous cubes for extra challenge. You can still easily kill them if you know what you do, but some losses are expected.
      You mean... lost adventurers and mummies are more dangerous than any vanilla megabeast except Colossus??
      Please boost the dragons and giants and cyclops. Maybe even NOBLEED on dragons.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: negorath on September 15, 2010, 02:55:02 pm
      Did you remove the reaction for Cobalt? I can't seem to smelt it any more :|
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Deon on September 15, 2010, 02:56:59 pm
      It's not "fixed", I was tired how you cold insta-kill pretty everything and added some frost wyrms, lost adventurers, mummies and gelatinous cubes for extra challenge. You can still easily kill them if you know what you do, but some losses are expected.
      You mean... lost adventurers and mummies are more dangerous than any vanilla megabeast except Colossus??
      Please boost the dragons and giants and cyclops. Maybe even NOBLEED on dragons.
      NOBLEED is not working, and any ridiculous creature can be one-hit killed in DF unless it is made out of slade or adamantine.

      Did you remove the reaction for Cobalt? I can't seem to smelt it any more :|
      Huh, cobaltite is an ore, you should smelt it without any reaction.

      P.S> AHCRAP! Sorry. I took the new mineral file from 0.31.13 and forgot to put cobaltite back! Thanks.

      To fix it quickly without re-downaloading (I will put an updated ver. soon) just open inorganic_stone_mineral.txt and find [INORGANIC:COBALTITE] and add [METAL_ORE:COBALT:100] under it.

      To fix it in the save, you should also update inorganic_stone_mineral.txt in /data/save/region*/raw/objects/.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: TomiTapio on September 15, 2010, 03:10:30 pm
      Someone reported that there's a skill "Military Tactics" and migrants can come with it now.

      NOBLEED is not working, and any ridiculous creature can be one-hit killed in DF unless it is made out of slade or adamantine.
      Okay, but a speed:400 dragon kills more dwarves than a speed:900 dragon. A dragon should be dangerous like two squads of goblins.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Ladde on September 15, 2010, 03:31:00 pm
      Is there a Genesis based on 31.12? Since there are no DwarfTherapist for 31.13 yet.
      Cheers!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Deon on September 15, 2010, 03:34:24 pm
      Check the first post. There're downloads for 31.12 and 31.13 there (3.12b and 3.13 respectively).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Ladde on September 15, 2010, 03:38:30 pm
      Check the first post. There're downloads for 31.12 and 31.13 there (3.12b and 3.13 respectively).
      Aha! I thought it was just Genesis verisons. Been away for some weeks.
      Cheers!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Deon on September 15, 2010, 03:44:12 pm
      Content-wise, they are the same. I just tweaked the 3.13 a bit to replace some cities with dark towers (since there're no real cities in 0.31.13) and forgot to add [METAL_ORE:COBALT:100] to cobaltite in both versions :P.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: TomiTapio on September 15, 2010, 05:14:04 pm
      Upgrading to DF .31.13!!
      FPS report from Genesis mod v3.12.
      Only copied main executable, DLLs and "data/index" into existing installation.

      Fort A: 67-69 fps improves to 77-78 fps.
      Fort B: 45-48 fps improves to 54-57.
      Fort C: 70-72 fps improves to 76-83.

      Edit: Deon, remember that heavy paralysis is suffocation death.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Deon on September 15, 2010, 05:16:20 pm
      Okay, I am reworking mummies and lost adventurers. I reduce the damage of their poison but make it a stong paralysis weapon. So they can disable many of the dwarves, but you do not get "timed bomb" effect after the fight.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: TomiTapio on September 15, 2010, 06:20:30 pm
      Deon, remember that paralysis can cause suffocation death, so don't overdo it, maybe little bit of necrosis is better.

      Merging latest Genesis to my raws... can't seem to download 3.13 graphical, so I'm copying from ascii version.
      Glad you added [BODY:QUADRUPED_SMALL], now i make Monitor Lizard and cave turtle and groundhog use it. Horse-type long legs away!

      I recommend to remove [PHYS_ATT_RANGE:AGILITY:2700:3200:3400:3500:3600:3800:4500] from the snakes.
      snake_asp was missing [LARGE_ROAMING].

      Ents still have "iboiling" materials in genesis ascii version.
      Ent bug     [BODY_SIZE:8:0:1000000]    [BODY_SIZE:10:0:150000]
      Dwarf entity, [AMMO:ITEM_AMMO_BOLTS_TIP] rocktip bolts yes or no?
      entities, warrior princess, "SOLDIER_COLOR]" on purpose?

      I'd remove [START_BIOME:GLACIER] from Nords, there's no food on the glacier... not even reindeer. Seals maybe, but that's not glacier. Tundra and taiga are fine starting places I say. And [ACTIVE_SEASON:SPRING] so after being holed up in houses for the colds, they caravan-fun in the spring.

      Do kobolds need [TRANSLATION:GOBLIN] ?
      I'll try the demonic union civ as opponents now. Also I'm playing Majesty 2 the fantasy kingdom sim (RTS, but instead of move commands, set bounties on things to kill.)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Deon on September 15, 2010, 10:16:44 pm
      Quote
      I recommend to remove [PHYS_ATT_RANGE:AGILITY:2700:3200:3400:3500:3600:3800:4500] from the snakes.
      snake_asp was missing [LARGE_ROAMING].
      Check
      Check

      Quote
      Ents still have "iboiling" materials in genesis ascii version.
      Ent bug     [BODY_SIZE:8:0:1000000]    [BODY_SIZE:10:0:150000]
      Check
      Check

      Quote
      Do kobolds need [TRANSLATION:GOBLIN] ?
      Check

      Quote
      I'd remove [START_BIOME:GLACIER] from Nords
      Hmm, I am not sure about that. This gives them a good worldgen sprawl, otherwise they are often extinct.

      Quote
      And [ACTIVE_SEASON:SPRING] so after being holed up in houses for the colds, they caravan-fun in the spring.
      Well, I consider it a different way: they move out in autumn and are away from their cold regions when it's winter, and return back when it's spring. So it's logical for them to arrive in the winter, since they try to avoid it upon debark/arrival.

      Quote
      Dwarf entity, [AMMO:ITEM_AMMO_BOLTS_TIP] rocktip bolts yes or no?
      Why? Wooden/iron rocktip bolts don't really make sense. They are used for the Stone Grinder workshop only.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Seriyu on September 15, 2010, 10:53:49 pm
      What files do I copy into vanilla dwarf fortress if I want to move over the dwarf castes and all of the races (orcs, illithids, etc) and nothing else? And will this break anything?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Deon on September 15, 2010, 11:07:53 pm
      What do you mean "nothing else"?
      Everything is pretty much tied... For example, all races have their unique weapons which are defined in different files, and also use custom reactions to get their unique materials and items.

      Dwarven castes are in the dwarven creature, which is located in creature_genesis.txt. However note that it has additional bodyparts (breasts, crotch etc.) which you will have to remove if you want to use unmodified bodies.

      Basically there's some work and I can help you with that if you want, just tell me what you want exactly. And ASCII, right?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Seriyu on September 15, 2010, 11:11:53 pm
      Primarily, I want the castes moved into vanilla dwarf fortress, and if I can get the other races into vanilla DF, without moving any of the new buildings (except maybe the surgical theater/new forges), then that would be nice too, but I can live without them.

      EDIT: Oh, and I'd be using ironhand's tileset. If that's a problem then nevermind. Never was a fan of ascii. :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Deon on September 15, 2010, 11:45:39 pm
      Okay, give me some time and I will help you with that.

      So basically you want castes + races, anatomical theated + ironworks, but no new animals or other custom workshops?



      Hey guys, I am starting a community fortress, so come over to my thread and participate!
      http://www.bay12forums.com/smf/index.php?topic=66204.0
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Seriyu on September 16, 2010, 12:00:57 am
      Err, if you could add the custom animals too, that'd be perfect. Forgot to mention them. In my defense it's about midnight over here.  :P

      Thanks for all the help. :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Pan on September 16, 2010, 12:14:44 am
       Man, it's finally over... the long train ride, and furniture hauling, and the furniture hauling, and the furniture hauling. I hate moving.

      ...reworking mummies and lost adventurers...reduce the damage...

       Sounds great!

      Please boost the dragons and giants and cyclops. Maybe even NOBLEED on dragons.

       I've always wondered why Toady cursed the dragons to never fly. Cuz flying is bugged at the moment? Or makes them overpowered?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Spaghetti on September 16, 2010, 12:46:10 am
      I was messing around in the creature raws and noticed taht female steel dwarves have higher strength than male steel dwarves?

      just saying in case that was an oopsie
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: isabuea on September 16, 2010, 01:53:18 am
      just bought 2 dragon raptors as pets from the embark screen. not sure if this is a mistake either way I'm happy  :D

      on a side note how long does it take for a dragon raptor baby to mature, and are they any good for war animals?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Medicine Man on September 16, 2010, 02:33:17 am
      Dragon Raptors make AWESOME war animals. Their teeth can pierce almost everything.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: isabuea on September 16, 2010, 02:47:18 am
      that's good to hear since each costed 1001 of my extended embark budget, got a few giant eagles off it too, we sure embark isn't bugged as it was awful generous in its pet choices
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Deon on September 16, 2010, 03:06:37 am
      Hmm, are you sure you have no errorlog.txt or something? I can embark with cave pets only :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Pan on September 16, 2010, 03:08:14 am
      extended embark budget

       How'd you do that  ??? ?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: isabuea on September 16, 2010, 03:12:37 am
      pan you generate a world with custom parameters from menu but edit the embark points from 1274 to anything below 10,000.

      no errorlog deon just sweet dragon raptors and eagles, i was also offered like giant lions and jaguars aswell
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Deon on September 16, 2010, 03:14:07 am
      That's totally nuts. I've just started a community fort and I wasn't able to do it. Can you give me a save please?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: isabuea on September 16, 2010, 03:28:31 am
      I'm going to make a new world and see if it happens again

      edit: oh and I'm not sure if it's relevant but all through the last release or so i could embark with grizzly bears
      (http://i54.tinypic.com/107s6l5.jpg)

      it happened again on a new world. i can get raptors, dragon raptors, giant eagles, elk birds etc
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: TomiTapio on September 16, 2010, 05:19:38 am
      Quote
      Dwarf entity, [AMMO:ITEM_AMMO_BOLTS_TIP] rocktip bolts yes or no?
      Why? Wooden/iron rocktip bolts don't really make sense. They are used for the Stone Grinder workshop only.
      Okay, so you can create them without them being listed as regular bolt.

      I chose two embark lions a few days ago, they did okay defending the fort.
      I have giant felines and dragon raptors too available for choosing. In a .31.12 + gen3.12 rolled world.
      Guess it's a side effect of using PET tag to circumvent dungeon master being useless (she tames PET_EXOTIC creatures).

      QUADRUPED_SMALL legs to giant olm.

      Rolling a few worlds now. Better reduce civ count and maybe allow more hot/cold in the world. One crash.
      One large region with 4373 sites, sites_pops.txt is 655 kB :¨)
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Deon on September 16, 2010, 05:56:37 am
      I won't really bother with sites right now. It's clear that .13 is broken in terms of settlements/sites so I just generate worlds with .12 and then put them in .13. Let's wait for .14, I somehow feel that it should follow soon :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: negorath on September 16, 2010, 02:49:21 pm
      Looking at the RAWs, I can't see anything wrong with gender distribution, but something CAN'T be right, I constantly have like ATLEAST 80% female population, and this has been going on for several worldgens now. Game issue, or mod issue? Maybe it doesn't handle caste system all that well?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: McBeer on September 16, 2010, 02:54:31 pm
      Bye, Deon, keep it up, good luck, man.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Randomtask on September 16, 2010, 04:16:52 pm
      Looking at the RAWs, I can't see anything wrong with gender distribution, but something CAN'T be right, I constantly have like ATLEAST 80% female population, and this has been going on for several worldgens now. Game issue, or mod issue? Maybe it doesn't handle caste system all that well?

      Seconded. I had so many all-female embarks, I thought there was a switch at embark I was missing. Then I got a group with two dudes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Z1000000m on September 16, 2010, 04:37:01 pm
      Deon, whats that "sprouts" attack that iths are using?
      It goes through masterpiece steel armor and totally f*cks up its target.

      Also, outpost minds are totally unkillable if TEMP is off
      I can't explain why, but everytime i try to kill one with it off , it just won't happen
      Edit: it looks like you cant cut off any of their limb with temp off
      Edit2: cant kill some of them even with temp on. Its weird that some get kiled normally and others dont care about being mutiliated with red steel axes
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: TomiTapio on September 16, 2010, 07:45:57 pm
      Looking at the RAWs, I can't see anything wrong with gender distribution, but something CAN'T be right, I constantly have like ATLEAST 80% female population, and this has been going on for several worldgens now. Game issue, or mod issue? Maybe it doesn't handle caste system all that well?
      Might be "females have higher agility, thus they survive battles better". Can try setting equal agility for all. Or parent civ only sends males into battle.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Deon on September 16, 2010, 08:54:03 pm
      Your dwarves are generated on the fly.

      If you look in legends, males and females are born quite equally. It must be the quirk with male/female ratio of the spawned dwarves.

      Z1000000m: yeah I will check it, thanks :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Flaede on September 16, 2010, 11:32:37 pm
      The choice of embark pets is generated by civ. I had three civs, aand each one had different pets I could embark with. You can't order them traded later, it's aan embark-only thing.

      I went with the Mammoths.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Roses on September 17, 2010, 08:09:11 pm
      So I just got a group of migrants, the first oddity is that almost all of them were legendary something or other (Hammerdwarf, Cook, Blowgunner, Clothier, and Appraiser) I thought migrants never really came above Proficient?

      The more strange oddity is that one of the dwarves' profession is Master Thief. She is a professional knife user and professional ambusher. I can assign her a noble position, but other than that she is useless. Not listed in the military screen, no ability to change her professions. Any ideas what the deal with her is?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Flaede on September 17, 2010, 09:07:30 pm
      So I just got a group of migrants, the first oddity is that almost all of them were legendary something or other (Hammerdwarf, Cook, Blowgunner, Clothier, and Appraiser) I thought migrants never really came above Proficient?

      The more strange oddity is that one of the dwarves' profession is Master Thief. She is a professional knife user and professional ambusher. I can assign her a noble position, but other than that she is useless. Not listed in the military screen, no ability to change her professions. Any ideas what the deal with her is?

      Perhaps she is an "undesireable", and you would be best locking her up, or conspiring somehow to keep her from teaching "classes".
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: shiverczar on September 18, 2010, 01:03:40 am
      I suspect that she [and people like her] will have uses in future updates - I mean goblin master thieves can steal stuff from your fort now, why shouldn't we be able to send master thieves to steal from their forts? :D

      And yeah. I got a "War Peasant" that can't join my military. Makes a bit less sense than a thief being unable to join, but whatever :)... heh.

      And in my extended embark points round I managed to acquire giant eagles AND dragon raptors at the start! =D

      P.S. Deon; you and your minions are awesome.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Spaghetti on September 18, 2010, 04:22:04 am
      is it a mod feature or a new dwarf feature that the appraisers skill increases an items value in trade?

      also embarking with mamoths is like 1000 points wth man lol.

      just tried adventure mode... all my crafted items are too large for me to use :(

      OH large creatures make large items lol duh.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: isabuea on September 18, 2010, 11:30:07 am
      with concerns to metalworking is making steel at a finishing forge any different to crucible steel apart from ingredients? is there any property difference?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: arghy on September 18, 2010, 07:23:29 pm
      How has stability been? i really want to play but the crashes are a major issue for me.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Seriyu on September 18, 2010, 08:29:48 pm
      In the admittantly short time I'd played it (about a week or so), it didn't crash at all.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Nat on September 18, 2010, 09:42:46 pm
      I finally got around to grabbing the new version. The new font looks great, much cleaner and much nicer to read.

      Hopefully I'll have a fun adventure story to share soon! (Yes, I did remember to pick the 3.12b version ;))

      7 adventurers in, and Adil Tanurist has finally killed Gazil Brandedheated the Silvery Jewel of Pearls, the red dragon that lived right outside the dwarven town of Crowdedshields, hooray!

      I did notice that when I butchered the corpse I got both a red dragon skin and a red dragon dragonskin. Both of these tan into a red dragon dragonscale, I'm not sure if they're both meant to be there.

      I made one into a red dragon dragonscale armor! Now this is what I've always wanted to be able to do in adventurer mode :D Unfortunately I can't test how effective it is since dwarves are still silly and make clothes 10 times too big for themselves, oh well. And there is the fact that dragon scales seem fairly ineffective against axes anyway...

      I made the other dragonscale into a red dragon dragonscale waterskin, and filled it with red dragon red blood. Delicious! Time to go grab some buddies and travel to the elf and orc kingdoms to the south, I think.

      "Life is, in a word, lies. Elbowquickness is far to the southwest. There is a temple to Tianjian there named the Temple of Sin. Give yourself to Tianjian."

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Nat on September 19, 2010, 12:44:09 am
      My journey through the Orc kingdom has turned out to be interesting. Most of the people I've spoken to have insisted that I journey to the capital to worship the god of lies, Tianjian, at the Temple of Sin. I did go to the capital, but instead of the temple I visited the castle and spoke to the Shogun. He asked me to travel to the next town over and kill a Lemon Devil. He refused to give me a reason to, so I assumed he wanted to bake a giant cheesecake or something.

      Well, I didn't feel like getting religious so I decided to go see if I could find this Lemon Devil since there doesn't seem to be much else happening in this Orc kingdom. I was visiting various homes asking if anyone had seen the Devil when suddenly

      Spoiler: screenshot (click to show/hide)

      Not really what came to mind when I thought of a lemon devil... oh, and that also happens to be the emperor of this Orc civilization.

      That's as far as I'm going to go for now, because I really need to draw a couple of pictures of stuff that's happened to me playing this mod :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: isabuea on September 19, 2010, 02:49:33 am
      can anyone answer my question about steel? is there a difference is quality/strength between crucible steel and finishing forge steel?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: negorath on September 19, 2010, 05:21:40 am
      can anyone answer my question about steel? is there a difference is quality/strength between crucible steel and finishing forge steel?

      There is no difference; only difference is between regular Steel, Red Steel, and Black Steel
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Medicine Man on September 19, 2010, 05:32:21 am
       >:( Yes there is a difference, Crucible steel is slightly more powerful than regular steel.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: negorath on September 19, 2010, 06:03:35 am
      >:( Yes there is a difference, Crucible steel is slightly more powerful than regular steel.

      That's funny, because there exists no such thing as Crucible Steel in the raws, and the reaction from the Crucible creates just regular Steel.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Medicine Man on September 19, 2010, 06:31:04 am
      >:( Yes there is a difference, Crucible steel is slightly more powerful than regular steel.

      That's funny, because there exists no such thing as Crucible Steel in the raws, and the reaction from the Crucible creates just regular Steel.
      Someone hasn't been playing previous Genesis mod versions.  :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: TomiTapio on September 19, 2010, 08:42:09 am
      Crucible (wootz) steel is now called black steel.
      Regular steel is [MAX_EDGE:27500]     [SHEAR_FRACTURE:1379000] edged defense
      Black steel [MAX_EDGE:32000]  [SHEAR_FRACTURE:1400000]
      Red steel [MAX_EDGE:42000]  [SHEAR_FRACTURE:1600000]

      Bronze [MAX_EDGE:15000]  [SHEAR_FRACTURE:241000] puny as armor
      Iron [MAX_EDGE:14500]  [SHEAR_FRACTURE:850000]
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Medicine Man on September 19, 2010, 09:16:18 am
      Crucible (wootz) steel is now called black steel.
      Regular steel is [MAX_EDGE:27500]     [SHEAR_FRACTURE:1379000] edged defense
      Black steel [MAX_EDGE:32000]  [SHEAR_FRACTURE:1400000]
      Red steel [MAX_EDGE:42000]  [SHEAR_FRACTURE:1600000]

      Bronze [MAX_EDGE:15000]  [SHEAR_FRACTURE:241000] puny as armor
      Iron [MAX_EDGE:14500]  [SHEAR_FRACTURE:850000]
      How good is bismuth bronze as armour?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: MountainGnome on September 19, 2010, 03:31:43 pm
      I just started a game with this mod yesterday, so far its pretty fun.  Dark Elf ambushes.  Also, I'm trading with the orcs O_o.  But that really doesn't surprise me, as one time my home civ was friendly with goblins (They brought me...  a bunch of useless garbage, the orcs on the other hand have brought me a lot of leather.)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Mechlin on September 19, 2010, 10:30:05 pm
      Hello, I'm playing v3.12 and I've just discovered adamantine (for the first time in Genesis, yay) but I can't mine it. Is it supposed to be so?
      And by the way what does a blast furnace do? My brand new magma BF has no options available :(
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: magistrate101 on September 19, 2010, 10:54:12 pm
      Hello, I'm playing v3.12 and I've just discovered adamantine (for the first time in Genesis, yay) but I can't mine it. Is it supposed to be so?
      And by the way what does a blast furnace do? My brand new magma BF has no options available :(

      i think the blast furnace is a regular smelter at a massive scale :-\ i dunno yet, since i never got the materials to build one    :o
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: rainekage on September 20, 2010, 12:55:16 am
      Hello, I'm playing v3.12 and I've just discovered adamantine (for the first time in Genesis, yay) but I can't mine it. Is it supposed to be so?
      And by the way what does a blast furnace do? My brand new magma BF has no options available :(


      Blast furnace is a more efficient way of making steel - six fuel, six flux, and six iron ore (not bars, like normal), and creates six steel bars.  It takes a little longer to make (since you have to gather 18 ingredients, plus one to fuel the reaction, or magma), but takes less fuel than it would take to make six pure iron bars and six steel from them (that would be, if I'm doing my math right, 6 flux, 6 wood, 6 iron ore, and 12 fuel).

      My main problem was that by the time I get a BF set up, I've usually already created a big stack of iron, and have to make steel the other way.

      I really should up my embark points a little, just enough for a copper battle axe to start - I'm really tired of losing a dwarf less than five minutes in before I can forge my steel battle axe or train the animals into the war variety, and usually to something that will fall immediately to a weapon, but will utterly destroy an unarmed, unarmoured dwarf.

      Last embark, I embarked in the middle of a herd of elephants.

      Damn Genesis Elephants.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Pan on September 20, 2010, 05:06:20 am
      Crucible (wootz) steel is now called black steel.
      Regular steel is [MAX_EDGE:27500]     [SHEAR_FRACTURE:1379000] edged defense
      Black steel [MAX_EDGE:32000]  [SHEAR_FRACTURE:1400000]
      Red steel [MAX_EDGE:42000]  [SHEAR_FRACTURE:1600000]

      Bronze [MAX_EDGE:15000]  [SHEAR_FRACTURE:241000] puny as armor
      Iron [MAX_EDGE:14500]  [SHEAR_FRACTURE:850000]
      How good is bismuth bronze as armour?

       Same as bronze, just more valuable.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Medicine Man on September 20, 2010, 06:13:37 am
      How about as a weapon?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: negorath on September 20, 2010, 06:54:58 am
      How about as a weapon?

      Actually, from the latest version I can't see ANY difference between Bismuth and regular Bronze, and that includes the value :-\

      Oh wait, it has a different color :p
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Medicine Man on September 20, 2010, 07:29:46 am
      How about as a weapon?

      Actually, from the latest version I can't see ANY difference between Bismuth and regular Bronze, and that includes the value :-\

      Oh wait, it has a different color :p
      It should be heavier and better as armour. Well...I think it should because bronze + rock = ultra hard bronze.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Zanethda on September 20, 2010, 11:14:34 am
      Is there a list of known issues? I've run across a few problems regarding the graphic sets while doing a bit of organizing to the files to suit my OCD, but I don't want to be reposting stuff that's already known about. Didn't see anything on page 1, nor is a search on the mod's wiki for "bugs" nor "known issues" yielding anything.

      Also, apologies if there's already been mention of it in previous pages, I only went back five or so. This thread is pretty long. D:
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Deon on September 20, 2010, 11:53:40 am
      How has stability been? i really want to play but the crashes are a major issue for me.
      It's as stable as common DF, I've experienced rare crashes (about one per week) on both vanilla and this ver.
      I must say that 0.31.13 version is less stable than 0.31.12.

      Quote
      Is there a list of known issues? I've run across a few problems regarding the graphic sets while doing a bit of organizing to the files to suit my OCD, but I don't want to be reposting stuff that's already known about.
      I tried to fix most of the known issues, so I don't remember any now. I think I forgot to fix 0.31.13'th vanilla bug with unmineable adamantine but it should be easy to fix.
      Change
      Code: [Select]
      [INORGANIC:RAW_ADAMANTINE]
      [ITEM_SYMBOL:'*']
      [THREAD_METAL:ADAMANTINE:100]
      [STATE_NAME_ADJ:ALL_SOLID:raw adamantine]
      [STATE_NAME_ADJ:LIQUID:molten raw adamantine]
      [STATE_NAME_ADJ:GAS:boiling raw adamantine]
      [DISPLAY_COLOR:3:7:1]
      [TILE:156]
      [MATERIAL_VALUE:250]
      [SPEC_HEAT:7500]
      [MELTING_POINT:25000]
      [BOILING_POINT:50000]
      [SOLID_DENSITY:200]
      [LIQUID_DENSITY:2600]
      [MOLAR_MASS:55845]
      [IMPACT_YIELD:5000000]
      [IMPACT_FRACTURE:5000000]
      [IMPACT_STRAIN_AT_YIELD:0]
      [COMPRESSIVE_YIELD:5000000]
      [COMPRESSIVE_FRACTURE:5000000]
      [COMPRESSIVE_STRAIN_AT_YIELD:0]
      [TENSILE_YIELD:5000000]
      [TENSILE_FRACTURE:5000000]
      [TENSILE_STRAIN_AT_YIELD:0]
      [TORSION_YIELD:5000000]
      [TORSION_FRACTURE:5000000]
      [TORSION_STRAIN_AT_YIELD:0]
      [SHEAR_YIELD:5000000]
      [SHEAR_FRACTURE:5000000]
      [SHEAR_STRAIN_AT_YIELD:0]
      [BENDING_YIELD:5000000]
      [BENDING_FRACTURE:5000000]
      [BENDING_STRAIN_AT_YIELD:0]
      [DEEP_SPECIAL]
      [MAX_EDGE:1000] no swords until you can pick mats
      [ITEMS_HARD]
      [IS_STONE]
      , replace all 5000000 with 4000000. 5'000'000 seems to be an "unmineable" value.

      Please report any errors you find, don't care if they were reported or not. It makes them to be much easier to fix.

      How about as a weapon?

      Actually, from the latest version I can't see ANY difference between Bismuth and regular Bronze, and that includes the value :-\

      Oh wait, it has a different color :p
      It should be heavier and better as armour. Well...I think it should because bronze + rock = ultra hard bronze.
      Actually bismuth bronze should be lighter, but I forgot to address that. Thank you, I'll fix it. Basically it will be a bit worse for bludgeoning weapons but will be lighter as equipment.

      Hello, I'm playing v3.12 and I've just discovered adamantine (for the first time in Genesis, yay) but I can't mine it. Is it supposed to be so?
      And by the way what does a blast furnace do? My brand new magma BF has no options available :(
      As I said, it's an error from 0.31.13, I forgot to fix it. Open /raw/objects/inorganic_stone_mineral.txt and change the above mentioned adamantine values.

      Quote
      My main problem was that by the time I get a BF set up, I've usually already created a big stack of iron, and have to make steel the other way.
      Thanks, I will consider that. I will try to make it more useful.

      So I just got a group of migrants, the first oddity is that almost all of them were legendary something or other (Hammerdwarf, Cook, Blowgunner, Clothier, and Appraiser) I thought migrants never really came above Proficient?

      The more strange oddity is that one of the dwarves' profession is Master Thief. She is a professional knife user and professional ambusher. I can assign her a noble position, but other than that she is useless. Not listed in the military screen, no ability to change her professions. Any ideas what the deal with her is?

      Perhaps she is an "undesireable", and you would be best locking her up, or conspiring somehow to keep her from teaching "classes".
      It's a new "feature" of 0.31.13. The only use I've found for them is a noble position. They do noble stuff.



      Sorry to everyone for not replying, I was in the country for 3 days helping my grandma :). Now I am back, ready to provide feedback and patches.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Zanethda on September 20, 2010, 12:59:50 pm
      Mkay then~ Not really bugs, just graphics issues. Mostly dead weight.

      CAT appears in both graphics_animal_feline.txt and graphics_animals_domestic.txt, along with their corresponding images. So far this is the only duplicate I've found.

      Unused images:
      * animals/fanciful.bmp
      * animals/mountain.bmp
      * animals/riverlake.bmp
      * animals/savagetropical.bmp
      * animals/tundra.bmp
      * animals/temperate.bmp
      * animals/tropical.bmp
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: mgrinshpon on September 21, 2010, 02:13:11 pm
      Been playing the 31.12b version: love it. If only there was a subsection for this mod. 217 pages are a massive inconvenience Fun festival to read through.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Z1000000m on September 21, 2010, 04:07:25 pm
      Deon, can you look up jagged weapons?
      Something is seriously wrong if a copper spear can pierce a red steel shirt with ease.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: TomiTapio on September 21, 2010, 08:28:04 pm
      I just started a game with this mod yesterday, so far its pretty fun.  Dark Elf ambushes.  Also, I'm trading with the orcs O_o.  But that really doesn't surprise me, as one time my home civ was friendly with goblins (They brought me...  a bunch of useless garbage, the orcs on the other hand have brought me a lot of leather.)

      Genesis orcs are a peaceful civ, like humans. They're loosely based on The Elder Scrolls IV: Oblivion orcs and oriental humans.

      I really should up my embark points a little, just enough for a copper battle axe to start - I'm really tired of losing a dwarf less than five minutes in before I can forge my steel battle axe or train the animals into the war variety, and usually to something that will fall immediately to a weapon, but will utterly destroy an unarmed, unarmoured dwarf.

      One can easily put 2-5 points of dodging skill on the Embark Seven, to increase survival and combat fitness. I have usually 1450 embark points, but the prices of some items seem to vary from world to world.

      One can also embark in a fluffy peaceful elfin area where the cute wuddly fluffer wamblers roam.

      ps. Death causes fun and challenge, and for megaproject / dollhouse perfection set dwarf speed to 10 (90x faster).

      pps.
      Deon, can you look up jagged weapons? Something is seriously wrong if a copper spear can pierce a red steel shirt with ease.
      Toady-and-Deon-approved copper whips probably go through any armor, also. (blunt with narrowness "1", I think 8-20 would be more reasonable)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Deon on September 21, 2010, 10:09:47 pm
      Well I can tone down them a little, but the armor is not "glancy-off-style" any more and it's a feature. So dodging and shield skills are much more important now, probably more than armor.

      Quote
      I'm really tired of losing a dwarf less than five minutes in before I can forge my steel battle axe or train the animals into the war variety, and usually to something that will fall immediately to a weapon, but will utterly destroy an unarmed, unarmoured dwarf.
      I find no real issue with embarking with one military dwarf and a few pieces of cassiterite and tetrahedrite (which means instant bronze armor). Considering the fact that I usually bring a weapon/armorsmith in my starting 7 pack, I get a fine bronze armor ready to withstand any animals.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: TomiTapio on September 22, 2010, 12:13:00 pm
      New Dwarf Therapist thread http://www.bay12forums.com/smf/index.php?topic=66525.0
      and probably new releases too.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Morwaul on September 22, 2010, 10:33:13 pm
      Hello Deon

      I am still playing the latest 31.12 graphical version of genesis and the variety and changes are sweet.  Here are the odities and problems I have had.

      1.  Female / Male balance.  I currently have 83 dwarves.  75 are female.  8 are male.  I thing someone else mentioned this earlier and I am not sure that it matters really but thought I would verify it.

      2.  The fire chunking dwarves nearly killed my game.  They were chunking fireballs at a goblin thief and set almost the whole topside on fire.  It got to where my dwarves were taking about one step a minute.  I finally got fed up and used dfliquid to douse everything in water. 

      Other than that it's just graphical things which would be iron hand I suppose.  Is there a way to use Mayday with Genesis?  I guess it would be missing lots of graphics for the different items.  Mainly I do not like that all the stones look just alike, the corpse pictures it uses for cages instead of something to identify what is in the cage, and how dark the floors and some items are. 

      Oh course all this could be fixed in the new version.  If so just ignore this. 

      Thanks for an awesome mod. 
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Deon on September 22, 2010, 10:45:06 pm
      Just take the ASCII version and apply Mayday on top of it.

      The "skeleton in a cage" is a DF bug so I cannot do anything with it... It's a side effect of having nice "corpses" :(.

      I will try to play with population ratio more. Right now it's obvious that it's not used correctly, probably some DF formula problem.

      If you dislike forest fires (:D), go into creature_genesis.txt and remove [FIREBREATH] from obsidian caste.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: dragonshardz on September 23, 2010, 12:35:36 am
      I've begun playing Genesis 31.12b myself, and I'm liking it so far. Ironhand takes a bit of getting used to, but I've got a vanilla DF running Phoebus, so it's no biggie.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: rainekage on September 23, 2010, 01:43:01 am
      I find no real issue with embarking with one military dwarf and a few pieces of cassiterite and tetrahedrite (which means instant bronze armor). Considering the fact that I usually bring a weapon/armorsmith in my starting 7 pack, I get a fine bronze armor ready to withstand any animals.

      I tend to always make a woodcutter/axedwarf, and usually bring a weapon/armorsmith as well.  It's mostly that I have terrible luck with starting creatures and tend to embark on a pile of alligators before I can smelt or forge something.  Oh well, it's more fun that frolicking with elves.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: fox967 on September 23, 2010, 10:23:39 am
      Ive been playing DF for about a year, and i began playing your mod soon after DF2010 came out, and ive got to say, i love it, Deon. :)
      I dont think i'll be able (EVER) to go back to vanilla DF. :3

      Just a well done, really.

      So, WELL DONE :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: TomiTapio on September 23, 2010, 02:17:17 pm
      Hurrah, more Genesis players! Remember, Deon is good at drawing creature icons, so we can quite easily add more wildlife.
      I too can't go back to vanilla, where it would be only goblins as adversaries, and they get defeated by a row of 20 wooden cage traps.
      I have toned my trapcomponents down a little, I think the giant axe and serrated disc are a little too strong for self-resetting trap with stone mechanisms. Too bad I can't adjust their price (hardcoded!), one quality serrated steel disc is 40 000 €... When the steel chain mails should be the priciest items in the world (barring adamantine).


      I found some rather dwarfy items in a shop today:
      Spoiler (click to show/hide)

      Edit: woot, DF .31.14 is out!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Deon on September 24, 2010, 01:05:38 am
      Wow, those are some badass toys. They do not look utterly realistic, but I really like the design :P. The current "undead" theme is not my favourite too (it's a bit unserious), but I still like them a lot.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Vhorthex on September 24, 2010, 12:34:57 pm
      Wow,

      This mod is simply wonderful. Been following the Genesis Adventures, (With Plumphelmet, sorry for typos).

      I was about to start a game with 3.13, but then I heard about the migration issues, being solved in 3.14. Is it that bad playing with 3.13?

      Since I'm completely clueless to modding DF, I'm guessing it'll take a while to get Genesis up to 3.14?

      My hats off to the DF team, and the Genesis Mod team. Complete insanity, there is more content in this game then 10 recent AAA titles combined togheter. Oldschool graphics aside, this game really brings back the insane complexity early PC games had.

      People had no idea how to design interfaces, clunky controls, but some of the games offered mind blowing experiences to however was able to hurdle over the obstacles.

      DF2010 is amazing, and I can't wait to see it grow into it's full potential.

      Regards,
      V
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Deon on September 24, 2010, 01:48:39 pm
      I will update it soon, currently I am busy reinstalling windows and components :P.

      If you want to do it yourself, copy /data/speech/, /data/art/, /data/init/, /data/sound/ and /raw/ folders from 3.13 version to the clean install of 0.31.14.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Vhorthex on September 24, 2010, 02:36:46 pm
      Sweet Gods of Gaming!

      If it's that easy, if my workday can end... I'm on it!

      lol

      Thanks Deon!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Spaghetti on September 24, 2010, 09:57:16 pm
      where is the male gen and female gen body parts in the raws?

      I wish to edit them to not get damaged so much

      and if possible ... literally give everyone balls of steel
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Deon on September 25, 2010, 12:23:00 am
      body_faerun.txt

      Also they are internal and small, so you're probably unlucky :P.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Vhorthex on September 25, 2010, 01:21:34 am
      Hmm, trying to generate a world with Genesis Mod & 3.14 causes the game to crash. I guess it might have to do with those new sliders at world gen?

      Cheers,

      V

      EDIT: It seems to be related when touching any of the 'site', 'civilization', beasts & wilderness. If you increase world / history size it doesn't seem to cause it to crash.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Vhorthex on September 25, 2010, 09:32:44 am
      Hey guys,

      Yeah, when using the Genesis Mode on 0.31.14 I get something weird happen when i "plan carefully" in dwarf mode. You start with the vanilla loadout, but I have no points left and my dwarves have no skill.

      I quickly checked what would happen if I did "Play Now" and on top of having the same items and my dwarves had some skills.

      Looks like some of the item values were changed so maybe the default loadout causes issues?

      No idea.

      Oh well!

      Harsher times ahead :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Deon on September 25, 2010, 11:12:52 am
      Just add more avaliable points in the world generation parameters.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: dragonshardz on September 25, 2010, 03:55:19 pm
      Okay, I'm really not liking Ironhand's graphics. I'd like to replace them with Phoebus' graphics. Is there anything special I need to do to keep the graphics replacement from screwing up my current fort?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Morwaul on September 26, 2010, 04:04:00 pm
      Dragonshardz, You can probably do like Deon told me on the last page and install the ascii version of Gen then copy the graphics pack on top of it.  I have to say, however, that Ironhand just upgraded his graphics pack.  I downloaded the upgrade version (http://dffd.wimbli.com/file.php?id=2617) of it and then copied it right over Genesis 31.13 graphical.  Major improvement.  The ground is a bit lighter and OMG the fonts are awesome.  I'd try it out before dismissing the it altogether.

      btw, Deon.  Thanks for the help earlier.  I know you said the skeleton in a cage thing is a bug but I searched for it and cannot find any solutions.  For some reason it is bugging the crap out of me.  Is there a way to fix it or can you tell me where to look for a solution if one exists.  Oh, and thank you for the heads up on doing the upgrade to .14 manually.

      Thanks again man, you are definitely Legendary.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: dragonshardz on September 26, 2010, 05:49:46 pm
      My main problem with Ironhand is the walls' |_ for diagonals instead of \. and yes, I'm aware that I can use the ASCII version of Genesis then install Phoebus on top of it, but I want to continue my current game in the Ironhand version of Genesis.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Vhorthex on September 26, 2010, 08:26:28 pm
      Dragonshardz, You can probably do like Deon told me on the last page and install the ascii version of Gen then copy the graphics pack on top of it.  I have to say, however, that Ironhand just upgraded his graphics pack.  I downloaded the upgrade version (http://dffd.wimbli.com/file.php?id=2617) of it and then copied it right over Genesis 31.13 graphical.  Major improvement.  The ground is a bit lighter and OMG the fonts are awesome.  I'd try it out before dismissing the it altogether.

      btw, Deon.  Thanks for the help earlier.  I know

      Wow, I just downloaded that pack and installed it over Genesis "0.31.14". And the fonts are amazing, totally amazing. Just 1 problem. When I read engravings, rather than showing the true fonts, it reverts back to the tileset. So all the "o" are wells, etc...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: dragonshardz on September 27, 2010, 01:30:14 am
      Figured it out, nevermind. I have Phoebus now, yay!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Antilope on September 27, 2010, 03:54:42 pm
      1. Is it common with genesis to get somewhat early Beast-Attacks? I'm one full year into my fort and it's not too valuable yet but already one cyclops arrived.

      2. Anyone else experiencing crashes when inspecting megabeast bodyparts (either by [k] or by looking up bodyparts in the stock menu)? I had this now after dispatching the cyclops and i had this in an older fort (genesis 3.09 *i think*) with a dead hydra.

      Edit: Apparently connected to True Type. Don't know if it's a genesis/ironhand interference or a vanilla bug.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Prepaid Lenin on September 27, 2010, 09:28:43 pm
      I'm back to playing this mod again, playing Genesis 3.1 on DF 31.12. The amount of testicle chopping my military is doing right now is kind of scary.

      I've found a minor bug in the ASCII version, some of the plants don't have a character so they show up as blank. I think carrots and chilies maybe?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Deon on September 28, 2010, 12:40:11 am
      Yeah it was reported, I just forgot to fix it. It's not "don't have a character", they have a character defined like ")" while it no longer works for plants (it requires an exact tile number, I don't know which DF version broke it).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: TomiTapio on September 28, 2010, 08:23:31 am
      I'm back to playing this mod again, playing Genesis 3.1 on DF 31.12. The amount of testicle chopping my military is doing right now is kind of scary.
      Aye, I had to make MALEGEN_PROTECTED where the parts are INTERNAL to be protected by armor and clothes. Some animals have the "normal" MALEGEN, external parts like EARS and NOSE. Try the latest version of Genesis.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Deon on September 28, 2010, 08:59:55 am
      Yeah I've included this tweak... Is there anything else but adding UNDIGGABLE in the raws? It may be fast to "fix" it for 0.31.14 and then I should make it quick.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Deon on September 28, 2010, 09:35:08 am
      I've already updated ASCII version, give me some time I am a bit busy here and I will release the graphical for 0.31.14.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: mumblerit on September 28, 2010, 03:01:03 pm
      So i experienced an odd sort of bug not sure if it was genesis or core df that caused the issue or maybe I am just crazy

      I attacked the nord caravan as they came into the trade depot however I stopped the attack before the nord liasion died.  Approximately 5 minutes later a Nordic Diplomat arrived and stood at the corner of the map.  Following this at least half of my army started attacking my dwarves..  Killing children etc.  The hunters started shooting at people trying to kill the various swords and axe dwarves in my keep. 

      Giving the military orders did nothing to stop the chaos.

      What happened!?!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Deon on September 28, 2010, 03:07:27 pm
      Some hillarity :P. It's obviously not moddable so you've hit some DF weird behavior.

      Also anyone who wants to play with us via telnet (multiplayer DF in 1 fort... kinda) can contact me. We're playing it now with Darkchaos.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Leesin on September 28, 2010, 03:14:49 pm
      Man I just had a huge dose of Nostalgia when I loaded up Genesis mod, an updated Ultima Online theme tune starts playing, that takes me back over 10 years ago and actually makes me miss those days.   :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Deon on September 28, 2010, 04:06:44 pm
      Glad to hear it, Leesin :P.

      We're playing right now, we wield a cheetah corpse and kill stuff with thrown blood :D.

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: luuletaja on September 28, 2010, 07:18:43 pm
      I am rather noob overall and especially with this mod, having discovered it couple of hours ago, but there is already a request that I would love to make....So long story short and more time to chop off the testicles of unwanted menaces - is there a way to make a rail, ie metal border so one could make balconies and inner courtyards. I really like that design element and love to incorporate empty spaces in my fortresses.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Deon on September 28, 2010, 07:52:21 pm
      Vertical bars form nice rails.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: jetex1911 on September 28, 2010, 08:22:04 pm
      I like this mod, it adds all new creatures to kill. now, where did i leave my longsword?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Fleeb on September 28, 2010, 08:47:19 pm
      I just got a "hunting peasant" migrant... can't assign tasks or anything.

      ::edit:: woops, just noticed this mod's for 31.13 not .14, sorry. apparently the bug is fixed in .14.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Deon on September 28, 2010, 09:26:57 pm
      Yeah, I've only updated ASCII version, sorry :P. I should upload graphics soon.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Flaede on September 29, 2010, 12:34:05 am
      Yeah, I've only updated ASCII version, sorry :P. I should upload graphics soon.

      Thanks for saying that. Link still says 0.31.13, but goes to .14. :D
      I use ASCII, and was skipping .13 due to weirdness.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Medicine Man on September 29, 2010, 06:06:31 am
      I have a question. Will there be any more magic in Genesis? If there is then a magic reaction to turn rock into metal (bar) and a spell to turn a metal bar into an object would be great.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: isabuea on September 29, 2010, 08:30:16 am
      There's not so much a spell to turn rock into metal bars, but you could create a workshop called "magic whatever" and have a reaction to use one rock in order to produce one metal bar though it would only be useful in fortress mode.

      I'm sure there's a tutorial inside the modding forum somewhere that can explain how to do this.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]: At last :P
      Post by: Deon on September 29, 2010, 09:56:03 am
      I just feel that it's too "cheap" to turn rock straight into metal, with all the amount of ore avaliable.

      I will make alchemy later when I find out a good working system.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]: At last :P
      Post by: Medicine Man on September 29, 2010, 10:27:38 am
      I'm talking about in adventurer mode.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]: At last :P
      Post by: Flaede on September 29, 2010, 03:40:58 pm
      I am finding that with this mod in the latest DF release, worldgen crashes rather frequently if I have it run for even 100 years. This is a big problem because civs have literally NOTHING until at least the 25 year mark.

      In year 5, my kobold thief has found tjhat the only things he can steal are the Black face masks of the Orks' Emperors and generals. No one else even has clothing!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]: At last :P
      Post by: Deon on September 30, 2010, 02:11:44 am
      Well, there's no errors with the mod, so it's a DF bug of some kind, probably introduced to the new versions (.13/.14). Maybe a sprawl of too many civs cannot interact properly. Try to reduce sprawl. I always start with small sprawl and never get crashes (I usually generate 500 years).

      And wow, what's up with the clothing? They were generated at start before.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]: At last :P
      Post by: Flaede on September 30, 2010, 05:37:28 am
      Yeah, the oddness of the worldgen crashing forced me to learn new things about the dawn of time.
      Honest. The entire Orc civ is naked. So's the next one over.
      No stores to steal from.
      No actual TOWNS, just farming outposts.
      Poor guy had one stone amulet he found outside his cave, and that seems to be the only piece of jewelery in the entire world. I've been making bling out of various bits of the world ever since (like the Teeth of the Emperor necklace), so Schlongus the kobold is the richest guy in the world. Also the most infamous.

      As for the crash itself, it happened really early on in worldgen, but doesn't happen with the vanilla version. (and didn't happen in the .12 version. I had lots of Fun with that one.) I think it's the number of civs the mod generates that made for the craziness. It was a Large Island world. How do you set sprawl?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]: At last :P
      Post by: Deon on September 30, 2010, 06:52:43 am
      Quote
      No actual TOWNS, just farming outposts.

      There're no towns at all, and no mountain halls, and no dark towers :P. They are all gone.

      Quote
      How do you set sprawl?
      Make sure you play through "Create new world!", it's more stable.

      "Maximum number of sites" set to low makes it good.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]: At last :P
      Post by: Prepaid Lenin on September 30, 2010, 11:49:31 am
      I've heard that invasions are bugged and don't happen in the latest version.

      I've played about 2 years in a fort in the latest version of Genesis and I've seen nothing more vicious than some bog frogs. Can anyone else confirm or deny that Genesis has the same problem?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]: At last :P
      Post by: darkflagrance on September 30, 2010, 06:32:51 pm
      Genesis has this problem, because it is a generic problem with the current versions of DF itself.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]: At last :P
      Post by: Zaerosz on September 30, 2010, 08:24:32 pm
      Just a quick question: where does cobalt stand in the equipment hierarchy?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]: At last :P
      Post by: Voiddarkness on September 30, 2010, 10:20:33 pm
      Was just wondering where the readme is that states what the new buildings, plants-brews, and everything does.  Could only find the basic vanilla DF readme
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]: At last :P
      Post by: Deon on September 30, 2010, 11:10:25 pm
      I haven't updated the readme in a while, so for now use wiki please.

      Zaerosz: it's very close to iron (some parameters better, some worse, but only a tiny bit).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]: At last :P
      Post by: Spaghetti on October 01, 2010, 06:40:18 am
      really?

      Ive had an invasion :/

      in fact im dealing with it right now

      edit* nevermind I forgot that df was updated with new village something or another.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]: At last :P
      Post by: BigD145 on October 01, 2010, 10:20:08 am
      Is there a way to download the wiki for offline viewing? I'm going on a long train trip next week and would like to settle in with DF.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]: At last :P
      Post by: Deon on October 01, 2010, 10:20:41 am
      Just download the images, they have the most important info for now :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]: At last :P
      Post by: Medicine Man on October 01, 2010, 10:57:47 am
      How good are singing spellwood arrows?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]: At last :P
      Post by: Zaerosz on October 01, 2010, 10:24:40 pm
      Is it alright if I borrow the Display Case for my mod?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]: At last :P
      Post by: Vhorthex on October 02, 2010, 12:31:06 am
      Friends once... friends forever?!

      Hey there!

      I'm having issues with being attacked. Embarked on a slot that had sinister mountains. Got attacked by 2 groups of gargoyles. Then they just stoped coming D:.

      So, in order to spice things up I decided to attack the Dusk Elf merchants at my depot. I noticed that only the attacked unit responded, the other elves seemed to be ok with it.

      I slaughtered the whole lot, except 1. And let him be on his 'merry' way. I looked at the civilization screen, and the dwarves are still 'at peace' with the dusk elves... What? lol, what does it take to turn enemies into 'friends'?

      Cheers!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]: At last :P
      Post by: Deon on October 02, 2010, 06:37:27 am
      Is it alright if I borrow the Display Case for my mod?
      Sure, and it's not originally mine: http://www.bay12forums.com/smf/index.php?topic=57243.0

      Vhorthex: I can't give you a real explanation here. One person reported that he attacked merchants but then STOPPED attack before anything happened, but they still went to war.

      I am sure a bit earlier the death of the diplomat caused war. Try to arrange it :P.

      Also there may be some weirdness in the latest version. Some people report the lack of ambushes/sieges when they still have a contact with other civs.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]: At last :P
      Post by: Medicine Man on October 02, 2010, 06:41:02 am
      How good are singing spellwood arrows? I'm assuming as strong as bronze.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]: At last :P
      Post by: Pan on October 02, 2010, 06:56:31 am
      How good are singing spellwood arrows? I'm assuming as strong as bronze.
      You could use the testing arena, and pit a spellwood arrow wielding elf (on a unreachable pillar) against a iron, bronze, steel armored dwarf (one at a time). The dwarf that get's it's armor punctured (not a neck wound, or a testicle wound or whatever. or bleeding to death from a little cut) is the material that isn't as good as spellwood.

       Or you could read the raws.

       This forum thread looks like it's been going slower lately  :( . I remembered it used to be around 1 more page per day. It's been at page 221 for two days already...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]: At last :P
      Post by: Deon on October 02, 2010, 07:06:35 am
      That was a VERY suitable question. I need to rework some stuff a bit, brb with 3.12c/3.14b :P.

      I think I was sleepy or something when I've answered about cobalt, but right now "iron" (hardened one) is somewhat better than bronze (which is a bit heavier and sharper so it makes up for that) and of course cobalt (which is actually around copper) and it's between bronze and steel...

      Basically bronze weapons should be superior to iron, but iron armor should be less soft than bronze so it stops blades better.

      So right now the parameters are correct as I wanted them, but I forgot to check them before I replied about cobalt (which is not that great as a weapon material except for blunt weapons and a mediocre armor).

      So right now:

      by compressive yield/fracture:
      Copper -> Cobalt -> Spellwood -> Black Bronze -> Bismuth Bronze -> Bronze -> Iron -> Sun Gold -> Steel -> Black Steel -> Red Steel -> Adamantine

      by weight/density:
      Adamantine ->Iron -> Spellwood -> Sun Gold -> Steel -> Black Steel -> Red Steel -> Bismuth Bronze -> Bronze -> Cobalt -> Copper -> Black Bronze

      by edge:
      spellwood -> copper -> cobalt -> iron -> bismuth bronze -> black bronze -> bronze -> sun gold -> steel -> black steel -> red steel -> adamantine

      There're many types of yields and parameters though, so it's just a general table. Still I hope it helps. So you can use the "edge" parameter to judge how good bladed weapons are (with relative compressive yield to consider armor piercing capabilities) and the density to judge how good blunt weapons are.


      P.S. Note that singing arrows have awesome parameters in comparison to other arrows, so they pierce armor more.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]: At last :P
      Post by: Mechlin on October 02, 2010, 08:05:46 am
      So copper warhammers are now better than red steel?
      This is something I really hadn't expected.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]: At last :P
      Post by: Deon on October 02, 2010, 08:09:45 am
      Better in terms of weight, but the hardness of the strike and armor "penetration" is determined by other stats as well.

      I don't really know how blunt weapons work. We don't have a formula yet. Copper warhammer will probably glance off of a red steel armor due to metal relative values, but it will damage an unarmored target (again, if it's not a megabeast with very tough tissues) more than red steel. It needs more testing :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]: At last :P
      Post by: Morwaul on October 02, 2010, 10:16:18 am
      by compressive yield/fracture:
      Copper -> Cobalt -> Spellwood -> Black Bronze -> Bismuth Bronze -> Bronze -> Iron -> Sun Gold -> Steel -> Black Steel -> Red Steel -> Adamantine

      by weight/density:
      Adamantine ->Iron -> Spellwood -> Sun Gold -> Steel -> Black Steel -> Red Steel -> Bismuth Bronze -> Bronze -> Cobalt -> Copper -> Black Bronze

      by edge:
      spellwood -> copper -> cobalt -> iron -> bismuth bronze -> black bronze -> bronze -> sun gold -> steel -> black steel -> red steel -> adamantine

      Deon, thanks for the info.  You should put this on your wiki, it's good to know.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]: At last :P
      Post by: Deon on October 02, 2010, 10:45:13 am
      I already did.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]
      Post by: Deon on October 02, 2010, 01:34:30 pm
      Quote from: Toady One
      10/02/2010: I started with some bug fixes, in particular making invasions work again. I also resolved several tracker reports involving the raws and typos. For people that haven't been updating their own raws, this'll include the addition of a few new creatures and rehabilitate some others, fix up (non-)rotting plant debris and some other issues. I'll release this before I start up on adventure mode, tomorrow or thereabouts.
      Hey, so invasions ARE broken. And I wondered why do I have so many plant debris :/. I will definitely look into that, and it looks like we get a new version soon, so be ready :D.

      P.S. I also plan to expand the bestiary a bit. I.e. to have "triangles" for creatures of some kind. Example: horse-unicorn-nightmare (normal-good-evil). I have a lot of plans (wolf-spirit wolf-dire wolf; dog-adlet-hellhound; cow-white cow-firebull), please suggest yours! I plan to populate evil and good areas more.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]
      Post by: Prepaid Lenin on October 02, 2010, 05:41:37 pm
      Could there be zombies? Like just plain old human or goblin zombies in evil areas maybe?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]
      Post by: dragonshardz on October 02, 2010, 05:50:36 pm
      There are actually mummies and lost adventurers in caverns sometimes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]
      Post by: GaxkangtheUnbound on October 02, 2010, 06:22:31 pm
      In the spectrum of Good:Normal:Evil
      Mountain Gnome-Gnome-Dark Gnome
      Dryad-Deer-Gorecharger
      Merperson-Fishman-Siren
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]
      Post by: kilakan on October 02, 2010, 10:02:58 pm
      Pixie/fairy:Wood Sprite:Will-o-Wisp
      Wandering Man:Wood Man/Wild Man:Crazed Man (substitute man for various races.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]
      Post by: blackmagechill on October 02, 2010, 10:26:36 pm
      wambler-wambler- giga wambler
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]
      Post by: BigD145 on October 02, 2010, 10:44:45 pm
      wambler-wambler- giga wambler

      A fluffy wambler that can actually reach your knees?!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]
      Post by: Deon on October 03, 2010, 04:21:13 am
      Heh, will-o-wisps and jack'o'lanterns should definitely be in and stalk marshes. I have graphics from the old version, I just forgot about these cool shiny buddies :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]: At last :P
      Post by: TomiTapio on October 03, 2010, 09:06:18 am
      This forum thread looks like it's been going slower lately  :( . I remembered it used to be around 1 more page per day. It's been at page 221 for two days already...
      I'm posting less now that I'm taking a break from DF... nothing to suggest & argue with Deon now.
      also taking a break from action games on the Xbox.

      >Example: horse-unicorn-nightmare (normal-good-evil).
      I made evil horses for last year's DF+Genesis, so the use_evil_animals civs had decent mounts (with better bite).

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]
      Post by: Deon on October 03, 2010, 10:34:49 am
      Now that I think more of it, nightmares and hellhouds would better suit the hell layer.

      Quote
      This forum thread looks like it's been going slower lately   . I remembered it used to be around 1 more page per day. It's been at page 221 for two days already...
      Yeah, mostly because I don't release frequent updates now and there's some problems with the current version of DF itself (no cities for adventure mode, no invasions for fortress mode) and I have some troubles at Uni. It's a temporary stagnation ;).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]
      Post by: Deon on October 03, 2010, 10:38:09 am
      Quote from: Toady One
      10/03/2010: Released Dwarf Fortress 0.31.15

      OH MY GOD! I need to finish my literature review for the uni until tomorrow D:. Noooo... I will finish it this night I guess.

      TIME TO MAKE AN UPDATE :D :D :D.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]
      Post by: Deon on October 03, 2010, 11:12:03 am
      Yeah fine, the mod files are updated. Most of the Toady's fixes were already fixed in Genesis, mostly thanks to TomiTapio and other participants of the discussion, but some were still not (like double definition of front toes on blind cave bears and not roaming cave dragon so you didn't see them).

      But I don't want to make it an excuse for another release. Time to work on some new content!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]
      Post by: TomiTapio on October 03, 2010, 11:20:28 am
      Thought some more:

      Good giant spider: shrubland, savanna, taiga forest, tropical forest. Catches rabbits and walking-type birds in its webs, doesn't attack humanoids (benign, non-predator), some civ farms it for silk.

      Neutral: the current giant forest spider.

      Evil giant spider: spits very nasty venom at a distance. Faster than other spiders (because cannot boost combat skills or attack numbers). Larger than the other spiders. Maybe 12 legs, for combat durability. Or extra tentacles for extra attacks. More valuable chitin and bits, cheap (low-quality) silk.

      Edit: oh, a forums-email reply from Toady! He explained STP and SMALL tags. I put the info up at http://df.magmawiki.com/index.php/DF2010:Body_token
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]
      Post by: Deon on October 03, 2010, 11:43:04 am
      Yeah I knew about STP and SMALL, but I didn't know that SMALL parts are more often used for torture :P.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]
      Post by: Prepaid Lenin on October 03, 2010, 10:20:45 pm
      What about a Good/Neutral/Evil triangle of colossi?

      Spoiler (click to show/hide)

      Just a sprinkling of nigh unkillable enemies again would make things extra fun.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]
      Post by: Urist Imiknorris on October 03, 2010, 10:22:37 pm
      Make the evil one really tiny and make it drop a figurine.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]
      Post by: fivex on October 03, 2010, 10:28:21 pm
      Make the evil one really tiny and make it drop a figurine.
      Whilst making the good one really big but have nothing it could use for blades or something. I have no idea what it could drop... say...
      2 statues?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]
      Post by: Prepaid Lenin on October 03, 2010, 10:33:50 pm
      The good ones would get launched into orbit repeatedly, regardless of size.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]
      Post by: Urist Imiknorris on October 03, 2010, 10:36:38 pm
      Unless you gave them bladed arms. Then they'd be decapitating dwarves before they could punch it off the map.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]
      Post by: magistrate101 on October 04, 2010, 12:23:20 am
      Unless you gave them bladed arms. Then they'd be decapitating dwarves before they could punch it off the map.

      lol'd

      and, i think that the updates are happening too fast, even IF the offsets didn't change this last update :|
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]
      Post by: Deon on October 04, 2010, 12:41:43 am
      I am not a fan of featurless huge enemies. It seems too bland for me :). I actually plan to replace current magical colossi with huge automatons of some sort.

      Now I will try to make a plant into soap reaction, it was suggested in another thread. This should help to those who want soap in cases without animals, or just as an option.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]
      Post by: Tarran on October 04, 2010, 01:55:42 pm
      Dwarf Fortress 0.31.16 is out.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]
      Post by: Deon on October 04, 2010, 02:37:37 pm
      I know and I have a version ready for it, but right now I am a bit too busy so I will upload it soon.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]
      Post by: Bitoru on October 04, 2010, 06:42:52 pm
      I know and I have a version ready for it, but right now I am a bit too busy so I will upload it soon.

      I'm waiting so hard that my eyes became olives.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/13ϟ]: Double Support! Double Power! :3
      Post by: Morwaul on October 04, 2010, 07:30:35 pm
      I will update it soon, currently I am busy reinstalling windows and components :P.

      If you want to do it yourself, copy /data/speech/, /data/art/, /data/init/, /data/sound/ and /raw/ folders from 3.13 version to the clean install of 0.31.14.

      I think this was from the .12 to .13 upgrade but I just did it for the .14 to .16 and it appears to be working fine.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]
      Post by: Morwaul on October 04, 2010, 07:51:45 pm
      Deon

      I was wondering if you are going to use the new Ironhand .49 graphics in your next update.  I tried copying the upgrade version over the top of what I have now (DF 31.16 with your 31.14 graphical applied to it.)  It looks better when I do this but when I use v and look at inventory the game crashes.  If I do not add Ironhand I do not have this problem.  I am not sure if it is a problem with Ironhand or if it is something caused by me copying stuff over stuff over stuff.

      Anyway, I figure you will have a much better handle on what is going on than I do. 

      Thanks Again

      Edit: Ok, it just did it without the new Ironhand installed.  Just 31.16 with your 31.14 copied over it.  Hopefully this is being caused by the way I copied it over and not by Either of the installed packages. 
      Morwaul
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]
      Post by: Vhorthex on October 04, 2010, 10:12:04 pm
      Hmm,

      I did what i've done in the past with the new updates, but for some 'obscure' reason everything is much darker...?

      Also, microline and bauxite have a different color... Is this an update from the Iron Hand mod? I just find it makes some colors much too dark to read. The darkblues over black background are barely readable.

      D:
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]
      Post by: Zaerosz on October 04, 2010, 10:41:06 pm
      I am not a fan of featurless huge enemies. It seems too bland for me :). I actually plan to replace current magical colossi with huge automatons of some sort.

      Now I will try to make a plant into soap reaction, it was suggested in another thread. This should help to those who want soap in cases without animals, or just as an option.
      Just copy what you need out of my mod. You gave me cobalt and linked to the modding guide.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]
      Post by: Flaede on October 04, 2010, 11:01:30 pm
      I am not a fan of featurless huge enemies. It seems too bland for me :). I actually plan to replace current magical colossi with huge automatons of some sort.

      When you do this, make lots of "gears" or "cogs" or "springs" or something as external decorations that can get cut off like ears are currently. Then when you fight them, a pile off sprockets and cogs will develop. :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]
      Post by: Deon on October 05, 2010, 02:23:27 am
      Deon

      I was wondering if you are going to use the new Ironhand .49 graphics in your next update.  I tried copying the upgrade version over the top of what I have now (DF 31.16 with your 31.14 graphical applied to it.)  It looks better when I do this but when I use v and look at inventory the game crashes.  If I do not add Ironhand I do not have this problem.  I am not sure if it is a problem with Ironhand or if it is something caused by me copying stuff over stuff over stuff.

      Anyway, I figure you will have a much better handle on what is going on than I do. 

      Thanks Again

      Edit: Ok, it just did it without the new Ironhand installed.  Just 31.16 with your 31.14 copied over it.  Hopefully this is being caused by the way I copied it over and not by Either of the installed packages. 
      Morwaul
      So you can't get .16 to work, huh? It was nothing different for me. I may have to upload the .16 fix without major additions if stuff like that happens...

      And I didn't use ironhand 49 yet because I need to reinstall Photoshop to merge the tilesets.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]
      Post by: Deon on October 05, 2010, 05:32:13 am
      It's 0.31.16 time!

      Genesis 3.16 is released

      Note that I've used Ironhand's tiles for letters and water depth, but with the current DF bug with descriptions and thoughts (they still use tileset letters even with TrueType font on) you will have a hard time to read them (although it's easy to get used to it).

      If you don't want the beautiful water and better tiles instead of letters (supports, workshop parts etc.) then go to /data/init/init.txt and change ironhand_mix.png to ironhand_text.png.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: OmnipotentGrue on October 05, 2010, 05:54:27 am
      WoooooOOOOOoooooo!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on October 05, 2010, 06:02:22 am
      I've also placed a new, a bit more intense and epic, midi soundtrack for the fortress mode. High five to the man who can guess what the music is from.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Medicine Man on October 05, 2010, 06:04:36 am
      I've also placed a new, a bit more intense and epic, midi soundtrack for the fortress mode. High five to the man who can guess what the music is from.
      Deonland 2?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: dragonshardz on October 05, 2010, 07:05:55 am
      Are there any issues with migrating a save to 31.16 from 31.12 that make Fortress mode unplayable?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Pan on October 05, 2010, 07:47:24 am
      Yay, new version!

      Quick question about modding, how do I make the enemies attack you more often like the orcs in Dig Deeper (Dig Dwarfier was the one I played, actually. But the orcs are the same)?

      FPS dies for me when the bad guys show up with the big guns (like, announcing themselves instead of ambushing) , so I want them to come earlier, even if it means its 30 illithids vs 7 dwarves holed up inside.

       OK, maybe not exactly a 'quick' question.  :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Chandrak on October 05, 2010, 07:56:56 am
      Just plant your fortress somewhere near a lot of civs - you dont need to mod (unless the concern is for a current fort). I have a ridiculous number of civs near mine - I think theres 12 in the list now, and several of them hate my guts. I get caravans 2 at a time, almost every season, and with them come ambushes and thieves. Makes life pretty exciting - I'm amazed  I still get migrants regularly to replenish the dwarves that die. The more fools they, anyone with military use immediately gets conscripted for cannon fodder :)

      I started on a mountain adjacent to dense forest, and the last fight I had caused a forest fire of epic proportions when one of my Obsidian Dwarves breathed fire into the woods. Much "fun" ensued.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Chandrak on October 05, 2010, 08:17:47 am
      BTW, Warcraft 2 music = win.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on October 05, 2010, 09:53:23 am
      :). My last fortresses were pretty militaristic so I've decided that I need some change from good old Ultima songs. Also while I searched for it, I've got a ton of cool midi files, including soundtracks to DooM and Duke Nukem :).

      Yeah, Pan, it all depends on their distance, some random factors and your wealth. Usually sieges arrive along with caravans, so as soon as you start to attract merchants, you begin to attract fun.

      Are there any issues with migrating a save to 31.16 from 31.12 that make Fortress mode unplayable?
      There're no issues, but you should open your save raw folder and add [UNDIGGABLE] to slade, or you will start to dig it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]
      Post by: Morwaul on October 05, 2010, 10:38:48 am

      So you can't get .16 to work, huh? It was nothing different for me. I may have to upload the .16 fix without major additions if stuff like that happens...

      And I didn't use ironhand 49 yet because I need to reinstall Photoshop to merge the tilesets.

      Ok, I have determined the cause of my problem.  True Type Fonts and the save I am bringing into .16.  I did quite a bit of testing and the anytime I am using my save from .14 and TTFs are enabled the game crashes when looking at the inventory of units.  Dwarves, Dogs, etc.  It does not do it every time but seems to be rather random.  I have had the crash occur on the first dwarf I viewed and on the 20th.  But, if running the cursor over bunches of dwarves with v, i on it will do it within 30 seconds every time.  It also does not matter if it is Genesis or Vanilla DF.  If TTFs are enabled it will crash.  If I go back to my save from .12 and bring it into .16 Genesis I do not have the problem even with TTF enabled.  Evidently something in .13 or .14 messed up my file so that TTFs have issues...

      Hopefully this helps anyone else that might be having similar issues.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: worthy1 on October 05, 2010, 12:02:07 pm
      Just a minor request, I remember a tile set I liked back in 40d that had diagonal walls (can't quite remember which one, mayday maybe?) and I was wondering if it would be possible to do diagonal walls in Genesis?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: magistrate101 on October 05, 2010, 07:25:37 pm
      LOL, i bet toady will release 0.31.17 by saturday :3 hell, toady is updating faster than Markus Persson (Notch(Minecraft!)) can! bu atleast notch is coding up for a massive Halloween update :D www.minecraft.net/boo/
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on October 05, 2010, 08:33:18 pm
      Yeah, that sounds great.

      Fishing, biomes + another dimension. Hell yeah :D.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Tryntu on October 05, 2010, 09:01:42 pm
      question: is there any way to switch the tileset on this mod from Ironhand's to Mayday's? i'm trying it out, and i honestly really cant stand how dark ironhand's graphics set is.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: dragonshardz on October 05, 2010, 09:03:46 pm
      Yeah, install the ASCII version, download Mayday, and ONLY copy over the raw/graphics folder.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Tarran on October 05, 2010, 09:15:01 pm
      Yeah, install the ASCII version, download Mayday, and ONLY copy over the raw/graphics folder.
      That only changes creature graphics. And it leaves the tiles ASCII.

      Tryntu, if you want to change the actual tileset and not just/not the creature graphics, you have to copy Mayday's tileset file from his version's Art folder in the data folder to Genesis's respective Art folder, then change the file Init.txt (in the folder data/init) to point to Mayday's tileset file instead of Ironhand's.

      The problem is though, if you overwrite the graphic version's standard creature graphics with Mayday's, you'll end up with Genesis's new creatures missing graphics (which are entirely separate from the tilesets you pick). If you just copy over the tileset and not the creature graphics then you'll end up with creature graphics which don't match your tileset.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: dragonshardz on October 05, 2010, 10:59:16 pm
      Hmm...does giving the ezrakim elves wood products piss them off?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Lord Aldrich on October 06, 2010, 12:28:23 am
      question: is there any way to switch the tileset on this mod from Ironhand's to Mayday's? i'm trying it out, and i honestly really cant stand how dark ironhand's graphics set is.

      Yes. But it's not easy. You need the data/art and color files from Mayday, yes. The thing is, Mayday went through the raws and reassigned the tile values for a number of items (mostly vermin, plants, and minerals) to match his tile set. You would need to go through by hand or use a utility such as hermano's http://www.bay12forums.com/smf/index.php?topic=54669.0 to merge Mayday's tile settings with the Genesis raws.

      Problem is, Deon split a number of core raws up into his own files, presumably for easier reference while modding, so you'd have use hermano's tile picker tool to go through each of those one by one and pick appropriate tiles. Which requires adding lines to the definitions.txt file in hermano's application.

      Though once you've done that once, you can use hermano's tile merger tool to quickly update future releases of Genesis.

      If people are really interested I could through together the updated raws for use with hermano's tile merger and upload them. I couldn't provide any support for a release like that though, you'd have to figure out the tile merger application on your own...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on October 06, 2010, 02:54:09 am
      That's the contents of my "definitions.txt" for Raw Tile Selector for all of you who want to remap it to any tileset:
      Spoiler (click to show/hide)
      It's easy and quick to do.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on October 06, 2010, 04:07:28 am
      Well, here it is:
      http://dffd.wimbli.com/file.php?id=3228
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: rainekage on October 06, 2010, 06:33:54 am
      I haven't gotten to play DF since school started, I really miss my bumbling, boozing light-haters.

      And, holy crap, that's a lot of new releases since I checked in!  Screw it, I'm downloading the new version and playing, I want to see the new worldgen.

      Also, I've been doing Oceanography homework all day.  We're doing geological studies at the moment.  I've been staring at magnified pictures of basalt.  It's time to start a fortress and mine the hell out of some basalt.  Vengeance will be mine!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: GaxkangtheUnbound on October 06, 2010, 07:50:28 am
      I haven't gotten to play DF since school started, I really miss my bumbling, boozing light-haters.

      And, holy crap, that's a lot of new releases since I checked in!  Screw it, I'm downloading the new version and playing, I want to see the new worldgen.

      Also, I've been doing Oceanography homework all day.  We're doing geological studies at the moment.  I've been staring at magnified pictures of basalt.  It's time to start a fortress and mine the hell out of some basalt.  Vengeance will be mine!
      Basalt happens to compliment Obsidian very well.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Sphalerite on October 06, 2010, 09:03:59 am
      Found a minor issue in the raws.  [CREATURE:SNAKE_PYTHON] and [CREATURE:SNAKE_BOA] are both lacking [SELECT_CASTE:ALL] following the male and female caste information.  Apologies if you've already fixed this.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Pan on October 06, 2010, 09:21:27 am
      Yeah, that sounds great.

      Fishing, biomes + another dimension. Hell yeah :D.

       What's that mean? Something new Toady's adding?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Lord Aldrich on October 06, 2010, 10:43:53 am
      That's the contents of my "definitions.txt" for Raw Tile Selector for all of you who want to remap it to any tileset:
      Spoiler (click to show/hide)
      It's easy and quick to do.

      Deon, you're awesome. Thank you!

      Edit:
      Yeah, that sounds great.

      Fishing, biomes + another dimension. Hell yeah :D.

       What's that mean? Something new Toady's adding?

      He's referring to Minecraft, which is a different (though also awesome) game

      http://www.minecraft.net/
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on October 06, 2010, 11:16:50 am
      Found a minor issue in the raws.  [CREATURE:SNAKE_PYTHON] and [CREATURE:SNAKE_BOA] are both lacking [SELECT_CASTE:ALL] following the male and female caste information.  Apologies if you've already fixed this.
      Thank you, I haven't checked Tomi's snakes thoroughly, so it sneaked past my error finding eyes. I'll fix it. For now it looks like there's nothing bad happening because of that.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Fleeb on October 06, 2010, 04:08:07 pm
      Love the mod, but I have a quibble. Orcs seem very... un-orcy. It seems like you took a generic Japanese culture and called them Orcs. They're all tan skinned with black hair, no tusks, nothing that makes them stand out as, you know, orcs. Wouldn't it be better to have a race of asiatic humans, and have Orcs be a sub race of goblins (or have goblins be a sub race of orcs)?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on October 06, 2010, 06:12:44 pm
      OKAY! Thanks for mentioning that!

      I've lost my orc file somewhere between versions and I haven't noticed that, and nobody told it to me!

      They should have brown and greenish skin, and they should have "generic teeth with eye teeth" instead of human teeth... With a couple of adjustments to stats. I will fix it for the next versions, thank you very much Fleeb.

      And you're right, they WERE asiatic humans before I've decided to turn them to orcs (after fidding more with my TES mod). But as I said we now have an early version of renamed Osmans. And I don't want them to be like goblins. I want educated, proud and fierce orcs, not stupid brutes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Fleeb on October 06, 2010, 06:37:45 pm
      Yeah, I figured it was an oversight, and I like what (I think) you intend to do with orcs. Just right now they're basically humans with the orc name slapped on.

      Cheers!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: waylory on October 06, 2010, 08:18:28 pm
      its not really a civilization but you can try to add a haunted town with spirits and what not?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: magistrate101 on October 06, 2010, 08:42:33 pm
      Yeah, that sounds great.

      Fishing, biomes + another dimension. Hell yeah :D.

      Speaking of hell, how do you think you'd get there? would there be craft-able portals, or are there gonna be a single portal generated with every chunk?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on October 07, 2010, 06:30:12 am
      It says that you travel there short and appear to travel fast in the real world, so I guess there will be some "ritual" or portals of some kind involved. I hope they are not static. At least it won't be a single portal.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]
      Post by: TomiTapio on October 07, 2010, 07:46:47 am
      It also does not matter if it is Genesis or Vanilla DF.  If TTFs are enabled it will crash.
      Toady did warn us that the font feature is very new / untested.

      Hmm...does giving the ezrakim elves wood products piss them off?
      No. Sylvans and vanilla's elves say "interested in your more ethical works" at the trade screen.

      Snakes... have to check Deon's snakes too, I copied off them. Hmm they are genderless and can't breed! I'll fix that for my worlds.
      I think I might have had a few crashes related to snakes! Thanks for noticing the bug.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: rainekage on October 07, 2010, 10:26:26 am
      So I've started up a fort.  I'm fairly impressed with the new create world options, they work very well (If not as volcanic as I'd normally like).   It looks like this world is mostly...Villages?  Wait, they're everywhere...but, I want to embark there!

      Oh, okay, this is the sprawl I read about.  It could be very interesting later on, but I wish it wouldn't clog up all of my good embark locations.

      This is a tad odd, though - one of my migrants showed up with "Adequate Military Tactics" as a skill.  I presume, being a skill, that this is a mysterious Toady implement as opposed to a Genesis move, but it has me curious.  When dwarven combat consists of said dwarves hurtling themselves at the biggest enemy mass and hacking off all their testicles (at least in Genesis), what do you need tactics for?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Fleeb on October 07, 2010, 12:28:16 pm
      Ya gotta know which testicles to chop off first. That's called strategy!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Flaede on October 07, 2010, 12:35:11 pm
      I'm having troubles with gem cutting: the raw Crystal and Clear glass is not showing up to be cut in the Jeweler's workshop They are sitting in a stockpile right next to it (not in bins), and are unforbidden etc. I need them cut for a mood! (no other gems)

      Is this a quirk of Genesis? or is it a general bug.

      EDIT: I am aware that a Manager can be a workaround for this bug. Still annoying.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Sphalerite on October 07, 2010, 12:45:18 pm
      Is this a quirk of Genesis? or is it a general bug.
      That's yet another unfixed bug in the current version of Dwarf Fortress.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: liqud on October 07, 2010, 01:54:32 pm
      I have a couple questions if anyone's bored.

      I was messing around in the arena, trying to figure out which creature is the ultimate badass. Illithids seem pretty strong, but I can't figure out what Illithid toxin nor Psi essence does when injected into an enemy, if anything.  I've gathered Doom is a paralyzer.

      And what kind of creatures are these? Just curious about the lore, the Gith seems like quite the monstrosity.

      Edit: Oh and what in the hell is a lead annulus??  Illithid 4 was touching Illithid 6's and I'm not sure he liked it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Fleeb on October 07, 2010, 02:21:54 pm
      Gith is either a humanoid space hippo or an evil skinny astral humanoid monkey. Depending on what RPG is being referred.

      Edit... actually the hippo is Giff, not Gith. So must be referring to the evil astral dudes.

      (http://www.wizards.com/dnd/images/art_preview/20080424_114777_765fds_0.jpg)

      These lovely folks.
      Gith and Illithids feature mostly in the Forgotten Realms universe.

      http://forgottenrealms.wikia.com/wiki/Githyanki
      http://forgottenrealms.wikia.com/wiki/Illithid
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: kilakan on October 07, 2010, 02:39:46 pm
      hey how long until we can see an update to .16?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: liqud on October 07, 2010, 02:42:30 pm
      hey how long until we can see an update to .16?

      Its up.  If I understand this question


      These lovely folks.
      Gith and Illithids feature mostly in the Forgotten Realms universe.

      http://forgottenrealms.wikia.com/wiki/Githyanki
      http://forgottenrealms.wikia.com/wiki/Illithid

      Wow, they're actually pretty awesome.  Thanks for that.  Tho in Genesis they sound quite a bit more monstrous I still have to say.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on October 07, 2010, 04:19:20 pm
      Well, it's not exactly a DnD, so the gith has nothing to do with githyanki or githerai (or the original Gith Rebellion). Its name was given by an original creator of Illithid race (D_E) to a terrible half-magical half-living warrior-construct; its body consists of various metals which displaced organic materials and has a few terrific appendages with natural weapons; also it has strong forcefields.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Eradacater on October 07, 2010, 09:44:39 pm
      I came across a very odd glitch. there are parts of the ground that are shifting between every stone type in rapid succession
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: sockless on October 07, 2010, 11:27:59 pm
      Is there currently any use for the gateball court?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: magistrate101 on October 07, 2010, 11:36:36 pm
      Lava trap = Fun
      Drowing trap = fun
      Fight pit = fun
      Oribital magma cannon = more fun than most can handle

      LOL i saw that and almost laughed myself to death :D

      (totally sigging the orbital magma cannon >:D)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Medicine Man on October 08, 2010, 12:50:05 am
      I came across a very odd glitch. there are parts of the ground that are shifting between every stone type in rapid succession
      That happens when you have duplicate raws.

      Is there a way for me to remove the genetalia and breasts on the Genesis where they weren't protected by armour without going through EVERY file and removing them manualy?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: magistrate101 on October 08, 2010, 01:10:28 am
      I came across a very odd glitch. there are parts of the ground that are shifting between every stone type in rapid succession
      That happens when you have duplicate raws.

      Is there a way for me to remove the genetalia and breasts on the Genesis where they weren't protected by armour without going through EVERY file and removing them manualy?

      They have genitals in this mod? weird... maybe you should add a syndrome "affecting" these parts >:D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on October 08, 2010, 02:23:04 am
      I came across a very odd glitch. there are parts of the ground that are shifting between every stone type in rapid succession
      You probably installed it wrong. I don't know how you did it though, because the game is pre-packed and doesn't have such errors by default. Were you messing with raws?

      Is there currently any use for the gateball court?
      Maybe there will be when (if) we get dwarves working together, right now it's purely cosmetic and for single dwarven fun probably.

      I came across a very odd glitch. there are parts of the ground that are shifting between every stone type in rapid succession
      That happens when you have duplicate raws.

      Is there a way for me to remove the genetalia and breasts on the Genesis where they weren't protected by armour without going through EVERY file and removing them manualy?
      There's not a lot of files to check, just open them all in some advanced text editor like Notepad++, it can find/replace text in all OPENED files, so you will be doing stuff like you edit a single text file. Or use some side tool like http://www.batchconverter.com/MassFileEditor-download-12159.shtml (although I haven't tested it, I just quickly googled it, I usually use notepad++ because it can do everything I need).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: magistrate101 on October 08, 2010, 03:09:32 am
      Oh darn, you skipped mine ;D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on October 08, 2010, 03:16:03 am
      I just don't want to go too silly with this one. I was just obsessed with more complex bodies, so I added something they "lacked". There's no real use for them anyway, they are just for more chopping fun :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: negorath on October 08, 2010, 04:09:17 am
      I made an attempt at bundling Genesis with Phoebus tileset using the raw tile selector, I'm sure there are some minor bugs, but in my limited play testing I couldn't find anything that really annoyed me at least.

      If anyone is interested I uploaded it here: http://dffd.wimbli.com/file.php?id=3237
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: John Keel on October 08, 2010, 02:21:06 pm
      All of my dwarves appear to be immune to magma. All of the animals die handily, though. Perhaps there's some sort of mistake in the obsidian dwarf raws that adds heat resistance to all of them?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on October 08, 2010, 04:36:55 pm
      Well well. Now that's interesting. It looks like the fire immune token applies to the whole creature regardless of caste... I will look into that.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Fleeb on October 09, 2010, 12:54:20 am
      So what do I do when I have a dwarf endlessly cleaning himself? He's starving and thirsty, if I add him to a military group and have them move to a position he doesn't budge.

      ::edit:: eh, deconstructing the well fixed it.  Little OCD bastards.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on October 09, 2010, 02:32:16 am
      Huh, I've never had this bug. It must be something version-related, I didn't check mantis recently.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: dragonshardz on October 09, 2010, 04:23:43 am
      This is odd...I'm in the second year, and every time the Nord traders leave, DF crashes. I haven't done any raw modding aside from adding [SPEED:1] to the dwarves and [SELECT_CASTE:ALL] to the two snakes...oh, and making microcline into flux because there's no flux on the map.

      The dorf-edit and microcline-edit are just in that save's raws, the snakes-edit is in both the main raws and the save's raws.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on October 09, 2010, 04:38:22 am
      This is odd...I'm in the second year, and every time the Nord traders leave, DF crashes. I haven't done any raw modding aside from adding [SPEED:1] to the dwarves and [SELECT_CASTE:ALL] to the two snakes...oh, and making microcline into flux because there's no flux on the map.

      The dorf-edit and microcline-edit are just in that save's raws, the snakes-edit is in both the main raws and the save's raws.
      I've never got repeatable crashes so far... Could you upload the save? I will try to look with runesmith if something bad spawns which causes a crash.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: OmnipotentGrue on October 09, 2010, 04:40:40 am
      Runesmith doesn't work with 31.16, it can't even get the process at the moment.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on October 09, 2010, 04:47:50 am
      Oh well, it will wait then :(. Is there some tool which can show/log creatures present on site?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: YouR_DooM on October 09, 2010, 11:20:41 am
      Is there some kind of readme with all the featues explained ( like the new building )? I just can't seem to find it anywhere.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: dragonshardz on October 09, 2010, 11:23:13 am
      I'll upload the save here in a bit, Deon.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Torgan on October 09, 2010, 12:41:14 pm
      Just downloaded this yesterday and enjoying it so far, I especially liked that one of my turkeys went for the throat of a minotaur titan.  But it seems to crash a fair bit, usually when I'm looking at stuff with k or v, is this just a DF thing or are there any ideas on how to fix it?  Just had it crash after twenty odd migrants turned up and I'd set up the military and mining out a fair bit which was a wee bit annoying, I've lost my legendary tanner too!  Fortunately I've still got my legendary soaper from a previous wave...

      Awesome work though, no idea what most of the stuff does again so it's like a whole new game.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Chocolatemilkgod on October 09, 2010, 12:59:11 pm
      Sounds pretty cool. I'm downloading now  ;)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: EddyP on October 09, 2010, 04:17:41 pm
      Obsidian dwarves capacity for starting forest fires = very much. A bunch of unrevealed thieves died in the flames.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: dragonshardz on October 09, 2010, 04:41:47 pm
      Deon: Here it is. (http://www.megaupload.com/?d=QVIRN5U6)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on October 09, 2010, 06:18:48 pm
      Just downloaded this yesterday and enjoying it so far, I especially liked that one of my turkeys went for the throat of a minotaur titan.  But it seems to crash a fair bit, usually when I'm looking at stuff with k or v, is this just a DF thing or are there any ideas on how to fix it?  Just had it crash after twenty odd migrants turned up and I'd set up the military and mining out a fair bit which was a wee bit annoying, I've lost my legendary tanner too!  Fortunately I've still got my legendary soaper from a previous wave...

      Awesome work though, no idea what most of the stuff does again so it's like a whole new game.
      It was stable before so this may be something new DF related... I don't know. I play it normally without any crashes, which is strange. Did you change something in init or generated a world in a previous version?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on October 09, 2010, 06:19:22 pm
      Is there some kind of readme with all the featues explained ( like the new building )? I just can't seem to find it anywhere.
      The best you can get now is Genesis Wiki.

      Well, and the first post here shows most of the content.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: YouR_DooM on October 09, 2010, 06:48:25 pm
      Is there some kind of readme with all the featues explained ( like the new building )? I just can't seem to find it anywhere.
      The best you can get now is Genesis Wiki.

      Well, and the first post here shows most of the content.

      Damn, there are so many building I know nothing about :D I guess I'll have to go with trial and error...

      Thanks anyway
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: YouR_DooM on October 09, 2010, 09:25:21 pm
      I have a little giant problem: I started a megaproject with this mod and needed a specific map, that I found after some generating. Problem is there was no magma...

      Now, after nearly 2 or more hours, I wanted to place some magma with DFhack and make a giant crafting room. Problem is ( and I obv didn't know that ), that these buildings don't show up if there is no magma on the map.

      Can I do anything to get the building in my current save, or is it FUBAR? Please don't tell me I have just waster 2 straight hours into designing :(
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: GaxkangtheUnbound on October 09, 2010, 09:31:41 pm
      I have a little giant problem: I started a megaproject with this mod and needed a specific map, that I found after some generating. Problem is there was no magma...

      Now, after nearly 2 or more hours, I wanted to place some magma with DFhack and make a giant crafting room. Problem is ( and I obv didn't know that ), that these buildings don't show up if there is no magma on the map.

      Can I do anything to get the building in my current save, or is it FUBAR? Please don't tell me I have just waster 2 straight hours into designing :(
      No magma seas or volcanoes?
      I'm surprised.
      (Try placing magma in a hidden spot, and digging it out)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Torgan on October 10, 2010, 04:51:00 am
      Just downloaded this yesterday and enjoying it so far, I especially liked that one of my turkeys went for the throat of a minotaur titan.  But it seems to crash a fair bit, usually when I'm looking at stuff with k or v, is this just a DF thing or are there any ideas on how to fix it?  Just had it crash after twenty odd migrants turned up and I'd set up the military and mining out a fair bit which was a wee bit annoying, I've lost my legendary tanner too!  Fortunately I've still got my legendary soaper from a previous wave...

      Awesome work though, no idea what most of the stuff does again so it's like a whole new game.
      It was stable before so this may be something new DF related... I don't know. I play it normally without any crashes, which is strange. Did you change something in init or generated a world in a previous version?
      Nope haven't changed a thing other than set autosave to seasonal in the init file, I've just downloaded the graphics 3.16 version and went with that.  It's not crashing on the season change though so I doubt that's it.  No worries though, I got a legendary cheese maker on my reload.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on October 10, 2010, 07:44:27 am
      The only problem which I am aware of are snakes by TomiTapio, they need [SELECT_CASTE:ALL] under male/female caste definition. Try to fix them and see if it fixes crashes
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: YouR_DooM on October 10, 2010, 08:15:26 am
      I have a little giant problem: I started a megaproject with this mod and needed a specific map, that I found after some generating. Problem is there was no magma...

      Now, after nearly 2 or more hours, I wanted to place some magma with DFhack and make a giant crafting room. Problem is ( and I obv didn't know that ), that these buildings don't show up if there is no magma on the map.

      Can I do anything to get the building in my current save, or is it FUBAR? Please don't tell me I have just waster 2 straight hours into designing :(
      No magma seas or volcanoes?
      I'm surprised.
      (Try placing magma in a hidden spot, and digging it out)

      I found the magma sea and pierced it, but the magma buildings didn't pop up. I also tried the "place hidden magma" trick, but nothing...

      Any other way before I just smash the pc ? Can I modify some file?

      P.S.: I use the vanilla mod, no other mods, 31.16 and generated the world in this with some sort of custom parameters.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Morwaul on October 10, 2010, 09:12:21 am
      Just downloaded this yesterday and enjoying it so far, I especially liked that one of my turkeys went for the throat of a minotaur titan.  But it seems to crash a fair bit, usually when I'm looking at stuff with k or v, is this just a DF thing or are there any ideas on how to fix it?  Just had it crash after twenty odd migrants turned up and I'd set up the military and mining out a fair bit which was a wee bit annoying, I've lost my legendary tanner too!  Fortunately I've still got my legendary soaper from a previous wave...

      Awesome work though, no idea what most of the stuff does again so it's like a whole new game.

      I had frequent repeatable crashes in .16.  Whenever I looked at anyones inventory it would usually crash.  I was able to fix mine by using a save from .12 instead of my save from .13 or .14.  It appears that something happened during the whole .13, .14 upgrade process that caused it to not work in .16.  Since switching to the older save I have not had any lockups.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on October 10, 2010, 09:40:51 am
      Well, as I said do not use .13 and .14 saves, they are bugged in MANY ways, including siege crashes and other weird stuff.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Chromasphere on October 10, 2010, 11:39:43 am
      Hmm, I also seem to be crashing while pressing 'V'.  It was infrequent, but now seems to be happening more often.  I don't know if it is a vinilla .16 problem or from Genesis (seeing as I never play with just vanilla).  I'm playing with a clean .16 Genesis game.  Only exception is my own modded playable race and some minor tweeks to Genesis. So far it seems to be happening during invasions.  I am being attacked by Sylven elves and their mounts as well as some goblin types.  I haven't noticed any snakes on the map. 

      Just thought I'd post this to add as much info as possible.  Hope it may help in determining the cause.  By the way, this is the very first time my game has ever crashed.

      Deon, I'm enjoying your mod, thanks for all the hard work!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on October 10, 2010, 11:56:35 am
      I see. You probably play with TTF fonts, right? That must be the problem, Toady said that it's not properly tested.

      Try to replace ironhand_mix.png with ironhand_text.png, and switch off TTF support in /data/init/init.txt (or d_init.txt, I don't remember). Now it all makes sense. Don't forget to toggle SHOW_FLOW_AMOUNTS off for eyecandy.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: BackgroundGuy on October 10, 2010, 11:01:14 pm
      So, still in 31.12, decided to play as illithids (great mod btw).  Got something interesting.

      (http://i964.photobucket.com/albums/ae125/Background_Guy/eldergrigori.jpg)

      :/ thought I did a better job getting rid of the white.  Oh well.  Also, it looks like my illithids can't get labors assigned to them, why?
      In a time before time, Kitur wandered the surface of the world...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: dragonshardz on October 10, 2010, 11:53:22 pm
      Deon, did you ever check that save I uploaded?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on October 11, 2010, 09:09:46 am
      Not yet since Runesmith is not updated yet. Did you try to play without TTF font?

      Quote
      BackgroundGuy
      I don't know exactly without looking at them. I'll check it and make a minimod for you later if you want.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Chromasphere on October 11, 2010, 09:37:17 am
      So far it looks as though the 'v' crashing has stopped after playing without TTF.  My testing isn't 100% definitive because the crashes occurred randomly it seemed, but so far so good.  Unfortunately, I have already grown attatched to TTF.  :-\
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Torgan on October 11, 2010, 02:10:40 pm
      So far it looks as though the 'v' crashing has stopped after playing without TTF.  My testing isn't 100% definitive because the crashes occurred randomly it seemed, but so far so good.  Unfortunately, I have already grown attatched to TTF.  :-\
      Yeah it appears to have fixed the crashes for me as well. Good times.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: dragonshardz on October 11, 2010, 02:58:44 pm
      Deon, my save is a 31.12 save. Runesmith works fine with it, and I don't play with TTF.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: TomiTapio on October 11, 2010, 09:18:54 pm
      Is there a way for me to remove the genitalia and breasts on the Genesis where they weren't protected by armour without going through EVERY file and removing them manually?
      Crimson Editor has a handy "find in files" function to find a string in a folder and its subfolders. "MALEGEN" string finds all creatures that use MALEGEN or FEMALEGEN.

      >adding [SPEED:1] to the dwarves
      Probably cacks up a LOT of things besides giving crashes.
      They have an agility attribute too, besides that creature-speed.


      One's magma sea could be down at -30 or -80... dig deeper!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on October 11, 2010, 11:12:04 pm
      Deon, my save is a 31.12 save. Runesmith works fine with it, and I don't play with TTF.
      Oh, 31.12. I will see then, thanks :). I thought everyone moved to 31.16.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: dragonshardz on October 12, 2010, 04:14:02 am
      Nope, I haven't yet. Will as soon as Runesmith likes 31.16.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Halnoth on October 12, 2010, 05:20:01 am
      Deon I have a question about your training dummy. I tried to tack on dodge, fighter, armor user, and shield user onto each of the weapon training reactions. I did this so I could simply assign a dwarf and have him train without making a danger room or what have you. However, they are simply not gaining any xp at all. Can a single reaction not train multiple skills? and if not is it possible for me to set up a seperate reaction but without reactants (for dodge as an example)?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on October 12, 2010, 11:25:12 am
      A reaction takes only one skill, so you have to make different reactions and cycle them on repeat.

      Dragonshardz: sorry, I'm a bit busy here :). I didn't forget.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
      Post by: Polar_Atom on October 12, 2010, 04:18:04 pm
      Deon, I uploaded my custom map scripts  here (http://users.tpg.com.au/fade2blk/DwarfMaps/). I added Middle Earth, Britannia, Serpent Isle and Tamriel. There's a couple of others but they aren't quite finished yet. I also fixed Middle Earth so civs that settle in the west won't become isolated.

      Let me know if you want any worlds in particular. I generate my own heightmaps so all I need is a basic map image that shows land features.

      Thankyou fine sir.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Nabobalis on October 12, 2010, 04:55:10 pm
      I embarked in an area that has a salt water river and salt water lakes. Is that common?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on October 12, 2010, 06:42:08 pm
      Thanks for reminding me of the map scripts :).

      I embarked in an area that has a salt water river and salt water lakes. Is that common?
      Why not, they are usually rare but they exist.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Torgan on October 13, 2010, 06:25:42 am
      I embarked in an area that has a salt water river and salt water lakes. Is that common?
      I've got a salt water river, the well attached to it is still being used to give water to wounded dwarves, as is a well that's using water tainted with frozen forgotten beast ooze and mud.  The wounded dwarves don't seem to be getting unhappy thoughts though.

      Maybe they prefer it to the abomination that is carrot juice?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Chromasphere on October 13, 2010, 02:11:13 pm
      Wells magically purify bad water.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Torgan on October 13, 2010, 02:38:34 pm
      Ah right, the buckets are still being shown to be filled with water laced with mud/ichor/salt but I guess the dwarves just ignore that if it's passed through a well according to the wiki.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Sphalerite on October 13, 2010, 03:15:27 pm
      Ah right, the buckets are still being shown to be filled with water laced with mud/ichor/salt but I guess the dwarves just ignore that if it's passed through a well according to the wiki.
      From what I have seen, it seems that dwarves will simply drink any water out of a bucket, no matter the contamination present, and a well will gather water no matter what kind of water it's placed over.  Water zones on the other hand can only be placed over fresh water.  So it's not so much that wells purify water as dwarves refuse to put salt water into a bucket other than with a well.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Chromasphere on October 13, 2010, 08:12:57 pm
      lol    I never looked at it that way.  True enough.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Mechanist on October 14, 2010, 11:27:31 am
      This is a great mod, i have downloaded for the "adventurer crafting" but all else it has is superb.
      I have a lot of adventurers die to rotten fly vapors>melt>bleed combo of the lost adventurers, so i have started a gloomy dwarf that seems to be immune to it, but i want to know how it works that of "saliva becomes a strong web" i can cast/spit? or is something wrestle related?

      I have been trowing my weapons over and over to a red dragon, all my equip is burned away but seems that the dragon is starting to faint...  the saliva thing will be useful against him? or if i get near im dead? xD
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on October 14, 2010, 02:11:46 pm
      Eh, the webbing was removed because other dwarves were hurt more than invaders, I just forgot to update the description.

      Also if you want a strong and immune to diseases adventurer, pick the steel caste.

      Also you cannot shoot web/fireballs/use other creature abilities in adventure mode yet :(.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: BackgroundGuy on October 14, 2010, 03:31:38 pm
      More info on playing as other races: Why don't any of the other races get to make coke from bituminous coal?  At least the illithids and the goblins are unable to; I haven't tried any other races.  Though, the whole "no assigning labors to illithids" thing doesn't seem to happen with the goblins. 
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on October 14, 2010, 03:38:15 pm
      Because they have no such reactions defined. Just copy permitted buildings and reactions from the dwarven entity.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Mechanist on October 14, 2010, 03:38:30 pm
      i think that you could put the listed skills such as web, fireball, etc. along with the other skills (like fire bolt and fire arrow) but to limit to only the race that could doit, put in the req some kind of "item" not consumed that is the race itself

      to eg:

      fire arrow: coin (consumed) being salamander (not consumed) being warlock (not consumed)

      and for the others:

      spit web: being gloomer dwarf (not consumed) <-- this way all could see the spell, but only the gloomy dorfs can make it

      Also, think that would be a nice idea to explain in this thread, or in the genesis mod wiki, exactly what can do and differences between races/castes

      So you could know the differences between black and white nagas, know what kind of skills has a vampire, or know that werewolves cannot wear items

      I hope the vampires has some kind of drawback during day, i dont like the twilight cr@p but i think that would be very boring having a vampire that cannot walk during day xD
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on October 14, 2010, 03:40:50 pm
      Right now they don't, they just have an advantage of a bloodless body (except for the heart and maybe internal organs, I don't remember). We may get some stuff like that with the new release (with the night creatures' feature).

      And if I could make the stuff you described, I would do it. Firebolt arrow is just an item, while webspitting is an ability which is unmoddable.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Mechanist on October 14, 2010, 03:42:59 pm
      And if you make a web item that can be "t"rowed?

      Another question, tower shields give 35% of "evasion" or something, a naga that can equip 3 shields is 105%?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Knight Otu on October 14, 2010, 04:21:04 pm
      And if you make a web item that can be "t"rowed?
      Then you'd essentially get a ball of yarn to throw at your enemies.

      Another question, tower shields give 35% of "evasion" or something, a naga that can equip 3 shields is 105%?
      Don't quote me on that, but I suspect it would be three chances of 35% each. I'll have to look how shields do work though.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Setharnas on October 14, 2010, 04:31:41 pm
      And if you make a web item that can be "t"rowed?
      Then you'd essentially get a ball of yarn to throw at your enemies.

      Yay for cat problem solver. :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Mechanist on October 14, 2010, 04:40:47 pm
      i found that salamanders are not that fire resistant xD
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Mechanist on October 14, 2010, 05:36:07 pm
      and i found that at least salamanders, but maybe other races asides dwarfs (and maybe elfs) make armors through crafting that doesnt fit themselves

      salamander>make gauntlets>large gauntlets...  cant be selled because cant talk to humans

      after a bit of testing, i found that nagas cant either make armors for their size, they make large instead as salamanders, unwearable and unsellable...  but its somewhat compensated (i think) by the fact that my black naga warrior has equipped in his 4 hands the lance and dagger that you get at the beggining, a myriad of tools for making leather shields, and 12 leather shields maded by myself xD (2 of them are dragonscale)

      reedit: the shield count keep going and going, i have 16 now, just beaten a minotaur witout a scratch (sad because mi naga doesnt want to butcher him xD) and feel like the entire 300 spartans, a wall of shields and lances xD
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Seriyu on October 14, 2010, 09:12:12 pm
      I've got some scale from a cave tortoise I butchered in fortress mode, can I use it for anything? Or is it only usable in adventure mode?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Mechanist on October 14, 2010, 10:31:33 pm
      If im right, you have to tan it like a leather, then you can make fom clothes and backpacks, to armors and shields.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Seriyu on October 14, 2010, 10:52:06 pm
      The tanner's shop didn't automatically tan it, I don't think. Iiii guess it could've already been tanned and I didn't realize I guess. Would it be treated scale, or what?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on October 14, 2010, 11:29:12 pm
      Hmm, I have to look into it. I haven't changed vanilla scale, so probably it's not tannable yet. Then let it rot :). But it should be tannable, so I will make sure that it works later.

      And crafting armor is currently broken due to the reactions' size bug. I used Lofn's "wanderer's friend" mod as a base for adv. crafting (he's credited of course) and didn't remove it because once the bug is fixed, it will be working allright.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Seriyu on October 15, 2010, 12:43:27 am
      I see, okay. Just wanted to make sure I wasn't missing out on anything. Thanks!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Morwaul on October 15, 2010, 08:32:06 pm
      Deon or anyone else who knows.  How do I get the Library to work?  I want to train diagnosis but when I go to add nothing is available.  When I do j, m , q I can make a read and write diagnosis tomes but it will not write them and and when I schedule read it just keeps telling me that it needs tomes.  Have I missed a step?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: veok on October 15, 2010, 09:55:21 pm
      Er, I suppose I should mention this -- my anti-virus went to full on red-alert when I tried to visit the first page in this thread, complaining about one of the links. X-something.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Morwaul on October 15, 2010, 10:47:59 pm
      Mine did also.  Said it used links from a known malware sight or some such.  I would get you the message but I clicked ignore it and no longer get the message.
      I
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Mechanist on October 16, 2010, 01:16:49 am
      well, aside from waiting till the size bug is fixed, i think that te crafting has an option to make a comb that doesnt work for anything, and it will be really usefull the options to "hone" the other weapons that you can make, like axes and swords (perhaps maces and hammers too) it would be really great, and also the option to repair socks and the other items that isnt listed to repair
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Lofn on October 16, 2010, 01:53:34 am
      The comb is used to turn fleeces into thread.  At least, that's what it's for in the base WF mod, there might not be any woolly creatures in Genesis.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Torgan on October 16, 2010, 04:06:48 am
      Deon or anyone else who knows.  How do I get the Library to work?  I want to train diagnosis but when I go to add nothing is available.  When I do j, m , q I can make a read and write diagnosis tomes but it will not write them and and when I schedule read it just keeps telling me that it needs tomes.  Have I missed a step?
      Oooh I didn't think about using the manager menu.  The step you're missing is to make vellums at a tanner out of leather, then make the books at a scriptorium, anyone seems able to write books.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Nabobalis on October 16, 2010, 04:17:37 am
      What is the best settings for a map gen that has most/all of the civs at embark?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Medicine Man on October 16, 2010, 06:35:20 am
      *nevermind*
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: negorath on October 16, 2010, 09:57:07 am
      What is the best settings for a map gen that has most/all of the civs at embark?

      I would hardly consider it the best, but it consistently generate worlds I'm rather happy with:
      Code: [Select]
      [WORLD_GEN]
      [TITLE:Nego Region]
      [DIM:257:257]
      [EMBARK_POINTS:2000]
      [END_YEAR:299]
      [BEAST_END_YEAR:150:80]
      [REVEAL_ALL_HISTORY:1]
      [CULL_HISTORICAL_FIGURES:0]
      [ELEVATION:1:400:800:800]
      [RAINFALL:0:100:400:400]
      [TEMPERATURE:30:70:400:400]
      [DRAINAGE:0:100:400:400]
      [VOLCANISM:0:100:400:400]
      [SAVAGERY:0:100:400:400]
      [ELEVATION_FREQUENCY:1:1:1:1:1:1]
      [RAIN_FREQUENCY:1:1:1:1:1:1]
      [DRAINAGE_FREQUENCY:1:1:1:1:1:1]
      [TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
      [SAVAGERY_FREQUENCY:1:1:1:1:1:1]
      [VOLCANISM_FREQUENCY:1:1:1:1:1:1]
      [MEGABEAST_CAP:75]
      [SEMIMEGABEAST_CAP:150]
      [TITAN_NUMBER:33]
      [TITAN_ATTACK_TRIGGER:80:0:100000]
      [DEMON_NUMBER:52]
      [GOOD_SQ_COUNTS:100:1000:2000]
      [EVIL_SQ_COUNTS:200:2000:4000]
      [PEAK_NUMBER_MIN:50]
      [PARTIAL_OCEAN_EDGE_MIN:2]
      [COMPLETE_OCEAN_EDGE_MIN:0]
      [VOLCANO_MIN:200]
      [REGION_COUNTS:SWAMP:0:0:0]
      [REGION_COUNTS:DESERT:0:0:0]
      [REGION_COUNTS:FOREST:0:0:0]
      [REGION_COUNTS:MOUNTAINS:0:0:0]
      [REGION_COUNTS:OCEAN:0:0:0]
      [REGION_COUNTS:GLACIER:0:0:0]
      [REGION_COUNTS:TUNDRA:0:0:0]
      [REGION_COUNTS:GRASSLAND:0:0:0]
      [REGION_COUNTS:HILLS:0:0:0]
      [EROSION_CYCLE_COUNT:250]
      [RIVER_MINS:800:800]
      [PERIODICALLY_ERODE_EXTREMES:1]
      [OROGRAPHIC_PRECIPITATION:1]
      [SUBREGION_MAX:5000]
      [CAVERN_LAYER_COUNT:3]
      [CAVERN_LAYER_OPENNESS_MIN:70]
      [CAVERN_LAYER_OPENNESS_MAX:90]
      [CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
      [CAVERN_LAYER_PASSAGE_DENSITY_MAX:30]
      [CAVERN_LAYER_WATER_MIN:0]
      [CAVERN_LAYER_WATER_MAX:70]
      [HAVE_BOTTOM_LAYER_1:1]
      [HAVE_BOTTOM_LAYER_2:1]
      [LEVELS_ABOVE_GROUND:15]
      [LEVELS_ABOVE_LAYER_1:5]
      [LEVELS_ABOVE_LAYER_2:1]
      [LEVELS_ABOVE_LAYER_3:1]
      [LEVELS_ABOVE_LAYER_4:1]
      [LEVELS_ABOVE_LAYER_5:2]
      [LEVELS_AT_BOTTOM:1]
      [CAVE_MIN_SIZE:5]
      [CAVE_MAX_SIZE:25]
      [MOUNTAIN_CAVE_MIN:50]
      [NON_MOUNTAIN_CAVE_MIN:100]
      [ALL_CAVES_VISIBLE:0]
      [SHOW_EMBARK_TUNNEL:2]
      [TOTAL_CIV_NUMBER:40]
      [TOTAL_CIV_POPULATION:15000]
      [SITE_CAP:1500]
      [PLAYABLE_CIVILIZATION_REQUIRED:1]
      [ELEVATION_RANGES:0:0:0]
      [RAIN_RANGES:0:0:0]
      [DRAINAGE_RANGES:0:0:0]
      [SAVAGERY_RANGES:0:0:0]
      [VOLCANISM_RANGES:0:0:0]

      It generates caverns that are big and spacious, rarely have entire layers of water in caverns, lots of volcanoes (although they tend to cluster up), not many aquifers, and most/all civs alive.

      Feel free to reduce volcanoes and embark points if you find my values to be "cheating" :p

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Mechanist on October 16, 2010, 01:07:34 pm
      im starting to mod myself, but just starting xD
      probably this has been tested before, but you can make an "small armor" reaction to see if it fits?

      i found some hair in genesis, but seems that the only thread is maded from plants, so im removing the comb making options

      EDIT: this is looking really good, i have changed the "make 2h sword" for an scourge:

      [REACTION:MAKE_SWORD_2H_BONE_ADV]   <---- (i dont know what it happens if i change this, but seems to not get shown or anything so i let it be)
         [NAME:craft bone scourge]
         [ADVENTURE_MODE_ENABLED]
         [REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
         [REAGENT:HEADS:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
         [REAGENT:HANDLE:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
         [REAGENT:THONGS:1:SKIN_TANNED:NONE:NONE:NONE:NONE]
         [PRODUCT:100:1:WEAPON:ITEM_WEAPON_SCOURGE:GET_MATERIAL_FROM_REAGENT:HEADS:NONE]
         [SKILL:BONECARVE]

      and i have added hone longsword and scourge
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Ladde on October 16, 2010, 04:56:20 pm
      I've just come back from .12
      Anything new I should know?

      Every world I generate is filled with aquafiers, can hardly find a spot anywhere. Anything I should know?

      I've changed "Show_Flow_Amounts" to Yes, but I still don't see numbers.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Medicine Man on October 17, 2010, 12:02:26 am
      Are genetals protected by armour in 3.12b?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: isabuea on October 17, 2010, 08:06:40 am
      is there any major health issues related to the genitals in genesis these days?
      i ask because before i died i lopped off a minotaurs "phallus" with a halbard and have not been able to relocate him, chances it killed him are?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: dragonshardz on October 17, 2010, 07:44:10 pm
      Depends on how accurately the genitals are modeled. In real life, removal of the penis will likely result in death due to exsanguination (bleeding out). A major blood vessel runs to the penis and is responsible for causing tumescence (erection) of the member. If this is modeled ingame, then yes, the minotaur is likely dead.

      If it isn't, it may be dead or it may be simply maimed.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on October 18, 2010, 01:02:21 am
      In real life removal of an arm usually kills a person too :). DF has some weird issues with high toughness. I've made creatures' organs to bleed about 100 times more, but still sometimes they heal before they bleed to death.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Pan on October 18, 2010, 04:30:48 am
      In real life removal of an arm usually kills a person too :).

       Heh. Like I read in tvtropes, there is nowhere in the body that can be 'safely' shot, unlike in movies, where the hero gets shot in the arm or shoulder (or any other 'non lethal' area), be bothered by it for three seconds, wrap it up in cloth, and continue like nothing happened.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Victuz on October 18, 2010, 08:42:51 am
      In real life removal of an arm usually kills a person too :).

       Heh. Like I read in tvtropes, there is nowhere in the body that can be 'safely' shot, unlike in movies, where the hero gets shot in the arm or shoulder (or any other 'non lethal' area), be bothered by it for three seconds, wrap it up in cloth, and continue like nothing happened.

      Well there is ONE area that is not very "life threatening" if it gets shot. That is your butt, In a situation where the bullet ricochets and gets only into the skin and fat it's not life threatening just very uncomfortable. But on the other side bullet can shatter your hip and that without proper medical help is a death sentence.

      But yeah if you are shot with a small enough caliber that is the only place which won't kill you in 5 minutes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: TomiTapio on October 19, 2010, 07:06:31 am
      Well there is ONE area that is not very "life threatening" if it gets shot. That is your butt, In a situation where the bullet ricochets and gets only into the skin and fat it's not life threatening just very uncomfortable. But on the other side bullet can shatter your hip and that without proper medical help is a death sentence.

      But yeah if you are shot with a small enough caliber that is the only place which won't kill you in 5 minutes.
      For arm and leg gunshot bleeding... a http://en.wikipedia.org/wiki/Tourniquet (http://en.wikipedia.org/wiki/Tourniquet).
      A bullet through the jaw or breast might also be non-fatal. I think the main issue is "did it break an organ or a major blood vessel?"
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on October 19, 2010, 08:49:01 am
      You can always try it to make sure :P.

      Sorry for the lack of updates, I was busy with my diploma and some games recently. Sometimes one needs to make a break from modding and play some games for himself :P. I hope the new version comes within a month or two and we get a new awesome update including new night creature mechanics.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Kiktamo on October 19, 2010, 11:20:56 am
      From the sound of things the night creature mechanics don't seem that far from being done so hopefully the wait won't be too long.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on October 19, 2010, 05:00:38 pm
      But the next release also incorporates markets, questing (which is already done according to devlog) and a lot of cool features for adv. mode. I can't wait for this and will update ASAP :P.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Alarion on October 19, 2010, 09:58:36 pm
      OMG! Just noticed on the embark screen, upon equipping my dwarves with drinks, that it actually gives me the option to feed them julmust. You sir, are awesome.

      For those who don't know, julmust is a traditional Swedish drink had around Christmas, hence its name (jul=christmas) and I've drunk it every year since I was a kid. And now my dwarves can too! Assuming I can figure out how to produce it in-game, that is. Or I guess I could just buy it off the traders once they arrive... but still. Julmust. Wow.

      //A
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Morwaul on October 19, 2010, 11:29:34 pm
      Night Creatures?  Wouldn't we need to have night first?  Wait..  Is there a night?  It's hard to know these things when you live deep underground.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: dragonshardz on October 20, 2010, 03:14:52 am
      Night Creatures, as in zombies.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Chromasphere on October 20, 2010, 10:30:37 am
      There is night in Adventure mode and night creatures are being created primarily for that... though there is a lot of overlap and spilling over and intertwining and integrating and dual-supporting and symbiosis and co-developing and err... umm... into fortress mode too.  What a game!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: TomiTapio on October 21, 2010, 08:32:30 am
      And creatures will get starting skills, so I'll make a Weasel with maximum dodging skill,
      and it'll steal your cabbages and you can't stop it :)
      And Bronze Statues and Ogres should get wrestling skill etc...
      Half-Ogre Adventurer creature gets lots of skills, you meet it as adventurer, you die unless you fight well..
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Torgan on October 22, 2010, 07:33:42 am
      Sorry if this has been asked before but why aren't there any ranged attackers in Genesis?  As far as I know anyway, there are a few that use breath attacks but my marksdwarf squad haven't taken an injury yet.  Just wondering as some of the creatures are ridiculously tough (looking at you Void Master Illithid and Gith-anything) so I assume it's not because ranged weapons are too powerful? :P

      Still having plenty of fun, discovered beholders float above traps after one crippled my legendary armourer who is now permanently hospitalised.  And nearly making my fortress implode after making a waterfall to clean off some poisons caused pools of it to make half my animals rot to death, leaving miasma everywhere while still living and setting of a small tantrum spiral.  But that's more of a vanilla issue made worse with the illithid toxins I think.

      And I've also been receiving a lot of diplomats recently from the non dwarf civs, why's that?  Quite a few caravans have been getting destroyed as ambushes spawn on top of them as they appear but afaik I'm not at war with any of the civs, I've never had a siege appear.  All the diplomats seem to say is the usual you've carved out a lovely place, then leave after a few more comments.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Redgaia on October 22, 2010, 09:29:11 am
      Newbie question, but I can't seem to assign rocktip bolts to my marksdwarves... They do not appear on bolt selection screen, except for the defaults, and once those are changed there seems to be no way to reselect them, since rock does not appear on the list of materials... Help please  ???
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Torgan on October 22, 2010, 09:52:30 am
      I don't think it's necessary to assign them - the settings for combat and training bolts are bugged so your military ignores your settings.  My marksdwarfs have been using them without any problems, they just equip any bolts they can find then use them for anything.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Redgaia on October 23, 2010, 06:19:55 am
      EDIT: Newbie question answered on wiki, nevermind.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: arghy on October 23, 2010, 03:09:02 pm
      whoa i've been gone quite awhile--they fixed marksdwarves? they actually shoot at targets from fortifications?  They were 'fixed' before but never shot unless they could engage the target in melee pathing.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: LordShotGun on October 23, 2010, 08:27:17 pm
      What is the major difference between versions 3.12 and 3.16? It says old type cities but what does that mean? Any other major differences?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Ladde on October 24, 2010, 12:11:17 pm
      I got some graphical issues, don't know if its Genesis or Ironhand that messes with it. But I thought asking here first.

      When I select names in the Unit-window I can't see the thing I have currently selected. Goes for similar menus.
      Spoiler (click to show/hide)

      I have these black boxes around some trees and plants.
      Is it gathered plants and cut down trees? Why do they turn brown/black-ish?

      Spoiler (click to show/hide)
      Quite embarrassing, ofcourse its marked trees and plants for harvesting... duh. Been away from Df to long.

      And the number of what level I am currently on.
      The level-to-the-surface meter is also not showing correctly, only digits 8 and 9 is working, everything else is red-water/lava.
      Spoiler (click to show/hide)

      Cheers.

      ps. aswell as "Show_Flow_Amounts" won't work. ds.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: BigD145 on October 24, 2010, 01:01:59 pm
      And the number of what level I am currently on.
      The level-to-the-surface meter is also not showing correctly, only digits 8 and 9 is working, everything else is red-water/lava.
      Spoiler (click to show/hide)


      ps. aswell as "Show_Flow_Amounts" won't work. ds.

      Go into /data/art/ and look at the "ironhand" files. Open each in a different window and cycle through them to see the differences. By default, ironhand_mix is used. It has no numbers from 0-7. Replace the "_mix" with "_text" in the graphics part of init.txt in the /init/ folder and you'll get numbers back.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on October 25, 2010, 05:07:40 am
      Sorry for not answering for so long, my graphics card died and I couldn't access bay12 through my phone.

      You use ironhand_mix with truetype fonts ON, or ironhand_text with truetype fonts OFF.

      The unability to see the selected name in the unit list is a problem of Ironhand, however I hope we get truetype fixed in the next version, so it no longer will be a problem.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: BigD145 on October 25, 2010, 12:55:55 pm
      You use ironhand_mix with truetype fonts ON, or ironhand_text with truetype fonts OFF.

      The unability to see the selected name in the unit list is a problem of Ironhand, however I hope we get truetype fixed in the next version, so it no longer will be a problem.

      I'm sure it's intended to work, but it certainly doesn't for me. I had ironhand_mix and [TRUETYPE:YES], which is your default init as packaged for dffd. Numerals did not show in the z-level as per that third image of Ladde's.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: hormiga on October 25, 2010, 12:57:43 pm
      I have a game going with your .16 version and I have not seen any invasions... I am up to about 80 dwarfs. There have been snatchers and master thieves sent from the ilthids and serpent folk but no invasions. Is this the invasion bug from the previous versions or am I missing something?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: BigD145 on October 25, 2010, 04:35:17 pm
      I have a game going with your .16 version and I have not seen any invasions... I am up to about 80 dwarfs. There have been snatchers and master thieves sent from the ilthids and serpent folk but no invasions. Is this the invasion bug from the previous versions or am I missing something?

      Werewolves are on the map, but they have not shown up by the second winter in my game.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: arghy on October 25, 2010, 05:20:42 pm
      I'm 3 winters in with 60 dwarves with massive mining operations underground and the worse i've had is snatchers and hordes of trade caravans. I miss the old orcs who would siege you on your first winter.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: hormiga on October 25, 2010, 10:08:42 pm
      Well I am at about 90 dwarfs now, I have had 2 mindflayer ambushes so far (I lose a dwarf or two each time)... I also had a minor ghoul attack from the caverns but no invasions. The mindflayers were interesting, they seem to teleport and some fly around until they get shot down. Still no siege.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on October 26, 2010, 04:59:19 am
      Probably entity settings need more tweaking. Are you sure you have your millions in wealth? I didn't change sieging parameters from 31.10 and they were fine back then.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Zanethda on October 26, 2010, 10:50:26 am
      Again, sorry if you already know about these, scanned the last several pages and didn't see it.

      - In fortress mode, I've seen a couple trees sprout that have no name, they're just "sapling" and they're displayed as a red lowercase s. I've only seen this in worlds genned with the Genesis mod in place.

      - In adventure mode, the FORAGE_PLANTS_ADV reaction (reaction_wanderer.txt) references a plant tagged as STEM_KENAF. There is no definition for this plant in your files, so it yields a "plant" instead.

      Now, I *have* torn out files and modified a few things here and there, but it's all been creature-related and neither of these issues are causing DF to write to errorlog.txt, so I'm hoping someone has an idea on what's wrong.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Moosey on October 26, 2010, 11:09:53 am
      I gave this mod a try, and I've been having a lot of fun with it (I especially like watching the goblin mages with the fireballs accidentally kill each other when a !!cat!! runs by), but I had something really odd happen.  Early in my game I constructed a wall around my fort.  Nothing fancy, just a simple single Z-level wall with a gap to force thieves through a watched choke point, away from the central stairs.  Some time later I got a notice that one of my useless migrant dwarves had died from dehydration.  Not knowing that anyone was in peril, I hit the "zoom to location" on the log entry...  and there was the corpse, up on top of the wall.  He must have been stuck up there since its construction.

      But how could he have gotten up there?  There were never any stairs, ramps or natural hills up to that level.  White dwarves can't jump, as far as I know.  Is there some ability given by the mod that could allow this?

      Sorry if this has been asked before, I didn't read through the 200+ pages here...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: hormiga on October 26, 2010, 11:13:59 am
      Well my wealth is just under 1mil, I was used to the old versions with sieges in the first year or two.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: TomiTapio on October 26, 2010, 11:48:21 am
      and there was the corpse, up on top of the wall.  He must have been stuck up there since its construction.
      But how could he have gotten up there?  There were never any stairs, ramps or natural hills up to that level.  White dwarves can't jump, as far as I know.  Is there some ability given by the mod that could allow this?
      I had a similar event once or twice. I don't think it's Genesis-related, just something odd (a tiny bug) in wall-building.

      I'ma foraging, hunting and cooking in Fallout New Vegas now :) :) :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: arghy on October 26, 2010, 12:52:19 pm
      I gave this mod a try, and I've been having a lot of fun with it (I especially like watching the goblin mages with the fireballs accidentally kill each other when a !!cat!! runs by), but I had something really odd happen.  Early in my game I constructed a wall around my fort.  Nothing fancy, just a simple single Z-level wall with a gap to force thieves through a watched choke point, away from the central stairs.  Some time later I got a notice that one of my useless migrant dwarves had died from dehydration.  Not knowing that anyone was in peril, I hit the "zoom to location" on the log entry...  and there was the corpse, up on top of the wall.  He must have been stuck up there since its construction.

      But how could he have gotten up there?  There were never any stairs, ramps or natural hills up to that level.  White dwarves can't jump, as far as I know.  Is there some ability given by the mod that could allow this?

      Sorry if this has been asked before, I didn't read through the 200+ pages here...

      haha had this happen to me to--always check your walls and hard to reach areas for those suicidal hermits
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: arghy on October 26, 2010, 05:57:53 pm
      Hey i checked the wiki but i couldent find a new updated page on what the new buildings do--i have an old one but it doesnt have the new buildings on it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on October 26, 2010, 07:31:28 pm
      Zanethda: wow, I don't know how did I miss STEM_KENAF after I renamed it to STEM_HEMP. Thank you. I wonder what are those trees, I've never seen anything like that, but I will look into it.


      and there was the corpse, up on top of the wall.  He must have been stuck up there since its construction.
      But how could he have gotten up there?  There were never any stairs, ramps or natural hills up to that level.  White dwarves can't jump, as far as I know.  Is there some ability given by the mod that could allow this?
      I had a similar event once or twice. I don't think it's Genesis-related, just something odd (a tiny bug) in wall-building.

      I'ma foraging, hunting and cooking in Fallout New Vegas now :) :) :)
      I do it too :P. So expect the addition of bighorns, night stalkers, cazadors and other new critters. Also, lots of new plants were added to the lore.

      Hey i checked the wiki but i couldent find a new updated page on what the new buildings do--i have an old one but it doesnt have the new buildings on it.
      They were in the .xml file. There was something changed during the last a few updates, but the general info is still the same.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Pan on October 26, 2010, 09:03:20 pm
      I miss the old orcs who would siege you on your first winter.

      Hehe... same here.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: arghy on October 26, 2010, 09:18:59 pm
      Zanethda: wow, I don't know how did I miss STEM_KENAF after I renamed it to STEM_HEMP. Thank you. I wonder what are those trees, I've never seen anything like that, but I will look into it.


      and there was the corpse, up on top of the wall.  He must have been stuck up there since its construction.
      But how could he have gotten up there?  There were never any stairs, ramps or natural hills up to that level.  White dwarves can't jump, as far as I know.  Is there some ability given by the mod that could allow this?
      I had a similar event once or twice. I don't think it's Genesis-related, just something odd (a tiny bug) in wall-building.

      I'ma foraging, hunting and cooking in Fallout New Vegas now :) :) :)
      I do it too :P. So expect the addition of bighorns, night stalkers, cazadors and other new critters. Also, lots of new plants were added to the lore.

      Hey i checked the wiki but i couldent find a new updated page on what the new buildings do--i have an old one but it doesnt have the new buildings on it.
      They were in the .xml file. There was something changed during the last a few updates, but the general info is still the same.

      Wheres the xml file? i got an old one from 2.99b which doesnt have alot of new buildings on it. I tried DLing the both the mayday and the graphics one both of which dont have the xml file in them anymore.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on October 28, 2010, 11:24:59 am
      Oops, I think I removed it in the latest versions because it was not up do date :/.

      I will update it and put it in soon.

      Any ideas or requests for a Halloween release? :P

      Quote
      - What is a goblin's favorite dessert?
      - I-Scream!!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: arghy on October 28, 2010, 01:08:24 pm
      Something to do with the caverns--perhaps a nuisance creature that steals your food thats sneaking.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: grank6 on October 28, 2010, 07:13:45 pm
      i'd say an update with the wiki but for something in game i don't know
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Flaede on October 29, 2010, 12:12:26 am
      Oops, I think I removed it in the latest versions because it was not up do date :/.

      I will update it and put it in soon.

      Any ideas or requests for a Halloween release? :P

      Quote
      - What is a goblin's favorite dessert?
      - I-Scream!!


      Pumpkins
      Jackolantern toy trade items. (made of "Carved Pumpkin" ?)
      Headless Centaurs with "Flaming Pumpkin Breath" (burning globs of pumpkin?)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on October 29, 2010, 12:28:36 pm
      Pumpkins are in like... from the first release?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Eagle_eye on October 29, 2010, 04:31:18 pm
      A small chance for a dwarf to be born a psychopath, who at a certain age, simply goes beserk. Is that possible?

      Also: maybe some sort of witch monster that exudes toxins causing minor syndromes?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Hirkyl on October 30, 2010, 05:45:47 am
      Hey I'm wondering what is the purpose behind some of the new workshops for instance:
      -Altars of Nature and War
      -Philosophers garden
      -Potted plant
      -Display case

      I'm sorry if these questions have been answered already the thread is way too long for me to find it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Lord Shonus on October 30, 2010, 08:28:24 am
      Altars allow you to "sacrifice" something in exchange for something else.
      Display cases simply allow you to put any item on display for room value or asthetics.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on October 30, 2010, 08:47:36 am
      Yeah, Lord Shonus is right.

      I.e. Altar of war takes weapons and has a really low chance to give you an uberweapon. I just thought that some community game may want an altar of sorts, and I didn't want to add a building without a purpose.

      Philosopher's garden allows you to train concentration and something else, I should check. Again, it's for flavor mostly, because I don't think that the concentration skill makes a big difference for now.

      Potted plant is just to make your plazas, squares and corridors to look prettier.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Flaede on October 30, 2010, 12:43:31 pm
      Pumpkins are in like... from the first release?

      ? they are? Wow. I have never run across them in all the forts I've made.
      I more included that one as the prereq. for the following ones.

      Display cases also make the "display" item unstealable. Which is hella-useful.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: TomiTapio on October 31, 2010, 08:48:09 am
      Any ideas or requests for a Halloween release? :P
      I had the Demon Cats earlier, biting adventurers' ankles and being a general nuisance. (emails them to Deon)

      A small chance for a dwarf to be born a psychopath, who at a certain age, simply goes beserk. Is that possible?
      Not possible. Could make gloomers super-grumpy, and may be they would never make a friend then. High anger and low patience too.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Eagle_eye on October 31, 2010, 10:11:15 pm
      maybe a rare caste of dwarf that exudes mildly toxic gas, but has a heatdam point of 0?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Miko19 on November 01, 2010, 04:10:16 pm
      Deon, you should get ready for 31.17 ;P
      Also, will you update Wasteland after the new DF release?
      I'm wondering, because it adds aimed attacks=xenomorph face bites!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: DwarfOfDefeat on November 01, 2010, 10:07:02 pm
      Awesome idea (i hope) a non playable undead race that roams the maps and kill thing which in then turns them undead. it would be a cool idea but it would need to be limited to what it can do. for example how would you like over 200 undead things appearing out of the blue? (OH GOD! THE LAGG!) maybe they start with like... say 10 of them when they decide to attack your base. and whatever they kill on the map turns undead? Just thinking of this makes me see alot of players putting up quarrentine areas (incase it happens they make it into your base) 8)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Flaede on November 02, 2010, 01:13:59 am
      Deon, you should get ready for 31.17 ;P
      Also, will you update Wasteland after the new DF release?
      I'm wondering, because it adds aimed attacks=xenomorph face bites!

      Or xenomorphs that grapple - then inject?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on November 02, 2010, 02:36:33 am
      Awesome idea (i hope) a non playable undead race that roams the maps and kill thing which in then turns them undead. it would be a cool idea but it would need to be limited to what it can do. for example how would you like over 200 undead things appearing out of the blue? (OH GOD! THE LAGG!) maybe they start with like... say 10 of them when they decide to attack your base. and whatever they kill on the map turns undead? Just thinking of this makes me see alot of players putting up quarrentine areas (incase it happens they make it into your base) 8)
      I had around 250 attackers at a time and it was not laggy as long as nobody was a building destroyer. Otherwise your FPS would die :P. I am careful now with that token.

      Deon, you should get ready for 31.17 ;P
      Also, will you update Wasteland after the new DF release?
      I'm wondering, because it adds aimed attacks=xenomorph face bites!
      Sure. That's the main thing which holds me back. I just don't want to update both versions (and actually it would make 6 versions, considering all the tileset/ASCII fuss) of .12/.16. I will just move on .17 with both mods. I also wanted to include new critters into the Wasteland mod after I've played Fallout: New Vegas.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: DwarfOfDefeat on November 02, 2010, 05:06:58 am
      scince this would be my first mod ive ever downloaded i need some help... where do i extract / put the file at?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on November 02, 2010, 08:01:41 am
      Download the version you want and play it. It's pre-packaged.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: DwarfOfDefeat on November 02, 2010, 12:58:47 pm
      oh my bad then. im always afraid of Rars. they tend to rip my computers spinal chord out (Rip 5th computer D:)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on November 02, 2010, 04:27:41 pm
      Huh, I am sure 90+% of archives out there are RARs.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: dennislp3 on November 02, 2010, 04:30:12 pm
      or 7zip....not much different in the end....and how do they kill your comps >.>
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on November 02, 2010, 04:31:19 pm
      Quote
      rip my computers spinal chord out

      Apparently they don't work well with computers which have spinal cords.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: dennislp3 on November 02, 2010, 04:37:07 pm
      sure you weren't extracting a .RAWR file as opposed to a .RAR? (end lame joke....crickets crickets)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: calrogman on November 02, 2010, 08:23:35 pm
      Can't wait to use this mod along with targeted attacks in the next release.  Should make for some...  interesting... combat opportunities.

      Edit:  Also, as a Linux user, RARs can suck my kernel modules.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: BigD145 on November 02, 2010, 11:10:28 pm
      Edit:  Also, as a Linux user, RARs can suck my kernel modules.

      They're better than .sit.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: calrogman on November 03, 2010, 04:40:39 am
      .sit

      I was not immediately familiar with the .sit file extension so I wiki'd it and fsck everything about that.  bzip2 all the way!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: dragonshardz on November 04, 2010, 07:12:21 am
      .7z isn't too bad though.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Miko19 on November 04, 2010, 02:26:11 pm
      Awesome idea (i hope) a non playable undead race that roams the maps and kill thing which in then turns them undead. it would be a cool idea but it would need to be limited to what it can do. for example how would you like over 200 undead things appearing out of the blue? (OH GOD! THE LAGG!) maybe they start with like... say 10 of them when they decide to attack your base. and whatever they kill on the map turns undead? Just thinking of this makes me see alot of players putting up quarrentine areas (incase it happens they make it into your base) 8)
      I had around 250 attackers at a time and it was not laggy as long as nobody was a building destroyer. Otherwise your FPS would die :P. I am careful now with that token.

      Deon, you should get ready for 31.17 ;P
      Also, will you update Wasteland after the new DF release?
      I'm wondering, because it adds aimed attacks=xenomorph face bites!
      Sure. That's the main thing which holds me back. I just don't want to update both versions (and actually it would make 6 versions, considering all the tileset/ASCII fuss) of .12/.16. I will just move on .17 with both mods. I also wanted to include new critters into the Wasteland mod after I've played Fallout: New Vegas.
      Geckos.
      That's the only monster from NV (and Fallout 2) that's worth adding.
      Also, can xeno's sting with their...uh, stingers? If so, do they inject poison? If so, aimed attacks will make xeno's more unkillable than before! And so the predies.
      Also, do you know that you can add preset skill levels to races now? EPIC
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on November 04, 2010, 07:16:33 pm
      Eh, xenomorphs are in Wasteland mod. And why geckos? We have raptors which are the same thing, but scarier and bigger! :D I just don't think that those names fit the fantasy settings.

      Xenomorph - too "scientific". Facehugger/gutterer/... sound better.

      Geckos - as I said, raptors and lizardmen fill the niche. However "gecko" as a lizard, next to iguana, sound fun. I should add them.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: BigD145 on November 04, 2010, 08:02:01 pm
      Geckos - as I said, raptors and lizardmen fill the niche. However "gecko" as a lizard, next to iguana, sound fun. I should add them.

      Geckos as bigger vermin. Make a few breathe fire and they'll take care of the cat problem.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on November 05, 2010, 10:18:39 am
      I like the idea :).

      Anyway, please suggest night creatures.

      The most obvious ones, coming to my mind (which would work well with "steal and convert" mechanic): zombies, vampires, werewolves, drown, devilkin, wendigo. Your ideas please?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Miko19 on November 05, 2010, 11:04:13 am
      I like the idea :).

      Anyway, please suggest night creatures.

      The most obvious ones, coming to my mind (which would work well with "steal and convert" mechanic): zombies, vampires, werewolves, drown, devilkin, wendigo. Your ideas please?
      Everything. I like zombies the most, because I'd like to play as an undead dwarf that bites people in their heads, chewing their brains :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: arghy on November 05, 2010, 02:04:26 pm
      Hey so how do i use the special buildings? i assigned dwarves via the profile but nothing happened as i was not given the option to queue anything on the training dummy.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Flaede on November 05, 2010, 04:48:19 pm
      Hm. Night creatures... How about some sort of ocean-creature? Selkies seem to fit the bill sort of. Though usually men steal them, instead of them stealing men...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Kiktamo on November 05, 2010, 05:04:30 pm
      Hm. Night creatures... How about some sort of ocean-creature? Selkies seem to fit the bill sort of. Though usually men steal them, instead of them stealing men...

      True though an evil form of merpeople that kidnap people and convert them is a good idea and would certainly make ocean areas more dangerous.

      Sadly though most existing myths about evil aquatic creatures mostly just have them drown people...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: jetex1911 on November 05, 2010, 05:20:51 pm
      by convert do you mean transforming them?  ???
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Kiktamo on November 05, 2010, 06:30:48 pm
      Yes...what else would I mean?  ??? ???
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: BigD145 on November 05, 2010, 08:45:22 pm
      Hm. Night creatures... How about some sort of ocean-creature? Selkies seem to fit the bill sort of. Though usually men steal them, instead of them stealing men...

      True though an evil form of merpeople that kidnap people and convert them is a good idea and would certainly make ocean areas more dangerous.

      Sadly though most existing myths about evil aquatic creatures mostly just have them drown people...

      Undead aquatic child abductors?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on November 06, 2010, 02:47:15 am
      Hey so how do i use the special buildings? i assigned dwarves via the profile but nothing happened as i was not given the option to queue anything on the training dummy.
      You need training weapons.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Flaede on November 06, 2010, 05:09:25 am
      Hm. Night creatures... How about some sort of ocean-creature? Selkies seem to fit the bill sort of. Though usually men steal them, instead of them stealing men...

      True though an evil form of merpeople that kidnap people and convert them is a good idea and would certainly make ocean areas more dangerous.

      Sadly though most existing myths about evil aquatic creatures mostly just have them drown people...

      Undead aquatic child abductors?

      :D They take them away to live under the sea, but dont' convert them! As soon as you enter Mer-towns, all the kidnapped children drown!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: GaxkangtheUnbound on November 06, 2010, 08:52:27 am
      Who lives in an empire, under the sea?
      Kidnapped children!
      Who is a slave because of Toad-y?
      Kidnapped children!

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Kiktamo on November 06, 2010, 01:49:36 pm
       :P Not really what I meant but sure go for it. Heck Kelpies(evil water horses) are creatures that lure kids onto their backs so that they can drown/eat them....but such are the way evil creatures are.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: grank6 on November 06, 2010, 04:27:14 pm
      how about a undead dragon? thats a night creature
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on November 06, 2010, 04:42:47 pm
      Yeah, there's already a lich (which can be a nice night creature along with ghouls and mummies for desert regions) and I thought of adding a dracolich, so it should be in.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Teddy Bundy on November 06, 2010, 05:02:02 pm
      Hello, I love your mod! really adds a lot of content to the game :D

      my suggestion, you could raise the dead (dwarves, elves, humans, etc.) that have long unburied, this can repesent they can not travel to another world and the aggrieved and angry dwarf returns like a zombie, skeletons, ghosts, wights etc to kick ass

      and if some noble is raised has the ability to raise other dwarfs that have been buried, think about what would happen if he reach the great hall of tombs

      A LOT OF FUN IN ZOMBIE APOCALYPSE! XD

      And now a very small complaint

      I'm having random crash when I played about 20 minutes, I turned off the font and created a new world and the crash persists, any clues? how could i report bugs?

      and thanks for your work!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on November 06, 2010, 06:05:17 pm
      The only thing is maybe a little bug with snakes. I told earlier how to fix it and was lazy not to update the download... My bad probably. Or it could be some DF crash which happens even without mods (I had it in community games and couldn't circumvent it).

      You cannot make everything you want, just what RAWs allow you, so your first requiest cannot be made for now. But we'll see what the next verion brings.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Urist McFly on November 06, 2010, 10:04:10 pm
      So every time I make a world, I always get the exact same options for races to start out in adventure mode, but I really wanna play a kobold. I only get the Kobold: Play Now! option and there are never any living Kobold civilizations left. I even went and modded the raws to make them more resilient, to no avail. Am I just really really unlucky?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Eradacater on November 06, 2010, 11:45:58 pm
      how bout a semi Dr. Who inspired night creature. You know the cyber men, or those pig people the darleks used as slaves?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: TomiTapio on November 07, 2010, 12:16:37 pm
      Orcs and Tellarites are already part pig, part human. And Pig Boy from The Chronicle (tv series).
      Hmm, maybe a small humanoid race like the kobolds (who are part dog). Not cat people. Ferretfolk? Sheepmen.

      I forget if a sleep poison attack is possible, separate from paralysis-and-suffocate toxin.
      http://df.magmawiki.com/index.php/DF2010:Syndrome
      I think an outdoor swarming (5-12 in a group) creature with cave floater toxin (fever, drowsy, dizzy, real long duration) would spice things up occasionally.
      What would the creature be... Spraying beetle, green rat, mangy bat, giant centipede, slimy frog, orange snake.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: BigD145 on November 07, 2010, 12:44:37 pm
      A spitting cobra the size of a dwarf would be fun.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Tyler6498 on November 07, 2010, 07:21:17 pm
      Probably quite the noob question but when i'm in Fortress mode (in this mod) I don't seem to get a special type of dwarf. Just the basic Dwarves and I really wish to know if it's random and they don't tell you or if I have to do something to make me play obsidian dwarves (Since i want a fort covered in exploding booze and burning war cats which will strike down those petty goblins and there unburnt flesh!)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: kilakan on November 07, 2010, 08:15:46 pm
      press v (point to a dwarf)-p-z-enter and it should give a description of said dwarf along with what class they are.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Tyler6498 on November 07, 2010, 09:04:24 pm
      Ahh, thanks for the info on that.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: JacenHanLovesLegos on November 08, 2010, 09:01:52 am
      I just downloaded, made a new world, and played till the first summer. I have one question. Do training dummies do anything? It may just be that I ahve a one dwarf military, but I want to be sure anyway.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Dbuhos on November 08, 2010, 10:05:44 am
      Giant bats ?

      And horseless headless ghouls...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Urist McFly on November 08, 2010, 09:13:09 pm
      Giant bats ?

      And horseless headless ghouls...


      Ha. TF2 Reference.

      But, shameless re-asking of my question; Why don't I get kobolds to start as an adventurer EVER?

      They always die out, and I've tried everything I could think of...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Tyler6498 on November 08, 2010, 10:15:40 pm
      Giant bats ?

      And horseless headless ghouls...


      Ha. TF2 Reference.

      But, shameless re-asking of my question; Why don't I get kobolds to start as an adventurer EVER?

      They always die out, and I've tried everything I could think of...

      Well my world has them still alive in adventure so you may just have bad luck but, if you DO see there option but no land on the map, it's probably because there hidden cave civ.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Torgan on November 09, 2010, 06:46:46 am
      I just downloaded, made a new world, and played till the first summer. I have one question. Do training dummies do anything? It may just be that I ahve a one dwarf military, but I want to be sure anyway.
      From the previous page :P

      Hey so how do i use the special buildings? i assigned dwarves via the profile but nothing happened as i was not given the option to queue anything on the training dummy.
      You need training weapons.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: JacenHanLovesLegos on November 09, 2010, 08:11:26 am
      Oh. Didn't really want to look through 238 pages of posts. Thanks.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Flaede on November 09, 2010, 10:55:52 am
      But, shameless re-asking of my question; Why don't I get kobolds to start as an adventurer EVER?

      They always die out, and I've tried everything I could think of...

      Did you try adding a lot more caves? How about reducing worldgen to ~100 years?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: JacenHanLovesLegos on November 09, 2010, 11:56:29 am
      I'm pretty sure it's impossible to play a Kobold without the Play Now. But, I don't play Adventurer mode.

      EDIT : Is this normal? Also, spelling.

      Spoiler: Weird... (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Flaede on November 09, 2010, 01:43:57 pm
      I'm pretty sure it's impossible to play a Kobold without the Play Now. But, I don't play Adventurer mode.

      EDIT : Is this normal? Also, spelling.

      Spoiler: Weird... (click to show/hide)

      They are an adventure playable race in Genesis, if there is a colonized cave, you can choose them in Play Now.
      As for your weird dwarf-eating creature, it happens.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: arghy on November 09, 2010, 04:22:43 pm
      I was thinking dirty thoughts
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: kilakan on November 09, 2010, 05:28:28 pm
      you are incredibly si.... nevermind I was too.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: JacenHanLovesLegos on November 09, 2010, 05:39:37 pm
      As for your weird dwarf-eating creature, it happens.

      Sigged.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on November 10, 2010, 12:08:31 am
      Yeah, mistress is a fine creature of the demonic race. I removed goblins and replaced them with a mixed race based on Dungeon Keeper game series, so you see where it comes from.

      I took the suggestions about more poison-spitting critters and I've made a few more. I can't wait for the next release! :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: JacenHanLovesLegos on November 10, 2010, 08:16:23 am
      Apparently there was also a battle between demons and dwarves too. I'll check later if it's the same one.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: arghy on November 11, 2010, 01:00:48 am
      Wow the weight bench is friggin genius! i just built 3 benches and 6 dummys and put everything on repeat so my entire fortress is training on their off hours.

      What does the game workshops do and how do i use them? i got a chess table up but i cant seem to get a dwarf to go to it--what does it do for the dwarf anyhow?

      I've so far had a few ambushes which ended hilariously since i had 30 dwarves armed with a 20 complete suits of superior+ steel armor/weapons. I raise the draw bridge until my dwarves can assemble then i lower it and wait till the ambush squad gos through my 2 tile entrance which has 30 dwarves with multiple war animals on the other side hehe. My mayor/baron is also apparently a badass as he was walking to my temporary trade depot while one of these attacks were going on and he fucking deflects a stray arrow shot at him with his bare hand.

      So far i've lost 4 dwarves, 1 to outside forces 3 to construction accidents.... one took a block to the face then rode it down 7 z levels before slamming through the floor of my dining hall landing in the caverns which just happened to be occupied by a group of ghouls. I'm sure they were scared shitless when a dwarf body exploded out of no where. I cant wait till my standing army is strong enough for me to conquer the cavern so my dwarves can look down through their masterful green glass windows and watch my domesticated giant cave swallows flying around the caverns--in between constant combat from above of course!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Miko19 on November 11, 2010, 02:19:14 pm
      NEW VERSION TIME GUYS!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: dmgpurity on November 11, 2010, 06:13:41 pm
      NEW VERSION TIME GUYS!
      YES, do it... if you can, try to make the genitalia a markable area for an aimed attack ;D.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: arghy on November 11, 2010, 07:34:29 pm
      Heh i actually wanted to start a new fort anyhow with more elephants because those giant cave swallows are bullshit same with ferrets. I honestly dont see why bulls cant be war bulls since the constant death from bull fights in spain/mexico prove that bulls are totally capable of killing people and i hate having to kill them because their useless compared to awesome milk producing cows.

      I noticed my caverns have been really sub standard also with really basic layouts--is it because i end the year count early? or have i just been unlucky?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Flaede on November 11, 2010, 08:47:45 pm
      New version has targeted biting. I am going crazy with this. (if you've noticed me on other threads talking about buzzard biting, I am sorry). This immediately made me think of certain castes of dwarves that really should have fangs. And perhaps poison. Someone needs to test and see if poison injection can be done in Adventure mode with targeted attacks.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on November 11, 2010, 09:46:53 pm
      THE HELL, IT'S OUT!

      It's 6 AM and I was playing half night and working another half... I will take some sleep and get to it!

      New version has targeted biting. I am going crazy with this. (if you've noticed me on other threads talking about buzzard biting, I am sorry). This immediately made me think of certain castes of dwarves that really should have fangs. And perhaps poison. Someone needs to test and see if poison injection can be done in Adventure mode with targeted attacks.
      Aspid dwarves now has a meaning. And you can inject poison in adventure mode. Actually you could it before, but normally you didn't bite. Areagdmakgadmg. YEAH NEW VERSION :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Flaede on November 11, 2010, 10:45:09 pm
      THE HELL, IT'S OUT!

      It's 6 AM and I was playing half night and working another half... I will take some sleep and get to it!

      New version has targeted biting. I am going crazy with this. (if you've noticed me on other threads talking about buzzard biting, I am sorry). This immediately made me think of certain castes of dwarves that really should have fangs. And perhaps poison. Someone needs to test and see if poison injection can be done in Adventure mode with targeted attacks.
      Aspid dwarves now has a meaning. And you can inject poison in adventure mode. Actually you could it before, but normally you didn't bite. Areagdmakgadmg. YEAH NEW VERSION :D

      Note - you can bite a different thing for each tooth.
      That means that the average dwarf, with six teeth, can technically bite six different things. I think even 6 different creatures, but I know for sure 6 different limbs.
      Not sure how you might want to use this fact, but it seemed important to make sure it was noted.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Miko19 on November 12, 2010, 03:59:37 am
      THE HELL, IT'S OUT!

      It's 6 AM and I was playing half night and working another half... I will take some sleep and get to it!

      New version has targeted biting. I am going crazy with this. (if you've noticed me on other threads talking about buzzard biting, I am sorry). This immediately made me think of certain castes of dwarves that really should have fangs. And perhaps poison. Someone needs to test and see if poison injection can be done in Adventure mode with targeted attacks.
      Aspid dwarves now has a meaning. And you can inject poison in adventure mode. Actually you could it before, but normally you didn't bite. Areagdmakgadmg. YEAH NEW VERSION :D
      WEEE FUCK YEAH!
      I hope that Genesis comes fast, as I am really annoyed by the hieroglyph graphics of vanilla Dwarf Fortress and the lack of awesome body parts that are attackable :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: TomiTapio on November 12, 2010, 06:10:11 am
      I noticed my caverns have been really sub standard also with really basic layouts--is it because i end the year count early? or have i just been unlucky?
      It's the cavern parameters. Try this for very open, and random wateryness:
         [CAVERN_LAYER_COUNT:3]
         [CAVERN_LAYER_OPENNESS_MIN:80]
         [CAVERN_LAYER_OPENNESS_MAX:90]
         [CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
         [CAVERN_LAYER_PASSAGE_DENSITY_MAX:10]
         [CAVERN_LAYER_WATER_MIN:8]
         [CAVERN_LAYER_WATER_MAX:90]
      in init/world_gen.txt. I think passage density 90 is horrible.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on November 12, 2010, 09:01:26 am
      Hi, TomiTapio! The new version is awesome in many ways. I just woke up (although it's 5 PM here :/) and after I do some stuff I will continue to port genesis to 0.31.17.

      See you soon, guys.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Miko19 on November 12, 2010, 09:15:43 am
      Hi, TomiTapio! The new version is awesome in many ways. I just woke up (although it's 5 PM here :/) and after I do some stuff I will continue to port genesis to 0.31.17.

      See you soon, guys.
      FUCK YEAH AGAIN!
      I want to finally bite off a bears balls and punch him to death with 'em
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Ladde on November 12, 2010, 11:17:33 am
      Oh! I just had a CTD when I was batteling a giant! darn it.
      Well maybe I can construct some defenses if he comes again.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on November 12, 2010, 11:54:07 am
      Yeah, I've got a lot of CtD in the new version. I am disabling TTF for now (you can still enable and use ironhand_mix for your own risk) and enabling seasonal save by default. I will upload the converted to 0.31.17 version soon. No new features yet, just a direct port with all the new additions.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Miko19 on November 12, 2010, 12:38:42 pm
      Yeah, I've got a lot of CtD in the new version. I am disabling TTF for now (you can still enable and use ironhand_mix for your own risk) and enabling seasonal save by default. I will upload the converted to 0.31.17 version soon. No new features yet, just a direct port with all the new additions.
      But that means we can bite phalluses...phallusey? We can bite their dicks and balls!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Deon on November 12, 2010, 12:47:48 pm
      Yes.


      Also oh my god! The burrows and mounds of twilight creatures SAVE ITEM LOCATIONS!

      You can now murder one evil monster and live in its mound (which usually has a table and a door) and store there all items you want without losing them!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Miko19 on November 12, 2010, 12:59:31 pm
      Yes.


      Also oh my god! The burrows and mounds of twilight creatures SAVE ITEM LOCATIONS!

      You can now murder one evil monster and live in its mound (which usually has a table and a door) and store there all items you want without losing them!
      Maybe it's how Toady has given us a sneak-peak of the upcoming adventurer sites?  8)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Miko19 on November 12, 2010, 01:03:26 pm
      Also, any ETA of the 31.17-ready Genesis?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: arghy on November 12, 2010, 01:18:46 pm
      I noticed my caverns have been really sub standard also with really basic layouts--is it because i end the year count early? or have i just been unlucky?
      It's the cavern parameters. Try this for very open, and random wateryness:
         [CAVERN_LAYER_COUNT:3]
         [CAVERN_LAYER_OPENNESS_MIN:80]
         [CAVERN_LAYER_OPENNESS_MAX:90]
         [CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
         [CAVERN_LAYER_PASSAGE_DENSITY_MAX:10]
         [CAVERN_LAYER_WATER_MIN:8]
         [CAVERN_LAYER_WATER_MAX:90]
      in init/world_gen.txt. I think passage density 90 is horrible.

      I usually rocked this one
      [CAVERN_LAYER_COUNT:3]
         [CAVERN_LAYER_OPENNESS_MIN:100]
         [CAVERN_LAYER_OPENNESS_MAX:100]
         [CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
         [CAVERN_LAYER_PASSAGE_DENSITY_MAX:0]
         [CAVERN_LAYER_WATER_MIN:0]
         [CAVERN_LAYER_WATER_MAX:100]

      Though thinking about it i usually hated the fact that there was so much rock which took up CPU if i ever mined it out so i might try 4-5 cavern layers while reducing top layers before the cavern so i have more cavern to work with. I hate the passages and find that the massive open caverns are the best.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/16ϟ] now with truetype for graphics!
      Post by: Dbuhos on November 12, 2010, 01:19:37 pm
      Heh, I'll have to sleep, I'll probably dream about DF but hey. I guess I won't have to endure the wait for genesis.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17ϟ] - now with player homes.
      Post by: Deon on November 12, 2010, 01:44:18 pm
      3.17
      - 3.17 DF 0.31.17 support, a new version's tool is incorporated in adv. crafting (replaced the old carving knife), a fix for snakes' castes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17 ϟ] - now with player homes.
      Post by: Eagle_eye on November 12, 2010, 01:55:30 pm
      now with player homes? really?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17 ϟ] - now with player homes.
      Post by: Deon on November 12, 2010, 01:57:31 pm
      Really. Any twilight creature mound stores your items' coordinates, so you can leave them and stock them in any way you want. I usually take a few barrels and bins from a nearby fortress and arrange them in an appropriate manner.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17 ϟ] - now with player homes.
      Post by: Deon on November 12, 2010, 02:01:25 pm
      OOps, I've uploaded the graphics version with a test save. It's fixed now. It just took additional space in the archive.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17 ϟ] - now with player homes.
      Post by: Miko19 on November 12, 2010, 02:25:39 pm
      Uhhhh, Deon, are the villages and other somesuch supposed to be completely empty in Genesis, or it's something wrong with my game?
      Also: I CAN'T BITE PEOPLE'S GENITALIA! WHY?!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17 ϟ] - now with player homes.
      Post by: Miko19 on November 12, 2010, 02:28:50 pm
      Also, Rope Reed Fiber Cloaks seem to deflect all my bronze axe slashes to the upper body and other parts....
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17 ϟ] - now with player homes.
      Post by: Flaede on November 12, 2010, 02:30:16 pm
      Really. Any twilight creature mound stores your items' coordinates, so you can leave them and stock them in any way you want. I usually take a few barrels and bins from a nearby fortress and arrange them in an appropriate manner.

      I found that the doors vanished after I emptied them and left. Am I wrong?
      Does this make them unfit for using as a sleeping location?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17 ϟ] - now with player homes.
      Post by: Miko19 on November 12, 2010, 02:31:14 pm
      Really. Any twilight creature mound stores your items' coordinates, so you can leave them and stock them in any way you want. I usually take a few barrels and bins from a nearby fortress and arrange them in an appropriate manner.

      I found that the doors vanished after I emptied them and left. Am I wrong?
      Does this make them unfit for using as a sleeping location?
      Blame DF for that, not Genesis.
      But you can sleep\reside in them anyway, as everything will stay there whatsoever
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17 ϟ] - now with player homes.
      Post by: Miko19 on November 12, 2010, 02:33:40 pm
      Also, it seems that when I go into a village, everyone starts trying to kill me for no reason.
      ......
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17 ϟ] - now with player homes.
      Post by: Deon on November 12, 2010, 02:45:30 pm
      Huh, it may be a LOCAL_BANDITRY thing which I applied to too many nations. Gonna remove it and test.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17 ϟ] - now with player homes.
      Post by: Miko19 on November 12, 2010, 02:53:28 pm
      Huh, it may be a LOCAL_BANDITRY thing which I applied to too many nations. Gonna remove it and test.
      Wait a sec, looks like it was because I did the "Nord outsider" thing and spawned inside an orc village, whereas if I go into a Nord village everything is fine.
      :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17 ϟ] - now with player homes.
      Post by: Deon on November 12, 2010, 03:00:13 pm
      Not always. LOCAL_BANDITRY makes other villages of your nation treat you as a raiding bandit. I am going to upload 3.17b soon, but if you want to fix it yourself, just remove [LOCAL_BANDITRY] from everything in entity_default.txt but goblin and kobold entities.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17 ϟ] - now with player homes.
      Post by: Miko19 on November 12, 2010, 03:03:54 pm
      Deon, why can't I attack testicles and phalluses?
      That's the one single thing I've been most anxious to test in Genesis, but now.... :'(
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17b ϟ] - a quick banditry fix
      Post by: Deon on November 12, 2010, 03:05:20 pm
      Because they are considered internal for those nations which have armor. Otherwise they are not protected by the said armor (df bug), and you will see hundreds of iron-clad disemboweled knights.

      Animals and non-entity creatures still have them set to external, so you can bite them as much as you want.

      I've also uploaded the 3.17 with a said fix to the banditry.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17b ϟ] - a quick banditry fix
      Post by: Miko19 on November 12, 2010, 03:06:19 pm
      Because they are considered internal for those nations which have armor. Otherwise they are not protected by the said armor (df bug), and you will see hundreds of iron-clad disemboweled knights.

      Animals and non-entity creatures still have them set to external, so you can bite them as much as you want.

      I've also uploaded the 3.17 with a said fix to the banditry.
      But I remember Toady saying that fingers and toes will be protected by their respective armor now, so why not use the same method for genitals?
      It's good to read the changelog when a new version gets released, you know, Deon? :P
      EDIT: Here it is
       (*)toes/fingers protected by armor
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17b ϟ] - a quick banditry fix
      Post by: Deon on November 12, 2010, 03:08:15 pm
      If it's true, then I will revert the said organs to external. It's a quick fix.

      I didn't have time to read it, I hurried with the update :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17b ϟ] - a quick banditry fix
      Post by: Miko19 on November 12, 2010, 03:10:09 pm
      If it's true, then I will revert the said organs to external. It's a quick fix.

      I didn't have time to read it, I hurried with the update :).
      Hehehehe,
      ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - a quick(ie) genitalia fix
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17b ϟ] - a quick banditry fix
      Post by: Deon on November 12, 2010, 03:14:49 pm
      No, I think I will wait for more bugs/ideas before that.

      Right now you can fix it even for an existing world. Just open your "body_faerun.txt" and replace the text under MALEGEN_PROTECTED, FEMALEGEN_PROTECTED and 2BREASTS_PROTECTED with the text from MALEGEN, FEMALEGEN and 2BREASTS.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17b ϟ] - a quick banditry fix
      Post by: Miko19 on November 12, 2010, 03:23:05 pm
      No, I think I will wait for more bugs/ideas before that.

      Right now you can fix it even for an existing world. Just open your "body_faerun.txt" and replace the text under MALEGEN_PROTECTED, FEMALEGEN_PROTECTED and 2BREASTS_PROTECTED with the text from MALEGEN, FEMALEGEN and 2BREASTS.
      M'kay, thanks!
      Elves! FEAR MY TEETH!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17b ϟ] - a quick banditry fix
      Post by: Deon on November 12, 2010, 03:25:25 pm
      Okay, it looks like kobolds need more weapons. Before that they fared well without hammers because they simply didn't use it. But the new "patrols" code adds hammermen into patrolling groups, and they end with two shields instead.

      I was a bit amused when I've met them for the first time. "Flistroris!"

      What did the kobolds yell at you when they met you in their patrols?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17b ϟ] - a quick banditry fix
      Post by: calrogman on November 12, 2010, 03:31:10 pm
      What did the kobolds yell at you when they met you in their patrols?
      Jeengus!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17b ϟ] - a quick banditry fix
      Post by: Deon on November 12, 2010, 03:31:53 pm
      Ah, it says the encounter name now. Awesome.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17b ϟ] - a quick banditry fix
      Post by: dmgpurity on November 12, 2010, 03:32:15 pm
      No, I think I will wait for more bugs/ideas before that.

      Right now you can fix it even for an existing world. Just open your "body_faerun.txt" and replace the text under MALEGEN_PROTECTED, FEMALEGEN_PROTECTED and 2BREASTS_PROTECTED with the text from MALEGEN, FEMALEGEN and 2BREASTS.
      Yay,I love the fact that aspid dwarves' teeth can inject poison, i smell gangrene of the genitalia  ;D.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17b ϟ] - a quick banditry fix
      Post by: Miko19 on November 12, 2010, 03:33:24 pm
      No, I think I will wait for more bugs/ideas before that.

      Right now you can fix it even for an existing world. Just open your "body_faerun.txt" and replace the text under MALEGEN_PROTECTED, FEMALEGEN_PROTECTED and 2BREASTS_PROTECTED with the text from MALEGEN, FEMALEGEN and 2BREASTS.
      Yay,I love the fact that aspid dwarves' teeth can inject poison, i smell gangrene of the genitalia  ;D.
      LOL! I didn't thought of that! ROTTING PENIS TIME! Sausage?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17b ϟ] - a quick banditry fix
      Post by: dmgpurity on November 12, 2010, 03:35:06 pm
      LOL! I didn't thought of that! ROTTING PENIS TIME! Sausage?
      I'll turn it into a snausage before long...hehe :D.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17b ϟ] - a quick banditry fix
      Post by: freeformschooler on November 12, 2010, 03:35:50 pm
      What did the kobolds yell at you when they met you in their patrols?

      "Slabadachiris!"
      I was frightened at first because I'm used to seeing that screen when encountering an animal raiding party eg. Black Bear. I thought a "Slabadachiris" was a horrible demon of some sort.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17b ϟ] - a quick banditry fix
      Post by: Deon on November 12, 2010, 03:36:08 pm
      Ahem, anything more to share but the rotting genitalia?

      I've noticed that the ring tile has changed, and now rings look like baobabs. Hehe, I will fix it in 3.17c.

      Quote
      I thought a "Slabadachiris" was a horrible demon of some sort.
      It was my first idea too.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17b ϟ] - a quick banditry fix
      Post by: dmgpurity on November 12, 2010, 03:41:33 pm
      Ahem, anything more to share but the rotting genitalia?

      I've noticed that the ring tile has changed, and now rings look like baobabs. Hehe, I will fix it in 3.17c.

      Quote
      I thought a "Slabadachiris" was a horrible demon of some sort.
      It was my first idea too.
      Sorry :-[, and btw, the bite is really effective on the head, especially with poison, I bit a whole goblin fortress and suddenly got tons of messages about people dieing :o.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17b ϟ] - a quick banditry fix
      Post by: Deon on November 12, 2010, 03:43:32 pm
      Ahah, their head/throat is probably paralyzed and they are unable to breathe. Great.


      I've just got a "you feel uneasy" encounter, but I see nobody. What is it? Did you have it?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17b ϟ] - a quick banditry fix
      Post by: dmgpurity on November 12, 2010, 03:48:46 pm
      My game crashed and I had to world gen again, while history genning, I got up to year 102 and the game suddenly shut down, it doesnt happen to the normal 31.17, why is this? Tried again while typing this, crashed again at 97 :-\.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17b ϟ] - a quick banditry fix
      Post by: Flaede on November 12, 2010, 03:49:43 pm
      Ahah, their head/throat is probably paralyzed and they are unable to breathe. Great.


      I've just got a "you feel uneasy" encounter, but I see nobody. What is it? Did you have it?

      I think you had a close encounter with a troll. I had one of those and then blundered into one before travelling.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17b ϟ] - a quick banditry fix
      Post by: Deon on November 12, 2010, 03:58:03 pm
      Nah, I've got it a few more times, and it's a pre-encounter-encounter. So if you wait around you will be ambushed, but you have a chance to leave. It may be any encounter you would get at that place.

      It may be affected by your intuition, or maybe it's random.

      My game crashed and I had to world gen again, while history genning, I got up to year 102 and the game suddenly shut down, it doesnt happen to the normal 31.17, why is this? Tried again while typing this, crashed again at 97 :-\.
      Yeah, I have a lot of trouble genning the world, this probably relates to a big amount of nations. However it only affects the worldgen, so after you spend your patience on the worldgen, you can play nicely.

      I just generate 150 years to avoid the crashing issue. It usually starts after 150+, and I have no way to check what's going on. Obviously it has something to do with some worldgen parameters influencing each other. Maybe areas of influence for nations, maybe zones of acting for night creatures... I will report it on Mantis.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17b ϟ] - a quick banditry fix
      Post by: dmgpurity on November 12, 2010, 03:58:49 pm
      Nah, I've got it a few more times, and it's a pre-encounter-encounter. So if you wait around you will be ambushed, but you have a chance to leave. It may be any encounter you would get at that place.

      It may be affected by your intuition, or maybe it's random.

      My game crashed and I had to world gen again, while history genning, I got up to year 102 and the game suddenly shut down, it doesnt happen to the normal 31.17, why is this? Tried again while typing this, crashed again at 97 :-\.
      Yeah, I have a lot of trouble genning the world, this probably relates to a big amount of nations. However it only affects the worldgen, so after you spend your patience on the worldgen, you can play nicely.

      I just generate 150 years to avoid the crashing issue. It usually starts after 150+, and I have no way to check what's going on. Obviously it has something to do with some worldgen parameters influencing each other. Maybe areas of influence for nations, maybe zones of acting for night creatures... I will report it on Mantis.
      Okay thanks

      EDIT: Stopped at 100, works fine thanks again.
      I dedicate Awetchcauntes, The Legendary Universes to you, good sir.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17b ϟ] - a quick banditry fix
      Post by: Miko19 on November 12, 2010, 04:04:56 pm
      Ahem, anything more to share but the rotting genitalia?

      I've noticed that the ring tile has changed, and now rings look like baobabs. Hehe, I will fix it in 3.17c.

      Quote
      I thought a "Slabadachiris" was a horrible demon of some sort.
      It was my first idea too.
      The tile has changed because Toady made it to support the upcoming adv mode tools!
      Deon, seriously, RTFC xD
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17b ϟ] - a quick banditry fix
      Post by: Kiktamo on November 12, 2010, 04:07:30 pm
      Well adventure reactions now make armor that's vanilla human sized apparently so what race would be the closest to that? Because my current keeper adventurer created a small wolf bone helm.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17b ϟ] - a quick banditry fix
      Post by: InsanityPrelude on November 12, 2010, 04:20:28 pm
      Is the banditry bug you fixed in vanilla DF? Not that I play adventure mode much anyway, but I don't use all of Genesis and that sounds like something worth fixing.

      Also, you're not uploading raws-only versions anymore? :( 21 megabytes or more is a lot to download just for a few updates.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17b ϟ] - a quick banditry fix
      Post by: Deon on November 12, 2010, 04:40:11 pm
      Ahem, anything more to share but the rotting genitalia?

      I've noticed that the ring tile has changed, and now rings look like baobabs. Hehe, I will fix it in 3.17c.

      Quote
      I thought a "Slabadachiris" was a horrible demon of some sort.
      It was my first idea too.
      The tile has changed because Toady made it to support the upcoming adv mode tools!
      Deon, seriously, RTFC xD
      I've seriously noticed it after I've read the manual. GTFO xD

      Well adventure reactions now make armor that's vanilla human sized apparently so what race would be the closest to that? Because my current keeper adventurer created a small wolf bone helm.
      Great to know... Only orcs now are of the vanilla human size. I will make all entity creatures of the same size until it's further developed then. And  I will add blacksmithing. I'll upload 3.17c soon.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17b ϟ] - a quick banditry fix
      Post by: dennislp3 on November 12, 2010, 04:55:02 pm
      Is there any documentation on castes of demons and Illithid....Im not the best at flipping through raws and I just want to know some of the differences....mainly with the illithids so I know how the different castes would affect adventuring
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17b ϟ] - a quick banditry fix
      Post by: arghy on November 12, 2010, 04:59:46 pm
      What graphics pack is in the graphics version?

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17b ϟ] - a quick banditry fix
      Post by: Deon on November 12, 2010, 05:26:52 pm
      It's Ironhand as always. Also damn it, the new adventure mode is fun, I was going to test armorcrafting but ended with killing a few beholders in their lairs, and then leading an army of orcs against an orcish bandit camp... Damn. I have to restart my adventurer now, because the one I started for a test now misses a head.

      dennislp3: I didn't write anything about that, I will try to word it quickly and write something later.

      Illithid archmasters/voidmasters are bigger and have forcefields which work like armor. You should be afraid of Giths, they are HUGE partially inorganic machines of death.

      Demons are easy to understand if you've ever played Dungeon Keeper. Warlocks throw fireballs, bile demons are bigger and spread odor which causes vomiting; goblins, trollkin, mistresses, dark elves and barghests are nothing special; vampiress has much less bloody tissues so is harder to be killed through a bloodloss.

      Wait less than an hour, I will upload 3.17c.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17b ϟ] - a quick banditry fix
      Post by: arghy on November 12, 2010, 05:31:09 pm
      If i copy over the mayday graphics pack from my current DF it should work the same yeah?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17b ϟ] - a quick banditry fix
      Post by: Deon on November 12, 2010, 05:31:50 pm
      I think some tiles were changed, but you can try. I will make a Mayday version later for sure.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17b ϟ] - a quick banditry fix
      Post by: Miko19 on November 12, 2010, 05:43:42 pm
      So, Deon, since your favorite child, Genesis, is so spoiled now, why won't you take some time with your so very neglected creation, Wasteland?
       ;)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17b ϟ] - a quick banditry fix
      Post by: Deon on November 12, 2010, 05:49:17 pm
      Because I didn't patch Genesis yet, and it's 2 AM already. I will release 3.17c now, sleep a bit and start to work on Wasteland. There's so many stuff to do there, heh.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17b ϟ] - a quick banditry fix
      Post by: Miko19 on November 12, 2010, 05:50:11 pm
      Because I didn't patch Genesis yet, and it's 2 AM already. I will release 3.17c now, sleep a bit and start to work on Wasteland. There's so many stuff to do there, heh.
      Yup, going from 31.12 into 31.17 can be a little bit of a....step forward :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: Deon on November 12, 2010, 05:53:30 pm
      3.17c
      - 3.17c All races are now of the same size, they can now use adventure-mode crafted clothing. Genitals are external again. Bite if you wish.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: Miko19 on November 12, 2010, 05:55:50 pm
      3.17c
      - 3.17c All races are now of the same size, they can now use adventure-mode crafted clothing. Genitals are external again. Bite if you wish.
      Yee-haw, pardner!
      The only thing I need to make my life complete is to bite a super mutant in the face with a xenomorph tongue.
      You get my drift?
       :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: dennislp3 on November 12, 2010, 06:01:19 pm
      3.17c
      - 3.17c All races are now of the same size, they can now use adventure-mode crafted clothing. Genitals are external again. Bite if you wish.

      how much will everyone being the same size affect combat?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: arghy on November 12, 2010, 06:04:32 pm
      Yeah maybe make a avd mode version and a fortress version because making everyone the same size sounds like problems. I cant seem to gen a world--large region 45 civs and every time a gen a world it crashes at 220.

      Also the mayday version for some odd reason only had 1 cave level so that explained my shitty cavern, rocking 5 layers 1 layer apart with only 3 layers on top of the first one so should make for some interesting caves and stalactite citys.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: dennislp3 on November 12, 2010, 06:27:28 pm
      yeah im getting tons of crashes at worldgen....
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: Deon on November 12, 2010, 07:01:42 pm
      3.17c
      - 3.17c All races are now of the same size, they can now use adventure-mode crafted clothing. Genitals are external again. Bite if you wish.
      how much will everyone being the same size affect combat?
      A bit, but not so much. In vanilla a difference between a dwarf and a human is a difference between 60'000 and 70'000. At the same time a difference between a cow and a human is a difference between 200'000 and 70'000.

      So dwarves became a bit more badass in comparison to humans (actually they just reached their size). Everything else (i.e. elephants at 5'000'000) won't feel the difference.

      yeah im getting tons of crashes at worldgen....
      As I said, probably it will be fixed in the new df version, but for now you have to endure it once when you make the world.

      I was able to generate a 500 years old world and play with it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: Deon on November 12, 2010, 07:04:15 pm
      Wow, currently there's a problem called "give-me-all-your-quests".

      I was able to gather a nice party:
      (http://i53.tinypic.com/2z9dw94.png)

      But then a random wrestler gave me like 50 quests (and he would probably give more, but I became bored and left him alone):
      (http://i52.tinypic.com/fdr47r.png)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: freeformschooler on November 12, 2010, 07:17:32 pm
      But then a random wrestler gave me like 50 quests (and he would probably give more, but I became bored and left him alone):

      Isn't that to be expected, though, if you gen a world with 500 years of history? I mean there are a lot of outlaws that could pop up in that time.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: JacenHanLovesLegos on November 12, 2010, 07:19:57 pm
      Yeah, I got the same thing from a peasant in vanilla. It was like 250 years of history or so.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: Deon on November 12, 2010, 07:22:32 pm
      But then a random wrestler gave me like 50 quests (and he would probably give more, but I became bored and left him alone):

      Isn't that to be expected, though, if you gen a world with 500 years of history? I mean there are a lot of outlaws that could pop up in that time.
      I mean that in the previous version a man gave you a quest (only a leader) and then when you asked for another he just told you something like "you already have a job, do it!"

      Now you can get tons of quests from anyone and run around doing them. It's awesome. I wish you could check more details on your Quest page though, I keep forgetting what kind of enemy is that Qwerty Qwertyuiop.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: freeformschooler on November 12, 2010, 07:24:19 pm
      Now you can get tons of quests from anyone and run around doing them. It's awesome. I wish you could check more details on your Quest page though, I keep forgetting what kind of enemy is that Qwerty Qwertyuiop.

      You can! Press 'm' when your cursor is over the quest target on the quest page. It gives you the type of creature it is and nothing else.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: arghy on November 12, 2010, 09:29:07 pm
      Jesus i just tried to get a large region to year 500 16 times and it crashed every time--tried at 220 another 12 times and now its crashing at around year 180. Is it because i have 5 cavern layers? i mean i have only 45 civs so i dont see how that could be causing any problems.

      I'm going to try a large island at 500 with only 4 cave layers to see if that does it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: arghy on November 12, 2010, 11:17:11 pm
      Yeah the more cavern layers you got the more it crashes apparently.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: BigD145 on November 13, 2010, 12:03:07 am
      If you have a multi-core CPU, try setting DF affinity to just one during worldgen. Much more stable.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: kilakan on November 13, 2010, 12:17:24 am
      huh deep crows seem to come back to life, I;ve killed one 3 times, finally took it's friggin head with me the third time and I just got asked to kill it again.... and yes I still have it's head...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: Chromasphere on November 13, 2010, 01:34:41 am
      If you have a multi-core CPU, try setting DF affinity to just one during worldgen. Much more stable.

      I too have been crashing like crazy.  I tried your suggestion and went from 110years max. to 304 max.  I prefer my worlds at least 500 to 800 years or older.  I only had 1 cavern layer as well.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: Monsterfurby on November 13, 2010, 01:35:05 am
      I would just like to note that

      a) this mod remains awesome beyond belief.
      b) for some odd reason, I had the Ultima Online menu theme stuck in my head for the past few week, before installing this mod. Still busy scraping the pieces of skull off my wall from the menu song blowing my mind.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: Dbuhos on November 13, 2010, 02:07:01 am
      Hmmm, my game seems to be still crashing after around 200 years.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: Monsterfurby on November 13, 2010, 02:08:19 am
      Hmmm, my game seems to be still crashing after around 200 years.

      Indeed I seem to have been lucky with my first world (pocket, 250 years) - now it crashes for me, too.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: Flaede on November 13, 2010, 02:25:53 am
      When Quesa Necrowings finally diesretires I will be switching to this mod. Amazing stuff here. Thank you once again.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: InsanityPrelude on November 13, 2010, 02:38:06 am
      Could the crashing be related to underground entities? I made one with [ITEM_THIEF], tried removing that after a few worldgen crashes and the next one worked fine, but I could be lucky. I usually don't gen very long anyway.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: Miko19 on November 13, 2010, 02:45:44 am
      3.17c
      - 3.17c All races are now of the same size, they can now use adventure-mode crafted clothing. Genitals are external again. Bite if you wish.
      how much will everyone being the same size affect combat?
      A bit, but not so much. In vanilla a difference between a dwarf and a human is a difference between 60'000 and 70'000. At the same time a difference between a cow and a human is a difference between 200'000 and 70'000.

      So dwarves became a bit more badass in comparison to humans (actually they just reached their size). Everything else (i.e. elephants at 5'000'000) won't feel the difference.

      yeah im getting tons of crashes at worldgen....
      As I said, probably it will be fixed in the new df version, but for now you have to endure it once when you make the world.

      I was able to generate a 500 years old world and play with it.
      Actually, in vanilla DF, I was able to generate a max-size world, which history went up to 800th year.
      I wanted 1050, but it went very slowly :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: TomiTapio on November 13, 2010, 03:56:06 am
      Some vanilla .17 adventuring... this might be helpful to some of you.
      1. start a demigod adventurer. Buy agility and dodging. Surrounded == dead.
      2. run away from bogeymen, leave the low-agility ones far behind.
      3. no adventurer can ever start with armor, it seems.

      4. try aimed ("A") easy attacks, stab torso with sword. Or slash at foot/hand. Miss because bogeymen have very good dodging skills.
      5. use trees to force enemies into single file.
      6. "C" change combat mode to strike instead of charge.
      7. use Genesis mod so every creature bleeds to death sooner.

      8. one bogeyman is about as difficult as .16 's elephant/ogre/giant/marshtitan. Because of dodging skill.
      9. fighting skill may give you lots of nice counterstrikes. You might want to practice fighting with slow-moving wildlife (not camels!)
      10. "mortal wound" means internal organ bruising, not dangerous, unlike "CANT STAND".
      11. haul bogeyman body parts to town to show off.

      12. inside a crowded building, would need a "swap places with friendly" key so can move around.
      You can press "s" to lay on the ground, and then you can move on the same tile as an other person is
      Oookay... crawl under the moronic humans who cower inside their houses, check.

      13. goblins and dwarven bandits are nothing compared to bogeymen.
      14. cross the rivers and streams in travel mode, not with swimming.
      15. go thank Toady for adding bandits and "The quest for armor".

      16. some humans are morons and block doorways for hours on end.
      17. wear shirt, dress, dress, dress, robe for "protection".
      18. ask the cyan-coloured humans (who have no profession) to join you.
      19. your human companions will have a longer sight range than you, at least at night when the felines attack.
      20. wear one more dress. And two togas.
      21. the red-cross-blinking cyan @ draws you eye away from the brown, dirt-coloured @. And the companion will crawl miles and miles, matching your speed, faithfully following you.

      Q for quest log, z for see where quest target is. Esc to exit quest log.
      Z, d, enter to sleep the night.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: Miko19 on November 13, 2010, 04:00:56 am
      12. inside a crowded building, would need a "swap places with friendly" key so can move around.
      You can press "s" to lay on the ground, and then you can move on the same tile as an other person is
      :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: TomiTapio on November 13, 2010, 04:43:59 am
      Thanks Miko.

      b) for some odd reason, I had the Ultima Online menu theme stuck in my head for the past few week, before installing this mod. Still busy scraping the pieces of skull off my wall from the menu song blowing my mind.

      Check out the Ultima IV and V musics, then! I find them rather well-made. I grew up with C64's 3-channel music.

      Ultima IV one tune , http://www.youtube.com/watch?v=VTS-cs-SbLM
      Ultima IV theme, http://www.youtube.com/watch?v=psk3IG0N7T4
      Ultima IV gameplay http://www.youtube.com/watch?v=dpItyVakkbE&feature=related
      Ultima V tune #2 http://www.youtube.com/watch?v=-OVimCHE3vk&feature=related
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: Flaede on November 13, 2010, 05:11:24 am
      11. haul bogeyman body parts to town to show off.

      Haha. Very funny.

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17b ϟ] - a quick banditry fix
      Post by: TomiTapio on November 13, 2010, 06:32:41 am
      I've just got a "you feel uneasy" encounter, but I see nobody. What is it? Did you have it?
      Leopard or other nocturnal predator. Had two night encounters with them.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: Deon on November 13, 2010, 07:18:18 am
      Yeah as I said it can be any type of a local predator. I'm glad you enjoy the new version as much as I do.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: Miko19 on November 13, 2010, 09:22:34 am
      I love the upgraded crafting system :D
      My character lives in a cave of a "deceased" night monster, and I got dragon raptor bone breastplate, werewolf bone helmet + boots, werewolf leather backpack, dragon raptor scale cloak, about 3 barrels of various home-made beers, and a few other things
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: Deon on November 13, 2010, 09:59:30 am
      I don't remember if dragon raptors bones are great, but the dragon raptor scale cloak should make you almost immune to daggers (at least to their slashing attacks, stabbing critcals still may go through).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: Miko19 on November 13, 2010, 10:09:57 am
      I don't remember if dragon raptors bones are great, but the dragon raptor scale cloak should make you almost immune to daggers (at least to their slashing attacks, stabbing critcals still may go through).
      Well, the bones are surely better than just a rope reed dress, though :P
      But I also have dragon raptor scale armor, as well as dragon raptor bone breastplate. Which one would be better?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: Lancensis on November 13, 2010, 10:11:30 am
      I don't remember if dragon raptors bones are great, but the dragon raptor scale cloak should make you almost immune to daggers (at least to their slashing attacks, stabbing critcals still may go through).
      Well, the bones are surely better than just a rope reed dress, though :P
      But I also have dragon raptor scale armor, as well as dragon raptor bone breastplate. Which one would be better?

      Well, did you kill the raptor by cutting it up, or by breaking its bones?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: freeformschooler on November 13, 2010, 10:22:01 am
      Deon, for some reason when embarking in dorf mode on 31.17c, the secondary selector keys (eg + and -) don't do anything. I didn't realize this until now. I tried changing them to , and . but still the same problem. Vanilla 31.17 works fine. I'm using ASCIImod by the way.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: Miko19 on November 13, 2010, 10:28:06 am
      I don't remember if dragon raptors bones are great, but the dragon raptor scale cloak should make you almost immune to daggers (at least to their slashing attacks, stabbing critcals still may go through).
      Well, the bones are surely better than just a rope reed dress, though :P
      But I also have dragon raptor scale armor, as well as dragon raptor bone breastplate. Which one would be better?

      Well, did you kill the raptor by cutting it up, or by breaking its bones?
      Me and my peasants started to bite it, and it bled to death after I chewed off it's....leg, I think?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: Torgan on November 13, 2010, 10:32:47 am
      Deon, for some reason when embarking in dorf mode on 31.17c, the secondary selector keys (eg + and -) don't do anything. I didn't realize this until now. I tried changing them to , and . but still the same problem. Vanilla 31.17 works fine. I'm using ASCIImod by the way.
      Sorry if this is Captain Obvious stuff, but I thought that when I started a new fort today but it was actually because I had no spare points to assign, don't know if it's the same deal with you? 

      In my new fortress the orc/dwarf caravans and keeper/ezrakim caravans have attacked each other on sight, is this a bug or does it mean their civs are at war?  It does make it pretty easy to get new stuff but I'm guess I'm going to have multiple sieges in a year or two.  Of course they might wipe each other out..
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: Miko19 on November 13, 2010, 10:36:02 am
      Deon, for some reason when embarking in dorf mode on 31.17c, the secondary selector keys (eg + and -) don't do anything. I didn't realize this until now. I tried changing them to , and . but still the same problem. Vanilla 31.17 works fine. I'm using ASCIImod by the way.
      Sorry if this is Captain Obvious stuff, but I thought that when I started a new fort today but it was actually because I had no spare points to assign, don't know if it's the same deal with you? 

      In my new fortress the orc/dwarf caravans and keeper/ezrakim caravans have attacked each other on sight, is this a bug or does it mean their civs are at war?  It does make it pretty easy to get new stuff but I'm guess I'm going to have multiple sieges in a year or two.  Of course they might wipe each other out..
      Do you have the newest-newest version of Genesis?
      Because there was a bug before that made all people attack the people they didn't knew.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: freeformschooler on November 13, 2010, 10:48:16 am
      Deon, for some reason when embarking in dorf mode on 31.17c, the secondary selector keys (eg + and -) don't do anything. I didn't realize this until now. I tried changing them to , and . but still the same problem. Vanilla 31.17 works fine. I'm using ASCIImod by the way.
      Sorry if this is Captain Obvious stuff, but I thought that when I started a new fort today but it was actually because I had no spare points to assign, don't know if it's the same deal with you?

      No it's not because of that, I have upwards of 100 points on embark. As I said, I tried the exact same thing in vanilla and it worked fine.
      I also tried just copying the Genesis 31.17c raws into vanilla DF (nothing in the data folder) and viola, there's the problem once more.

      EDIT: HMMMM if I copy only the raws AND data/init/init.txt it works just fine.
      Oh well, I'm not complaining now.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: Deon on November 13, 2010, 11:17:12 am
      Deon, for some reason when embarking in dorf mode on 31.17c, the secondary selector keys (eg + and -) don't do anything. I didn't realize this until now. I tried changing them to , and . but still the same problem. Vanilla 31.17 works fine. I'm using ASCIImod by the way.
      Sorry if this is Captain Obvious stuff, but I thought that when I started a new fort today but it was actually because I had no spare points to assign, don't know if it's the same deal with you?

      No it's not because of that, I have upwards of 100 points on embark. As I said, I tried the exact same thing in vanilla and it worked fine.
      I also tried just copying the Genesis 31.17c raws into vanilla DF (nothing in the data folder) and viola, there's the problem once more.

      EDIT: HMMMM if I copy only the raws AND data/init/init.txt it works just fine.
      Oh well, I'm not complaining now.
      Are you sure you unpacked the folder without overwriting anything? It works totally fine on my copy.

      Deon, for some reason when embarking in dorf mode on 31.17c, the secondary selector keys (eg + and -) don't do anything. I didn't realize this until now. I tried changing them to , and . but still the same problem. Vanilla 31.17 works fine. I'm using ASCIImod by the way.
      Sorry if this is Captain Obvious stuff, but I thought that when I started a new fort today but it was actually because I had no spare points to assign, don't know if it's the same deal with you? 

      In my new fortress the orc/dwarf caravans and keeper/ezrakim caravans have attacked each other on sight, is this a bug or does it mean their civs are at war?  It does make it pretty easy to get new stuff but I'm guess I'm going to have multiple sieges in a year or two.  Of course they might wipe each other out..
      Do you have 3.17c? In 3.17b I experimented with LOCAL_BANDITRY and it doesn't work really well. Even your own nation starts to attack you.

      I didn't playtest the fortress mode yet, so if anyone else has the same problem with 3.17c, please respond.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: freeformschooler on November 13, 2010, 11:19:40 am
      Deon, for some reason when embarking in dorf mode on 31.17c, the secondary selector keys (eg + and -) don't do anything. I didn't realize this until now. I tried changing them to , and . but still the same problem. Vanilla 31.17 works fine. I'm using ASCIImod by the way.
      Sorry if this is Captain Obvious stuff, but I thought that when I started a new fort today but it was actually because I had no spare points to assign, don't know if it's the same deal with you?

      No it's not because of that, I have upwards of 100 points on embark. As I said, I tried the exact same thing in vanilla and it worked fine.
      I also tried just copying the Genesis 31.17c raws into vanilla DF (nothing in the data folder) and viola, there's the problem once more.

      EDIT: HMMMM if I copy only the raws AND data/init/init.txt it works just fine.
      Oh well, I'm not complaining now.
      Are you sure you unpacked the folder without overwriting anything? It works totally fine on my copy.

      Yeah, positive. I tried deleting and then re-unpacking several times and genning up a new world each time. On Genesis 31.17c without copying anything over to anywhere else, the secondary selectors don't work. It's probably some sort of problem with how DF handles the raws because I had the same problem on another mod back on 31.16.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: Deon on November 13, 2010, 11:20:27 am
      It's some problem with the specific PC though, because I can do it normally on my PC.

      P.S. I 've just generated a new pocket world and started the fortress mode. I can normally move my selector right/left with right and left arrow keys and remove/add points through +/-.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: freeformschooler on November 13, 2010, 11:22:44 am
      It's some problem with the specific PC though, because I can do it normally on my PC.

      Yeah, that's more likely.
      Oh well. At least it works now.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: Deon on November 13, 2010, 11:24:06 am
      I hope you didn't forget to copy the sound and speech folders? Especially speech, because it's used by some creatures to talk so there can be problems if you keep the vanilla without additional files.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: freeformschooler on November 13, 2010, 11:25:37 am
      I hope you didn't forget to copy the sound and speech folders? Especially speech, because it's used by some creatures to talk so there can be problems if you keep the vanilla without additional files.

      ....now that I think about it those are folders I didn't copy onto the version that works now. I did that and it still works. Thanks for informing me about that though, I hadn't realized that the sound&speech weren't part of the RAWs.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: Deon on November 13, 2010, 11:27:17 am
      Well, the /sound/ is just for the changed  fortress mode music tracks from Warcraft and menu music from Ultima series, but the /speech/ has real in-game info and some added files.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: Eagle_eye on November 13, 2010, 11:54:28 am
      I think frost wyrm breath is bugged... all it did was disintegrate my clothes, and freeze my waterskin solid. no frostbite whatsoever.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: Deon on November 13, 2010, 12:11:17 pm
      I think it just didn't reach your skin. Are you sure you had its coating on your skin?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: Torgan on November 13, 2010, 12:21:59 pm
      Do you have 3.17c? In 3.17b I experimented with LOCAL_BANDITRY and it doesn't work really well. Even your own nation starts to attack you.

      I didn't playtest the fortress mode yet, so if anyone else has the same problem with 3.17c, please respond.
      I was on 3.17b, didn't realise you'd updated already.  I'll start over and try again.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: Xieg on November 13, 2010, 12:27:47 pm
      Its been a little while since last I played DF, let alone with Genesis installed.  I must say the addition of old WC music makes digging my new fort around a volcanic peak so much more hardcore.  Awesome mod just got awesomer.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: Deon on November 13, 2010, 12:28:08 pm
      Yeah, .17b was disastrous because you could only live in your home town and any other location was hostile to another.

      Also now when the upper spine makes head severing less possible, I think I am going to improve daggers' slashing attacks. Right now common clothing stops them, they were axed this way to stop dagger-decapitations. Right now you should only stab with them to achieve good results on clothed opponents, so STAB throats, do not SLASH them. I will make it better for .17d.

      @Xieg : Thank you.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: Eagle_eye on November 13, 2010, 12:30:47 pm
      I think it just didn't reach your skin. Are you sure you had its coating on your skin?

      I was more thoroughly covered than any of my party members, but they dropped dead while I was fine. in the inventory menu it had every single body part, down even to teeth and digits, covered with the stuff.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: Deon on November 13, 2010, 12:31:31 pm
      Which creature/caste were you? Because it freezes me just fine, just tested.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: Eagle_eye on November 13, 2010, 12:40:55 pm
      I was a steel dwarf, though I don't see how that could affect temperature damage...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: Deon on November 13, 2010, 12:43:33 pm
      This is probably a bug (or rather an undeveloped feature) which applies the temperature resistance from a caste to the whole creature (so you were protected from magma by obsidian caste and from cold by ice caste). I think the heatdam/colddam tokens are applied to the whole creature even when they are defined within a caste.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: arghy on November 13, 2010, 03:25:37 pm
      Could we get a 17c without the size changes? i dont want everyone being the same size in fortress as half the fun is fighting off the bigger sieges with huge monsters. Also i noticed a ton of new changes in 17 like the option to forbid pest corpses when you say gather refuse outside and a new skill called military tactics.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: Ladde on November 13, 2010, 03:29:49 pm
      I am kinda new to Adventure mode, but I hear all these amaizing things about now that .17 is out. So I thought I'd try it.
      I am confused already, much has changed. Is there anywhere I can read about the skills? and what the Attributes does? The wikia doesn't seem to have them. And is there like a guide to someone that isn't that much in to the Adventure mode?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: Deon on November 13, 2010, 03:57:06 pm
      Could we get a 17c without the size changes? i dont want everyone being the same size in fortress as half the fun is fighting off the bigger sieges with huge monsters. Also i noticed a ton of new changes in 17 like the option to forbid pest corpses when you say gather refuse outside and a new skill called military tactics.
      The military tactics was there, probably not enabled.
      What do you mean "with huge monsters"? I altered only those creatures which were 60k and 80k (all are 70k now) so you won't notice a difference.

      I am kinda new to Adventure mode, but I hear all these amaizing things about now that .17 is out. So I thought I'd try it.
      I am confused already, much has changed. Is there anywhere I can read about the skills? and what the Attributes does? The wikia doesn't seem to have them. And is there like a guide to someone that isn't that much in to the Adventure mode?
      http://df.magmawiki.com/index.php/Attributes
      http://df.magmawiki.com/index.php/Skills

      I must say that Agility is one of the most important though, because it allows you to outrun enemies or kite them (attack and move back without allowing them to attack you).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: Ladde on November 13, 2010, 04:02:10 pm
      Thank you!

      Edit: At the skills, there are some skills that isn't there. Like "Cavalier", "Wichhunter" etc. Do we know what these are for? :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: Deon on November 13, 2010, 04:07:07 pm
      Ah, they are just flavorful names for other races of the same skills/professions. Cavalier (which I plan to change to Knight) is a swordsman for keepers (and it's windsword for orcs) and witchhunter is a crossbowman.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: arghy on November 13, 2010, 04:26:02 pm
      Would the size changes affect my dwarves picking up enemys armor and wearing it? and how much does it affect combat?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: Deon on November 13, 2010, 04:56:05 pm
      The formula has changed, but because the difference between 60k and 70k is exactly 2 cats you see that it's not a lot.

      But yeah, your dwarves can now pick goblinite, so if you don't want it, go into creature_genesis.txt and change [BODY_SIZE:12:70000] to [BODY:SIZE:12:60000] on dwarves (it's the line #164).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: Deon on November 13, 2010, 05:24:59 pm
      Okay, 3.17d is on the way. Ezrakim elven tiles were swapped for the hammerman and the maceman, and GODDAMNIT there're ghosts now! I need to make a tile for them too.

      It won't break saves, only a graphical stuff (and better daggers to slit throats through cloaks).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: Ladde on November 13, 2010, 06:02:06 pm
      How can I know if my Dane Iron axe is better than a Cobalt steel axe? :>
      Same goes for all the leather/Flax/silk etc. And I've never really cared about it in Fortress mode, but what exactly does the "quality" symbols mean? Is + better than 'O' for example.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: Deon on November 13, 2010, 06:08:32 pm
      Don't mix quality with ornaments. There's no such thing than "o".

      Quality goes: - + ≡ ✡

      Quality multiplies weapon/armor stats a lot, so in case of metals in most cases quality weapons are better than non-quality of better materials.

      Also a dane axe is almost a halberd, so it's usually better than other axes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
      Post by: Deon on November 13, 2010, 06:09:05 pm
      Also something happened to dffd.wimbli.com so I cannot upload 3.17d now :(.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17d ϟ] - graphical fixes, better weapons
      Post by: Deon on November 13, 2010, 06:26:50 pm
      3.17d

      - 3.17d Better penetration for weapons. Swapped ezrakim maceman<->hammerman tile (fix). Added ghosts, zombies and skeletons for races to the tileset. Fixed issues with soldier bodies looking like walls.

      For the ASCII version: only better weapons.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17d ϟ] - graphical fixes, better weapons
      Post by: Deon on November 13, 2010, 06:30:37 pm
      Okay, I've missed the fact that there's a new set of tokens which allows us to make specific creatures to learn specific skills faster.

      If it works on a caste level, then the castes become even more awesome (and I will probably add another caste for the awesome medical skills only).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17d ϟ] - graphical fixes, better weapons
      Post by: dennislp3 on November 13, 2010, 07:22:15 pm
      There is also tags to make things start with a certain level of a skill....thats why bogeymen are so hard to hit...I believe they have an innate dodge level of 9.

      Was wondering if you can make castes only give birth to specific castes....I was wanting to start a eugenics program to get nothing but Steel Dwarfs in my fort >.>
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17d ϟ] - graphical fixes, better weapons
      Post by: Deon on November 13, 2010, 07:31:30 pm
      Yeah, I use those tags on some semi/megabests, I know about them.

      Sorry, the castes are like genders, they are random :(. I would love to be able to have some type of an eugenics program possible.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17d ϟ] - graphical fixes, better weapons
      Post by: arghy on November 13, 2010, 07:37:15 pm
      Haha racial cleansing through sparring.

      I love the fact that its random so you could get baby steel dwarves from a batch of shroom children though i've found that dwarves that multiply faster are much better when siege attrition really sets in.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17d ϟ] - graphical fixes, better weapons
      Post by: Zengrath on November 13, 2010, 09:29:27 pm
      Deon, Thanks again for all your work. Great mod!!!

      I played 31.17 for a while without mods, played about 6 times and got my butt handed to me each time, managing to get maybe 2 or 3 quests done. I decided to try your mod and played much longer before my demise. I do like how your mod is generally easier it seems then default, or maybe I'm just getting lucky. I had a band of 13 soldier types with me, racked up 13 notable kills, then i got my first megabeast (at least i think) quest from a noble to kill a trogolyte and got owned very quickly, i believe i was missing many pieces of armor and such and died much quicker then my companions i think. oh well.

      One thing i couldn't figure out is crafting this time around. I was able to do it when i played y our mod a few months back. I could get a stone, make it into carving knife or sharp rock or whatever, then use it to hack up corpse and make stuff out of it. It was fun, but this time it's not working at all.

      For example i pick up a limestone rock, i goto X and hit create sharp stone or carving knife or whatever, and it says i don't have necessary materials, i also tried a few diffrent type of rocks just to make sure.

      Has crafting changed or is it bugged at the moment with the new updates? Or am i just dumb? :)

      Thanks.

      By way you already released a new update to your mod tonight! i'll have to download new one and try my luck again :)


      EDIT: you know what i think i figured it out, i'm supposed to be holding the rock right? arr.... well.... i think i'll try it again ! lol
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17d ϟ] - graphical fixes, better weapons
      Post by: Deon on November 13, 2010, 09:47:42 pm
      You should hold a rock in EACH hand to knap something. Generally you need to hold a tool and have materials in your hands/on ground.

      And yeah, adventure mode may be a bit easier because there're many more bandits to kill/loot and fortresses to get warriors from, but the beasties are much stronger, so it weights it out.

      Also the fortress mode is a bit harder because you have so many siegers.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17d ϟ] - graphical fixes, better weapons
      Post by: Zengrath on November 13, 2010, 10:25:07 pm
      Cool, I'm going to try the crafting in adventure mode thing again on my next attempt. I haven't tried dwarf fortress mode with your mod yet but i'll try it eventually, i'm kinda having too much fun in adventure mode right now :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17d ϟ] - graphical fixes, better weapons
      Post by: arghy on November 13, 2010, 10:37:31 pm
      Once you try the fortress mode you'll never go back--look at all the fucking plants http://df-genesis.wikidot.com/ and those can turn into extracts so its like 4x more when you cook things. I dont know about sieges being harder because it seems to take forever to get the proper amount of sieges were mods like fortress defense/orcs usually get the sieges rolling right after you get the draw bridge rigged.

      I now play for the massive variety that this mod has over every other one.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17d ϟ] - graphical fixes, better weapons
      Post by: StephanReiken on November 13, 2010, 11:16:46 pm
      I had to ask, the music is from Ultima Online isn't it?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17d ϟ] - graphical fixes, better weapons
      Post by: Raziel_Blaze on November 13, 2010, 11:47:24 pm
      I'm sorry to bother you, but I am realy excited to try out this mod, yet every time I attempt to gen a world it crashes. Is there something that needs to be set in this?
      This is always happening at the building of history point and the only thing I am using is I turn off the sound and use the soundsense mod.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17d ϟ] - graphical fixes, better weapons
      Post by: StephanReiken on November 14, 2010, 12:52:58 am
      I'm sorry to bother you, but I am realy excited to try out this mod, yet every time I attempt to gen a world it crashes. Is there something that needs to be set in this?
      This is always happening at the building of history point and the only thing I am using is I turn off the sound and use the soundsense mod.

      Same, except for exceedingly short world gens, any world I generate crashes at random points. It also crashes faster the more civs I add to worldgen (I prefer 300)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17d ϟ] - graphical fixes, better weapons
      Post by: isabuea on November 14, 2010, 01:03:39 am
      can i import my omega strong adventurer from .17c to .17d? if so how do i do it?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17d ϟ] - graphical fixes, better weapons
      Post by: TomiTapio on November 14, 2010, 01:26:17 am
      I'm sorry to bother you, but I am realy excited to try out this mod, yet every time I attempt to gen a world it crashes.
      I've rolled two worlds in vanilla .17 and five .17c Genesis. Two of the genesis worlds crashed in history. It seems pretty random. I'd try only 150-200 year old worlds and "Create new world!".

      300 starting kingdoms seems a little high to me. I played earlier versions with large-region [TOTAL_CIV_NUMBER:35] and 15 civs in medium. Fortress mode.

      Can i import my omega strong adventurer from .17c to .17d? if so how do i do it?
      Yes. Copy the save folder (which contains .17c raws) to your new recently-installed DF. Might try copying the .17d raws into the save but that's not recommended.


      Adventuring... elf hero, spellwood spear, a large bogeyman (consort) in a lair. Green icon. Icon is the same dead and alive, a little confusing. Huh, it had a mortar and a pestle in its lair. And a quern with kobold bone meal :) :) And a " cypress table" in the same square as a "cypress Table".
      Other bogey in a lair... stab it a lot. its lead meat cleaver is deflected by my flax coat.

      New adventurer. keeper hero, hammer, proficient dodger. Bash three ezrakim bandits. speed 1070 is faster than them. Their leader manages to cripple me.

      New adventurer. stone dwarf keeper hero, hi-str hi-agi, axe, proficient dodger, competent shield.
      First opponent: dusk elf axer with STEEL glaive. Axe hir in upper body, sie gets bruised heart and extreme pain. Then, (head, normal,verysquare) chop hir head off. Yay loot! Have a steel glaive now.
      More duskies. Bah, now basic slash attack is "b" and shield bash is "a". Duskie hammerman parries a lot.
      Glaive feels puny! good hit, bruised opponent's muscle and guts through cloak. Hit much more often when don't do aimed attacks?
      slash one duskie's head, skull shattered, glaive is stuck in, and yet the duskie lives.
      Fight the chief, steel spear & bronze shield. Chief jumps away 20 times... hit his arm, bruise his fat. Slash, bruise his heart. Lose use of right hand. Drop shield and old axe, pick up axe. The chief leaves a trail of vomit and blood. Finish him. Travel. Sleep, slap a leopard around, sleep some more. Return to Pointedweavers. Recruit two keepers.

      Sleep till dawn in the wilderness seems safer than travelling at night. Fight a two duskies plus a duskie master, bronze pike. Lost one companion. Trek through the Jungles of Time. Recruit a duskie and a duskie butcher. Travel north to a camp and sleep on the way. A minor fight. The snow melts due to rain. Stuff a yew cage into backpack.
      Other camp. glaive to keeper paladin's head, shattering skull. CHOOSE AIMED ATTACK FROM LEFT HAND GLAIVE OR RIGHT HAND AXE. Two keeper cavaliers get lucky and bring me down. Win, but have speed 400 from broken foot.

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17d ϟ] - graphical fixes, better weapons
      Post by: StephanReiken on November 14, 2010, 01:29:49 am
      I was using 3.17d which was crashing, not .17c.

      I'm generating a world with MixMod which uses Genesis 3.12b with no crashing issues. Whatever it is, is definitely the mod itself during worldgen.

      Its not a memory issue as this generation is using .85 megs and counting.

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17d ϟ] - graphical fixes, better weapons
      Post by: Zengrath on November 14, 2010, 02:05:56 am
      I've had to regen many times until success. I used all default settings in generation (medium). it took about 8 tries for me to work, but as others said a smaller world, less history, etc. would increase chances i think.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17d ϟ] - graphical fixes, better weapons
      Post by: Flaede on November 14, 2010, 02:23:17 am
      Any likelyhood of adding new weapons to reflect the All New Dual Wielding possibilities?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17d ϟ] - graphical fixes, better weapons
      Post by: TomiTapio on November 14, 2010, 03:15:59 am
      Any likelyhood of adding new weapons to reflect the All New Dual Wielding possibilities?
      I don't think dual wielding gives you any extra attacks or benefits. Just a choice to attack this turn with weapon A of B. And a back-up blade when the other gets stuck in. But the backup sword can be kept in backpack too.

      A glaive should require two hands to use, having a 6-7 feet long shaft and 1.5 foot scimitar-type blade.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17d ϟ] - graphical fixes, better weapons
      Post by: Knight Otu on November 14, 2010, 04:19:36 am
      For those getting worldgen crashes - could you try and remove one of the dwarven castes from the raws and generate a new world? Ed: And if not, continue cutting it down until it works, then report the number of castes where it does?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17d ϟ] - graphical fixes, better weapons
      Post by: Deon on November 14, 2010, 06:41:50 am
      It's an issue with the worldgen, not with the mod. The mod has everything modded properly, but the new worldgen is very unstable.

      I've tested new night creature possibilities on vanilla and adding three new semimegabeasts caused the game to crash terribly.

      So I tell it like 5th time, sit through the crashes when you generate the world, it won't affect you after that. And wait for a bugfix release from Toady while you play your 100-300 y.o. worlds.

      Quote
      And if not, continue cutting it down until it works, then report the number of castes where it does?
      I don't think that castes have anything to do with it. It's either new semimegabeasts the mod offers, or an increased amount of nations.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17d ϟ] - graphical fixes, better weapons
      Post by: Deon on November 14, 2010, 07:51:26 am
      Okay, with the baron fixed, I wonder if the vanilla dungeon master works. If he does, then I will have to pet_exotic so many stuff again and set a proper dungeon master.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17d ϟ] - graphical fixes, better weapons
      Post by: Torgan on November 14, 2010, 08:20:59 am
      Couple of wee questions about the tomes.  Does it make a difference to have higher quality vellums and tomes?  Using a better tanner seems to get better quality vellums but anyone seems able to make tomes.  And is there a stockpiling option for tomes & vellums?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17d ϟ] - graphical fixes, better weapons
      Post by: Deon on November 14, 2010, 08:31:30 am
      They are under "toys", and the quality doesn't matter since there's no way to change the skill increment during the actions.

      You may want mastercraft tomes to be put on display though.

      The tomes are affected by the "knowledge acquisition" skill which is not toggleable, but you can limit the scribing process to the best scribes using the "profile" menu.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17d ϟ] - graphical fixes, better weapons
      Post by: Deon on November 14, 2010, 09:23:35 am
      Okay, I am making a new release soon. Nothing savebreaking, mostly some tweaks to reaction and the most important part is the change in some layer permits for armor.

      You will be able to wear masks over anything now (they do not replace helms/caps) and you can wear hauberks under helms.
      Also you will be able to wear only two mail shirts under a breastplate instead of three.

      P.S. To be correct: you will be able to wear 1 helm and 1 hauberk/ 1 helm 1 cap and 1 hauberk / 1 cap and 2 hauberks.

      I am going to add hauberks to dwarves too. More protection options = better.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17d ϟ] - graphical fixes, better weapons
      Post by: Ladde on November 14, 2010, 10:14:05 am
      I can't find any shops. What are the icon for shops on the Worldmap?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17d ϟ] - graphical fixes, better weapons
      Post by: Deon on November 14, 2010, 10:52:30 am
      The same as for cottages (a block), but it's yellow.

      Also the release is almost here. I've added a ton of tomes to the library, so now many of the useful skills are covered (various crafting, smithing, farming/cooking/brewing skills and even melee/ranged fighting skills) and when you write a book, there's a small chance (5%) that an additional Platinum tome with a funky name will appear. You can sell those or store them in your library halls on display cases.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: Deon on November 14, 2010, 11:08:34 am
      3.17e
      - 3.17e Tweaks to armor/helmet sizes (you can now wear masks over everything, hauberk under helms, only two chainmails etc.); kobolds got claw hammers, clubs, capes and cloaks (and sometimes tunics/wests); multiple new tomes for the Library; a chance to recieve platinum tomes when writing new tomes; skill to write tomes is now Teaching (was "Student").
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: Deon on November 14, 2010, 11:22:05 am
      From the devlog

      Quote from: Toady One
      Fixed a world gen crash related to civilization populations mixing and secondary population members taking over leadership roles in the absence of historical figures when caste mods are present.
      So that's what caused the tons of worldgen crashes.
      I'm glad it's fixed for the next release.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: Ladde on November 14, 2010, 12:18:54 pm
      Abilities like:
      "Salamanders
      Fire serpents, they breathe fire and are immune to it. A terrible enemy indeed."

      Does these work in Adventure mode? If so, how?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: Deon on November 14, 2010, 12:21:23 pm
      You cannot use creature special abilities in adventure mode (at least yet) but the immunity to fire works (and probably not just on a caste level due to a weird DF behavior here).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: Ladde on November 14, 2010, 12:22:40 pm
      So it doesn't matter if I spawn as a Steel Dwarf or a Shroom Dwarf? Or are these abilities as fire immunites.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: Deon on November 14, 2010, 12:32:14 pm
      It really matters. Steel dwarves has much higher stats, harder body tissues and disease  immunity.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: Deon on November 14, 2010, 12:54:34 pm
      I was testing various poisons for Aspid dwarves and...

      WHATTEHFOCK!

      (http://i54.tinypic.com/352rn0h.png)

      Ugh... I bite people and they IMMEDIATELY MELT!

      I think I will make a GCS-type bite for aspid dwarves and use this random awesome effect for a new caste of demonic dwarves which will be really rare.

      P.S. I see, the bodies explode in fire after they die. It looks like the temperature transition formula was a bit changed so now it's possible to set people on fire with liquids.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: InsanityPrelude on November 14, 2010, 01:32:09 pm
      Which raws were changed from 17d to 17e so I don't have to download 21 megabytes all over again? (also thanks for all your hard work!)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: Deon on November 14, 2010, 01:38:21 pm
      item_helm_genesis.txt
      Spoiler (click to show/hide)

      item_helm.txt
      Spoiler (click to show/hide)

      item_armor.txt
      Spoiler (click to show/hide)

      item_weapon_genesis.txt
      Spoiler (click to show/hide)

      item_armor_genesis.txt
      Spoiler (click to show/hide)

      item_toy_genesis.txt
      Spoiler (click to show/hide)

      reaction_training.txt
      Spoiler (click to show/hide)

      reaction_crafting.txt
      Spoiler (click to show/hide)

      reaction_library.txt (new)
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: Deon on November 14, 2010, 01:39:56 pm
      item_toy_genesis_tome.txt (new)
      Spoiler (click to show/hide)

      entity_default.txt

      Replace the library/scriptorium permitted reaction lines with the following:
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: Eagle_eye on November 14, 2010, 01:51:59 pm
      I couldn't really tell from looking at the raws, due to my lack of knowledge of material strength tokens,- for armor, which is better: red or black steel?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: Fleeb on November 14, 2010, 01:54:08 pm
      Can't remember if I've put this out there before, but I've been using a Latin language file for Keeps for some time now, works great!

      I've had it forever, can't remember who originally put it together.

      Err, looks like it's too long to post here, let me know if you want it I can email or rapidshare it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: Deon on November 14, 2010, 01:55:04 pm
      deon_ac@yahoo.com

      It would be awesome.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: dennislp3 on November 14, 2010, 02:07:13 pm
      I couldn't really tell from looking at the raws, due to my lack of knowledge of material strength tokens,- for armor, which is better: red or black steel?

      I cant tell that either...and I must ask...why is sun gold so valuable...based on thew wiki chart sun gold is mediocre in most senses.

      Does the compressive yield/fracture determine how good something is for armor?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: Torgan on November 14, 2010, 02:21:16 pm
      I couldn't really tell from looking at the raws, due to my lack of knowledge of material strength tokens,- for armor, which is better: red or black steel?
      I think it should be red steel going by the wiki - http://df-genesis.wikidot.com/metals 

      Another question from me - should I be able to butcher illithids in 3.17d?  I don't think I was able to in 3.16.  Although I'm sort of tempted to kit out my military in illithid leather cloaks now.  Haha, I wonder if I can get a gith cloak too. :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: arghy on November 14, 2010, 02:22:29 pm
      Its fairly self explanatory on the wiki http://df-genesis.wikidot.com/metals

      Its in terms of best adamantium-red steel-black steel-steel

      To measure just look at ubiquitous steel and see whats better then it on the 3 tables.

      Does the tanning workshop make tomes/paper in fortress mode? i always wondered how to make that. Can the dwarves now make hauberks in fortress mode?

      I genned a worled yesterday on 17d, large island 40 civs 4 cavern layers and i got all the way to year 400 without a crash so its def related to civ number and cavern layers.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: Deon on November 14, 2010, 02:27:20 pm
      Yeah it does, and the sun gold is just magical. That's why it's valuable. It's a warfare AND precious metal at the same time.


      Red steel is noticeable better than black steel. It requires more work to make too, and it's the best armor material avaliable (except for HFS). I 've just ran a few arena tests to make it sure. One guy was dressed in black steel armor and had a black steel longsword, another had red steel for all gear. Most of the attacks were deflected by the red steel armor while black steel armor allowed me to stab my opponent in the guts and decapitate him.

      Notice that it was also a black st. long sword vs red st. long sword test, so it's not THAT better, but still it's noticeable.


      Quote
      Does the tanning workshop make tomes/paper in fortress mode? i always wondered how to make that. Can the dwarves now make hauberks in fortress mode?
      You make leather into vellums in tannery (1 leather -> 5 vellums) but you need to make a Scriptorium to craft tomes and Library to read them.

      Also yeah, hauberks are avaliable to dwarves now.

      My common soldier outfit:
      leather cap, metal hauberk, metal helm
      leather tunic, chainmail, breastplate
      cloth trousers, metal leggings
      cloth mittens, metal gauntlets
      cloth socks, metal high boots
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: dennislp3 on November 14, 2010, 02:39:36 pm
      you leave there poor lil hands exposed?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: InsanityPrelude on November 14, 2010, 03:25:17 pm
      Thanks. :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: BigD145 on November 14, 2010, 03:50:10 pm
      I was testing various poisons for Aspid dwarves and...

      Ugh... I bite people and they IMMEDIATELY MELT!

      Aspid + snakeman blood = chemical reaction meltdown
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: Deon on November 14, 2010, 03:54:10 pm
      you leave there poor lil hands exposed?
      Quote
      cloth mittens, metal gauntlets

      Quote
      Aspid + snakeman blood = chemical reaction meltdown
      Actually those heatdam settings which were there to make some dorfs magmaproof made all their extracts to transform into melting liquids, because those settings again work not on the caste- but on the creature-level.

      I've got the latin language file, thank you. The verbs are not in their infinitive form, but whatever, still cool.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: Ladde on November 14, 2010, 03:55:00 pm
      How do you apply posion? Just a random thing?
      And bite-combat, do I always have to use Shift+a to attack? even if I latch on?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: Deon on November 14, 2010, 04:10:55 pm
      No, just attack and select the posibility to bite.
      Note that it's not in 17e yet (for aspid dwarves which are now doom dwarves).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: Ladde on November 14, 2010, 04:22:36 pm
      No, just attack and select the posibility to bite.
      Note that it's not in 17e yet (for aspid dwarves which are now doom dwarves).
      But to select the posibility to bite, I have to use Shift+A. If I just attack (moves towards an enemy) I attack with my hands/Feets/Weapons, instead.
      Are the posion in for any creatures? I tried to play as a Blie Demon, but I never got a posion message.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: dennislp3 on November 14, 2010, 04:29:51 pm
      when you just move into an enemy the AI picks the "best" attack...and that could very well be bite....but not all that often (if you level bite up above other weapon skills it will be used more often then the rest usually).

      once you are latched on you can just move towards and it will automatically shake them (unless you have a weapon in hand that can do something better based on the AI)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: Ladde on November 14, 2010, 04:30:53 pm
      Oh I see.
      Thanks.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: iceball3 on November 14, 2010, 04:51:23 pm
      Hey Deon, how should i post my additions as? Should i add it to the raws already available or should I put them as a separate file so that you can compile it later?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: Deon on November 14, 2010, 05:08:06 pm
      A plain text should work.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: dbfuru on November 14, 2010, 05:28:19 pm
      Would I need to generate a new world if I just copied the raws over to my 3.17d game?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: Deon on November 14, 2010, 05:30:23 pm
      You will miss the new books, but otherwise no.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: Fleeb on November 14, 2010, 05:32:11 pm
      Just for fun, here's orcs, edited eye hair and skin colors, to be more orcy.

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: TomiTapio on November 14, 2010, 05:39:31 pm
      Adventuring notes:
      - bogey punched me in the eye through my leather robe. So robe protects face.
      - kill one monster spouse, recruit two peasants.
      - peasant's iron slicing knice lowerbody-severed a Monster of Shadow Child. One companion is more powerful than any item that you can wield/wear.
      - spellwood staff vs. jaguar, shatter skull 4-8 times, it still lives. I'll change that for my worlds. More bleeding from bones (shatter nearby tissues and veins) and brain.

      Adventurer image to explain to my friend
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: arghy on November 14, 2010, 05:52:21 pm
      I'm not sure how many cavern dwelling races there are but is it possible to have a few cavern races send sieges/ambushes through the caverns? I always wanted to completely abandon the above ground world and move purely underground.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: Deon on November 14, 2010, 06:05:57 pm
      Just for fun, here's orcs, edited eye hair and skin colors, to be more orcy.
      Did I forget to give them proper skin color and fangs again? (Head->Desk)
      Thank you very much Fleeb. It was a big time between updates so I forgot some stuff I wanted to change.

      I'm not sure how many cavern dwelling races there are but is it possible to have a few cavern races send sieges/ambushes through the caverns? I always wanted to completely abandon the above ground world and move purely underground.
      It would be awesome, but the game doesn't do it yet.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: TomiTapio on November 14, 2010, 06:22:20 pm
      I'm not sure how many cavern dwelling races there are but is it possible to have a few cavern races send sieges/ambushes through the caverns? I always wanted to completely abandon the above ground world and move purely underground.
      It is not possible yet, or we would have it in Genesis already.
      You can simulate cave-sieges by having a rare underground animal, like an Ogre, that always comes in packs of 15-30... or 30-50 ghouls... big trouble usually. Or 5 cave dragons show up.
      Isn't it cool to be able to change the game!

      For example, take cave dragon's
         [UNDERGROUND_DEPTH:3:3]
         [POPULATION_NUMBER:2:5][DIFFICULTY:10]
         [CLUSTER_NUMBER:1:1]
         [FREQUENCY:5]
      and change it to
         [UNDERGROUND_DEPTH:2:3]
         [POPULATION_NUMBER:20:90][DIFFICULTY:10]
         [CLUSTER_NUMBER:4:15]
         [FREQUENCY:7]

      ps. don't use disc-traps, they are way too powerful, they cut megabeasts up I think.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: Halconnen on November 14, 2010, 06:39:52 pm
      As a random suggestion:

      Wouldn't it make more sense if higher Illithids had Force-fields as relatively quickly-healing tissue layer made of force on top of skin, rather than as strange attachments all over their body which act as seperate bodyparts and can be lopped off/gouged out/other strange cases?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: arghy on November 14, 2010, 06:58:31 pm
      Bah! i stopped using traps in back in 40d the entire point of my fortresses is to breed dwarves to cull the populations of everything around me. Can you kill off all of the underground creatures? if they cant be killed off then it wont be so bad but if they can i'd def edit a few files so i could have a harassment creature with a massive pop.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: iceball3 on November 14, 2010, 07:03:57 pm
      Gah, I'm trying to figure out a reaction for binding a gem to a staff to make it magical, but i can't decide whether to use large or small gems. Guys?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: GaxkangtheUnbound on November 14, 2010, 07:06:13 pm
      Thanks to you Deon I can finally use liquid fire!
      You see, my Draconians are capable of injecting liquid fire from their tail. The liquid fire melts the inside of the victim, killing them instantly.
      It works! I've melted a cat and a dark gnome by injecting liquid fire right into the heart.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: iceball3 on November 14, 2010, 07:08:54 pm
      Gah, I'm trying to figure out a reaction for binding a gem to a staff to make it magical, but i can't decide whether to use large or small gems. Guys?
      Y'know what, drop that. Can any of the fort mode playable races make staffs?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: iceball3 on November 14, 2010, 07:25:29 pm
      Ok, I've gotten some of the magic part done, here's the staff that's going to be used for it.
      Code: [Select]
      [ITEM_WEAPON:ITEM_WEAPON_STAFF_CHARGED]
      [NAME:magic staff:magic staves]
      [SIZE:1000]
      [SKILL:ALCHEMY]
      [TWO_HANDED:60000]
      [MINIMUM_SIZE:52500]
      [MATERIAL_SIZE:3]
      [ATTACK:BLUNT:120:400:bash:bashes:head:2600]
      [ATTACK:BLUNT:240:200:slap:slaps:handle:3000]
      [ATTACK:BLUNT:60:800:jab:jabs:shaft:1800]
      Also, i suggest maybe using the attack definitions on this weapon for the normal staff?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: dennislp3 on November 14, 2010, 07:36:31 pm
      So to be correct the hauberk is simply another helm (that can be worn under helms)...cause historically its a mail shirt....
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: arghy on November 14, 2010, 08:03:29 pm
      mail shirt usually with a coif attached to it.... now that i think about it you should prolly change it to coif unless you want it to be a mail shirt with a coif
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: Deon on November 14, 2010, 08:26:14 pm
      Yesh I meant coif, thank you. I probably used some bad dictionary when I pulled it. I will fix it.

      Gah, I'm trying to figure out a reaction for binding a gem to a staff to make it magical, but i can't decide whether to use large or small gems. Guys?
      Y'know what, drop that. Can any of the fort mode playable races make staffs?
      You can buy staffs from other races... Orcs I think.

      Thanks to you Deon I can finally use liquid fire!
      You see, my Draconians are capable of injecting liquid fire from their tail. The liquid fire melts the inside of the victim, killing them instantly.
      It works! I've melted a cat and a dark gnome by injecting liquid fire right into the heart.
      I'm changing aspid dwarves into doom dwarves which do it with their teeth.

      As a random suggestion:

      Wouldn't it make more sense if higher Illithids had Force-fields as relatively quickly-healing tissue layer made of force on top of skin, rather than as strange attachments all over their body which act as seperate bodyparts and can be lopped off/gouged out/other strange cases?
      Yes it would, thank you for the suggestion, I will make it real.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: Nat on November 14, 2010, 08:36:55 pm
      Sorry if it's been brought up already, but I've noticed nord macemen are using double shields.

      Edit: The wolf skins was me being dumb, sorry!

      Sometimes when gathering plants I'm getting a 'Plants' which becomes a 'thread'

      I don't know if those are problems with DF or the mod specifically. I'm just happy to be able to make myself some new clothes :D Can't wait until I get a shiny dragonscale hat!

      Yay for wolf bone armor! Unfortunately I can't wear the gauntlets I made. :(

      I had one of those bad feelings. Couldn't find anything, so I took a nap until morning, turned out to be bog frogs!

      Speaking of napping, my dwarf sleeps every day from dusk until dawn and is still drowsy most of the time. I should have called him Sleepy :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: TomiTapio on November 14, 2010, 10:28:51 pm
      Hey deon, my peasant followers stabbed a pile of tigermen. I think tigermen need skill boosts, maybe fighting and dodging.
      Also, my nord started adventure in an empty snowy area, not in a hamlet.

      Ooh my first "Wolves!" travel encounter! Both my peasant followers survived. Wolves need biting and fighting skill IMO.
      Two dragon raptors, hmm not a problem. They should be tougher than bogeys, right? Do they eat bandit bosses?

      I think I shall totally nerf the tool knives!
      combat dagger being [ATTACK:EDGE:5:1000:stab:stabs:NO_SUB:1000], and short sword [ATTACK:EDGE:40:800:stab:stabs:NO_SUB:1250]
      I think carving knife's 4:800 (width:attackdepth) becomes 10:300. etc.  carving knife was much more penetrative than sword!
      and carving fork's laser-sharp 1-width to 30. You do not gut wolves and bears with carving forks.
      Maybe 200 depth on the tool knives. They're not made for battle. Maybe even 130 depth.

      I think it's a bug that the hero can see beyond forests and jungles on the travel map.

      ps. empty towns with a few rats in them; fun! I'm a total savior, recruiting these remaining lizardpeople.

      I had one of those bad feelings. Couldn't find anything, so I took a nap until morning, turned out to be bog frogs!
      Nice! I added them frogs.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: dennislp3 on November 14, 2010, 11:11:17 pm
      I am not making heads or tails of this layer permit stuff....how can the dwarfs wear a hauberk (now properly known as coif) and a helmet....they are both shaped...and violate eachother permit values...i think...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: dragonshardz on November 15, 2010, 12:40:25 am
      Coifs are a roughly-shaped chainmail hood which is worn under a helm over a leather arming cap. It's to help distribute the force of bludgeoning blows from blunt weapons.

      Arming cap (leather) goes under coif (chainmail) which is under a helm (steel, copper, bronze, etc.)

      Similarly, Arming vest (leather) goes under hauberk (chainmail shirt) which is under the breastplate and such (steel, copper, bronze, etc.).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: Torgan on November 15, 2010, 03:42:27 am
      I've got zombie bog frogs continually around my new fort, killed one of my initial seven after he dodged into a murky pool and drowned. ><
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: Deon on November 15, 2010, 05:45:05 am
      Quote
      I think it's a bug that the hero can see beyond forests and jungles on the travel map.
      No, I recall Toady saying that it's a feature because he wanted to play more with the new adventure map without that "fog of war" caused by the landscape.

      Quote
      Coifs are a roughly-shaped chainmail hood which is worn under a helm over a leather arming cap. It's to help distribute the force of bludgeoning blows from blunt weapons.
      Dennislp3 meant that you cannot wear two [SHAPED] items on the same bodypart.

      I am not making heads or tails of this layer permit stuff....how can the dwarfs wear a hauberk (now properly known as coif) and a helmet....they are both shaped...and violate eachother permit values...i think...
      They are not shaped since 3.17d or 3.17e. I will upload a renaming fix soon.


      Quote
      I think I shall totally nerf the tool knives!
      Yeah, they are a bit too strong. I didn't change original tools, and now I do.

      Also, more natural skills for wildlife is a good idea, although it will take some time.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
      Post by: Deon on November 15, 2010, 06:20:53 am
      3.17f

      - 3.17f Hauberk->coif, orcs get proper skin color and fangs, most of animals recieve natural skills, tools are somewhat nerfed.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17e ϟ] - more tweaks, expanded library
      Post by: TomiTapio on November 15, 2010, 08:28:27 am
      I've got zombie bog frogs continually around my new fort, killed one of my initial seven after he dodged into a murky pool and drowned. ><
      Pools are very dangerous! We can dig ramps to them so non-swimmers can climb out. Or build floor on top of them using excess rock and rock blocks.
      I'm glad you chose a dangerous, evil area for the glory of the Dwarven Empire!

      Quote
      I think it's a bug that the hero can see beyond forests and jungles on the travel map.
      No, I recall Toady saying that it's a feature because he wanted to play more with the new adventure map without that "fog of war" caused by the landscape.
      Okay, Armok's Little Helper (the player) sees ahead for the hero.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
      Post by: Dbuhos on November 15, 2010, 10:09:05 am
      I just ended in the paws of few wolves.
      I feel ashamed.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
      Post by: Eagle_eye on November 15, 2010, 10:47:49 am
      now I want to make blight wolves that infect you with darkspawn disease...  :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
      Post by: nordak on November 15, 2010, 11:48:59 am
      wow... how many updates to date?  Tried your mod for the first time last night.  It's like vanilla just better developed...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
      Post by: Deon on November 15, 2010, 11:50:00 am
      Hmm, more diseased creatures sound cool.

      I update every time I feel the update is needed (read: I forgot to include/fix something or have a new cool idea).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
      Post by: TomiTapio on November 15, 2010, 01:27:42 pm
      Started a fort, it's been two months since the last one. Underlined bits might get fixed by Deon.

      --region1, .31.17 gen-F, Zonnitig/Helmsbites.
      3x2 warm, haunted, conifer. Dolomite, granite, qua, dior, shist gneiss slate
      bring copper, tin, ores for fancy steels, 4 dogs.
      a cavern collapse.

      huh, started with a "adamantine sword of champion", odd. A blessing from Armok.
      cave firefly, caphopper: bad icon, pile of bones on red bg.
      found caves 1. 167k architectural wealth wtf.
      two ogres attack! fight them. big brushfire. exp.leader firebreath... maybe all our seed bags burned.
      lost 3 dogs and a donkey.
      giant gargoyle! no worries. punch, punch, punch.

      Year 1 summer.
      Three migrants
      only axe is misplaced, as usual... have run out of wood. have plenty of coke. first traders come.
      Year 1 autumn.
      first beds and hospital resting, hip and shoulder injuries.
      no buckets, no barrels... mine silver for buckets.
      home caravan. sell mechanisms.
      Year 1 winter.
      merchant has a monitor lizard pack animal...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
      Post by: arghy on November 15, 2010, 01:32:35 pm
      I swear you wait for me to DL a new version before you release a newer version dont you?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
      Post by: Eagle_eye on November 15, 2010, 02:02:27 pm
      It would be nice if you could include a download that only had the files changed since the prior version...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
      Post by: toadsniff on November 15, 2010, 02:15:43 pm
      Great work Deon, you are like a well oiled machine. Love what you do for the community, keep it up, you are awesome!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
      Post by: skaltum on November 15, 2010, 02:27:28 pm
      Started a fort, it's been two months since the last one. Underlined bits might get fixed by Deon.

      --region1, .31.17 gen-F, Zonnitig/Helmsbites.
      3x2 warm, haunted, conifer. Dolomite, granite, qua, dior, shist gneiss slate
      bring copper, tin, ores for fancy steels, 4 dogs.
      a cavern collapse.

      huh, started with a "adamantine sword of champion", odd. A blessing from Armok.
      cave firefly, caphopper: bad icon, pile of bones on red bg.
      found caves 1. 167k architectural wealth wtf.
      two ogres attack! fight them. big brushfire. exp.leader firebreath... maybe all our seed bags burned.
      lost 3 dogs and a donkey.
      giant gargoyle! no worries. punch, punch, punch.

      Year 1 summer.
      Three migrants
      only axe is misplaced, as usual... have run out of wood. have plenty of coke. first traders come.
      Year 1 autumn.
      first beds and hospital resting, hip and shoulder injuries.
      no buckets, no barrels... mine silver for buckets.
      home caravan. sell mechanisms.
      Year 1 winter.
      merchant has a monitor lizard pack animal...

      the Sword is warning massive
      Spoiler (click to show/hide)

      the lizard is likely domestic.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
      Post by: Deon on November 15, 2010, 02:34:15 pm
      The only thing that needs fixing is the vermin image. Thanks for posting that, I should fix it.

      The sword is a HFS. A champion's sword is a godlike weapon, nobody can smith them.

      Monitor lizards are supposed to be pack animals. Which nation brought it?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
      Post by: Deon on November 15, 2010, 02:35:36 pm
      It would be nice if you could include a download that only had the files changed since the prior version...
      okay :). It may be hard for some people to DL and unpack and then DL updates... So I will update the main DL and make a "patch" with only raws.

      P.S. I've fixed the cave firefly, caphopper and olm. They are vermin but had wrong tiles assigned.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
      Post by: BigD145 on November 15, 2010, 03:12:58 pm
      It would be nice if you could include a download that only had the files changed since the prior version...
      okay :). It may be hard for some people to DL and unpack and then DL updates... So I will update the main DL and make a "patch" with only raws.

      P.S. I've fixed the cave firefly, caphopper and olm. They are vermin but had wrong tiles assigned.

      At this point if you just cut out the 2 big sound files it would cut file size way down. ie ~6MB vs 22MB

      Quote from: Toady 11/15/10
      If everything goes well, I should be able to make a release tomorrow.
      Damnit, Deon. All these updates. What have you been up to?!  ;)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
      Post by: abomination5 on November 15, 2010, 06:44:42 pm
      How did you get the aspid saliva to melt on injection? I've never been able to get something like that to work.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
      Post by: Deon on November 15, 2010, 06:47:01 pm
      Basically it's the same thing which makes dorfs to be magmaproof which was supposed to be only for obsidian dwarves.

      I think it's
             [SELECT_MATERIAL:ALL]
               [HEATDAM_POINT:NONE]
               [IGNITE_POINT:NONE]
               [IF_EXISTS_SET_MELTING_POINT:55000]
               [IF_EXISTS_SET_BOILING_POINT:57000]
               [SPEC_HEAT:30000]

      I often make cool things randomly.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
      Post by: abomination5 on November 15, 2010, 06:53:06 pm
      Haha, great! I got it work:

      Code: [Select]
      [USE_MATERIAL_TEMPLATE:VENOM:CREATURE_EXTRACT_TEMPLATE]
      [STATE_NAME:ALL_SOLID:poison]
      [STATE_ADJ:ALL_SOLID:poison]
      [STATE_NAME:LIQUID:poison]
      [STATE_ADJ:LIQUID:poison]
      [STATE_NAME:GAS:boiling poison]
      [STATE_ADJ:GAS:boiling poison]
      [PREFIX:NONE]
      [ENTERS_BLOOD]
      [STATE_COLOR:ALL:RED]
      [HEATDAM_POINT:NONE]
              [IGNITE_POINT:NONE]
              [MELTING_POINT:55000]
              [BOILING_POINT:57000]
              [SPEC_HEAT:30000]
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
      Post by: Halconnen on November 15, 2010, 08:11:46 pm
      The problem there was the melting point. The extract is set to liquid, and to be liquid, it obviously has to be 55000 dwarfdegrees hot, so it boils the shit out of anything it touches. And with the high spec heat, it won't cool down for ages, either. It's actually relatively easy to fix, same as the dragonblood fix in the standard raws. Just do a:
      Code: [Select]
      [SELECT_MATERIAL:ASPID_TOXIN]
      [MELTING_POINT:10000]

      AFTER the SELECT_MATERIAL:ALL block.

      The dragon has that for it's blood and pus to make sure it's blood is liquid at normal temperatures, despite being magmasafe.

      And yeah, you cannot use those material tokens on the caste level, since the changes apply to the MATERIAL. Which the other castes are made off,  too. What you'll have to do to make a single caste only magmaproof is replace the materials it's made off, rather than alter the materials itself.

      I'm not sure what the best way to comfortably override all tissue materials of one caste would be, though. I can't think of a quick and easy way off the bat. =/
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
      Post by: Deon on November 15, 2010, 08:20:48 pm
      I could give it different tissues and materials, that's it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
      Post by: iceball3 on November 15, 2010, 09:03:46 pm
      Hey deon, what should be the cost of the magic stuff I'm working on? The paralyzing lightning attack is too powerful without a cost and i can't come up with something good. Maybe a dupe ammo type that does nothing, is very light, and is sold by a certain Civ... Does that sound right?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
      Post by: Deon on November 15, 2010, 09:15:01 pm
      That sounds okay. Don't worry about the balance, I will solve it :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
      Post by: Lancensis on November 15, 2010, 09:16:32 pm
      Hey deon, what should be the cost of the magic stuff I'm working on? The paralyzing lightning attack is too powerful without a cost and i can't come up with something good. Maybe a dupe ammo type that does nothing, is very light, and is sold by a certain Civ... Does that sound right?

      Toys or crafts are always a good choice. Amulets even make a fair amount of thematic sense. Of course, the spell could have a chance of backfiring as a trade-off instead of just expending a resource.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
      Post by: Roses on November 15, 2010, 09:41:50 pm
      Another comment on the sword, don't know if it's been changed since .16, but back then if you had materials that adamantite could be smelted into and also gave them the [DEEP] tag it would always choose the last one it reads as the material for the sword. (It's a fun way to get the sword made out of some otherwise unattainable metal, I made mine out of a metal I called Armok's, so that the sword would be called Armok's Sword of Champions).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
      Post by: iceball3 on November 15, 2010, 09:51:54 pm
      Hey deon, what should be the cost of the magic stuff I'm working on? The paralyzing lightning attack is too powerful without a cost and i can't come up with something good. Maybe a dupe ammo type that does nothing, is very light, and is sold by a certain Civ... Does that sound right?

      Toys or crafts are always a good choice. Amulets even make a fair amount of thematic sense. Of course, the spell could have a chance of backfiring as a trade-off instead of just expending a resource.
      But i need something that stacks, and ammo is all i know that'll do it. Also, I think the backfire should be a cloud of confusion gas on creation, what do you think?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
      Post by: arghy on November 15, 2010, 10:28:15 pm
      Heh when are those raw patches going to come out? i DLed d/e in the same day and f came out right after i did--if i DL f you'll just release a G.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
      Post by: Deon on November 15, 2010, 10:44:54 pm
      Toady will probably release .31.18 tomorrow, so I will release g tomorrow too.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
      Post by: toupz on November 15, 2010, 10:59:55 pm
      What's new in the next G :)?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
      Post by: Lancensis on November 16, 2010, 09:43:48 am
      Hey deon, what should be the cost of the magic stuff I'm working on? The paralyzing lightning attack is too powerful without a cost and i can't come up with something good. Maybe a dupe ammo type that does nothing, is very light, and is sold by a certain Civ... Does that sound right?

      Toys or crafts are always a good choice. Amulets even make a fair amount of thematic sense. Of course, the spell could have a chance of backfiring as a trade-off instead of just expending a resource.
      But i need something that stacks, and ammo is all i know that'll do it. Also, I think the backfire should be a cloud of confusion gas on creation, what do you think?

      If it stacks, won't it use up the entire stack in the reaction? Or is that fixed now? There's bones, and food items too though. About the confusion gas, it could work. Were you thinking of causing a stunning syndrome? Seems like a reasonable trade-off, although I'd be tempted to go for gruesome mishaps, like bursting into flame, or having one's hands rot off.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
      Post by: Urist McFly on November 16, 2010, 10:09:46 am
      Toady will probably release .31.18 tomorrow, so I will release g tomorrow too.

      Wait... Based on your naming process, wouldn't it be 31.18a?


      I'm confused.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
      Post by: toupz on November 16, 2010, 10:41:16 am
      .18 is released
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
      Post by: Deon on November 16, 2010, 02:47:22 pm
      Toady will probably release .31.18 tomorrow, so I will release g tomorrow too.

      Wait... Based on your naming process, wouldn't it be 31.18a?


      I'm confused.
      Yeah it will be just 3.18.

      .18 is released
      Sometimes I need to sleep :D. Give me an hour or so.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Deon on November 16, 2010, 03:18:45 pm
      3.18
      - 3.18 DF 0.31.18 support, ported some raw fixes, some vermins which had non-vermin tiles are fixed.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Flaede on November 16, 2010, 03:22:11 pm
      Woo! I've been hanging around waiting for this to start enjoying .18 .

      Quesa Necrowings, favoured of the Glitch Faerlies is now retired! On to fortress mode!

      EDIT: sudden thought - I don't know how the new "tool" items work, but do you think Administrators could be given a "book" type? This could be that platinum book you mentioned. Platinum bludgeoning damage. :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Deon on November 16, 2010, 03:28:25 pm
      I've found that if I add new tools and try to make them through reactions, the game crashes. I forgot to report that bug. So we have to wait for a moment. Also right now tools have only cooking "flavor" in their usability settings.

      Quote
      This could be that platinum book you mentioned.
      There're different types of platinum books for each profession.
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Flaede on November 16, 2010, 03:30:05 pm
      aw. Recruiting bookkeepers would've been awesome. But I am impressed you had already done testing.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: toupz on November 16, 2010, 03:40:10 pm
      WOOT I WSA WAITING ALL DAY LONG FOR THIS going to make master 500 years world
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Ladde on November 16, 2010, 03:42:17 pm
      I like asking in this thread more than any other so here goes :>

      Do you guys/gals have any good tip for military? How do you divide Training/Duty scheduling? And the squads?

      I have right now one squad with 10 Melee dwarfs, and one squad with 5 Ranged dwarfs. But I don't know how to distribute them so that I have like half the squad training and the other on duty. Do I have to get two squads of Melee dwarfs just to have one training and one on duty? And is it possible to train them to hard so they starve? :/

      I asked this in the http://www.bay12forums.com/smf/index.php?topic=52208.msg1723947#msg1723947 aswell.

      I don't know if I play this game "wrong" When do you guys find time to do all these crazy stuff you're doing. I've never ever gotten past Iron-production.
      It goes something like this.

      01: Embark. Choping trees, fixing Farms.
      02: Digging out bedrooms (some)
      03: Digging out workshops (mostly Mason, Carpenter, Gem, Craft, Bow, Mechanic and Leather)

      04: Here it gets abit diffuse, Either I go for more food production or start my ironworks to get up.
      I often dig straight down to the magma, and try to avoid caves on the way. I think its very annoying to spend Choke and stuff on 'regular' non-magma works. Its mostly here the game ends for me.

      05: If I get my Ironworks up, I don't really know what to do. Sometimes I go for cloth industry, but I just get confused, and try to do alittle bit of everything.

      By this time it probobly gone some weeks irl, and a new version is up so I just restart :p
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Deon on November 16, 2010, 03:47:10 pm
      I usually start steelmaking as soon as possible and make all my important dwarves a full steel gear. I also like to make danger rooms: you make a room full of wooden upright spikes attached to one lever, then you move your steel-clad dwarves inside and start to pull the lever. They gain blocking and dodging skills in no time.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: iceball3 on November 16, 2010, 03:49:06 pm
      Just dumping these in for the upcoming magic stuff.
      Code: [Select]
      [REACTION:MAKE_GEM_BATTLESTAFF]
      [NAME:make a magic staff]
      [BUILDING:ALTAR_NATURE:NONE]
      [REAGENT:A:1:WOOD:NONE:NONE:NONE]
      [REAGENT:B:1:SMALLGEM:NONE:NONE:NONE]
      [PRODUCT:50:1:WEAPON:ITEM_WEAPON_STAFF_CHARGED:GET_MATERIAL_FROM_REAGENT:B:NONE]
      [SKILL:ALCHEMY]

      [REACTION:MAKE_GEM_BATTLESTAFF_ADV]
      [NAME:make a magic staff]
      [ADVENTURE_MODE_ENABLED]
      [REAGENT:A:1:WOOD:NONE:NONE:NONE]
      [REAGENT:B:1:SMALLGEM:NONE:NONE:NONE]
      [PRODUCT:50:1:WEAPON:ITEM_WEAPON_STAFF_CHARGED:GET_MATERIAL_FROM_REAGENT:B:NONE]
      [SKILL:ALCHEMY]
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: toupz on November 16, 2010, 03:56:46 pm
      I have question i don't know where else to ask but how do i get illithied mental shield ability or use it?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Daywalkah on November 16, 2010, 03:58:17 pm
      Just dumping these in for the upcoming magic stuff.
      Code: [Select]
      [REACTION:MAKE_GEM_BATTLESTAFF]
      [NAME:make a magic staff]
      [BUILDING:ALTAR_NATURE:NONE]
      [REAGENT:A:1:WOOD:NONE:NONE:NONE]
      [REAGENT:B:1:SMALLGEM:NONE:NONE:NONE]
      [PRODUCT:50:1:WEAPON:ITEM_WEAPON_STAFF_CHARGED:GET_MATERIAL_FROM_REAGENT:B:NONE]
      [SKILL:ALCHEMY]

      [REACTION:MAKE_GEM_BATTLESTAFF_ADV]
      [NAME:make a magic staff]
      [ADVENTURE_MODE_ENABLED]
      [REAGENT:A:1:WOOD:NONE:NONE:NONE]
      [REAGENT:B:1:SMALLGEM:NONE:NONE:NONE]
      [PRODUCT:50:1:WEAPON:ITEM_WEAPON_STAFF_CHARGED:GET_MATERIAL_FROM_REAGENT:B:NONE]
      [SKILL:ALCHEMY]

      This should be interesting to see how this works. I had an unreleased magic mod for myself in 40d that worked quite nicely. Though the features that made it work are no longer available.

      I'm gone for a few months and Genesis is still going strong. Great job Deon!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Deon on November 16, 2010, 04:01:10 pm
      I have question i don't know where else to ask but how do i get illithied mental shield ability or use it?
      Right now they have shields as additional bodyparts which work well for blocking. I plan to make them tissues instead, same with balor shadow cloaks.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: GaxkangtheUnbound on November 16, 2010, 04:02:07 pm
      Are most of the tomes supposed to be references? Like, 'Stairway to Heaven', '300 keepers', and 'The One Ring', just to name a few.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: toupz on November 16, 2010, 04:04:58 pm
      Thanks i love playing as illithid no matter what, sucks when i create an illithid that cannot fly though but that's randomness of the thing it's cool
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Deon on November 16, 2010, 04:09:40 pm
      Huh, you can pick a caste the same way you pick a gender.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: iceball3 on November 16, 2010, 04:12:41 pm
      Now this will be helpful, i found some raws for some previous attempt at magic. Thanks to whoever left these.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Torgan on November 16, 2010, 04:13:39 pm
      I like asking in this thread more than any other so here goes :>

      Do you guys/gals have any good tip for military? How do you divide Training/Duty scheduling? And the squads?
      From what I've read in other threads, small squads of 3-4 are best for training as your soldiers get most experience from sparring and there can only be one sparring match per squad so less dwarves in each squad=more sparring matches for each dwarf.  If you use danger rooms there's no need to bother though.  I just leave them all on default schedule really, they get enraged from being on duty for a long time but by then I usually have a decent cook and brewer so they get happy thoughts for that.  If you chain up animals near your entrance or around the map they will spot any ambushes and you can move your squads wherever you want then, I've never bothered sending mine out on patrol really.  They will take a break when they need to sleep/eat/drink so won't kill themselves, since a while ago at least.

      Deon one small graphical bug I just noticed - the surface of brooks is using the same graphic as surface boulders/rocks.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Flaede on November 16, 2010, 04:14:24 pm
      Are most of the tomes supposed to be references? Like, 'Stairway to Heaven', '300 keepers', and 'The One Ring', just to name a few.

      hehe. From the Dwarven Songbook, Carving a Stairway to Heaven (http://www.bay12forums.com/smf/index.php?topic=61507.msg1535370#msg1535370)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: iceball3 on November 16, 2010, 04:19:17 pm
      Code: [Select]
      [INORGANIC:MAGIC]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL:magic]
      [DISPLAY_COLOR:7:7:1][TILE:'#']
      [SOLID_DENSITY:787]
      [IS_STONE]
      [MATERIAL_VALUE:6]

      Code: [Select]
      [ITEM_AMMO:ITEM_AMMO_LIGHTING_BOLTS]
      [NAME:bolt:bolts]
      [CLASS:LIGHTNING]
      [SIZE:90]
      [ATTACK:EDGE:4000:3000:strike:strikes:NO_SUB:6000]

      Code: [Select]
      [REACTION:CONJURE_LIGHTNING_BOLT_LEVEL_1]
      [NAME:conjure a lightning bolt]
      [ADVENTURE_MODE_ENABLED]
      [REAGENT:A:1:TOY:LIGHTNING_CHARGE:NONE:NONE]
      [REAGENT:B:1:WEAPON:ITEM_WEAPON_STAFF_CHARGED:NONE:NONE]
      [PRODUCT:100:1:WEAPON:ITEM_WEAPON_STAFF_CHARGED:NONE:NONE]
      [PRODUCT:98:1:TOY:LIGHTNING_CHARGE:NONE:NONE]
      [SKILL:ALCHEMY]
      Just to put this stuff here so i don't lose it.
      Edit: DON'T STICK THESE IN THE RAWS YET.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: iceball3 on November 16, 2010, 04:23:40 pm
      Sorry for double post, i've found out what to use as a cost, but what should be used to make lightning charges?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: theotherhiveking on November 16, 2010, 04:58:05 pm
      I'd like to point out that theres is a file in raw/graphics called orcs.PNG, Linux (and i thing Mac too) is case-sensitive so these OS will not be able to find the file.
      To fix this problem just rename it to orcs.png
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Deon on November 16, 2010, 05:13:31 pm
      Thank you theotherhiveking, I didn't know about that. I will fix it.

      Sorry for double post, i've found out what to use as a cost, but what should be used to make lightning charges?
      That's the main question. It's easy to make different named staffs, but you have to figure out the actual projectiles...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Daywalkah on November 16, 2010, 05:16:55 pm
      Sorry for double post, i've found out what to use as a cost, but what should be used to make lightning charges?

      Magnetite? Not exactly electricity, but closest thing I can think of. If mining is added to Adventure Mode anyway.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Lancensis on November 16, 2010, 05:26:49 pm
      Sorry for double post, i've found out what to use as a cost, but what should be used to make lightning charges?

      The thought occurs that if you make a spell that requires a reagent, and then make the reagent be produced in a reaction with a low success rate (so it takes a long time to successfully create the reagent) you could quite easily mimic the long preparation time required in D&D (at least I think that's how it works - I've never played)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: toupz on November 16, 2010, 05:29:48 pm
      Ultima online's reagant system works better in my opinion, reagants are scarsed differently all over the world or in loot after killing stuff and you need to combine for example 3 bones+2 wtf batwings+1 human heart (example) = one fireball throwing. If a way to prevent spam gathering that would rock just an idea

      Edit: as long as the 3 elements required for one spell aren't in the same area does this idea sound good?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Ladde on November 16, 2010, 05:31:52 pm
      How exactly does training dummies work?
      Are they good/better than sparring?

      And is there a quicker way to equip your soldiers with training weapons?
      Or do I need to go in to the equip menu and change, and then wait for them to grab the real weapons, everytime I need them?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Lancensis on November 16, 2010, 05:32:14 pm
      What do you mean by area? Biome?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: arghy on November 16, 2010, 05:42:48 pm
      How exactly does training dummies work?
      Are they good/better than sparring?

      And is there a quicker way to equip your soldiers with training weapons?
      Or do I need to go in to the equip menu and change, and then wait for them to grab the real weapons, everytime I need them?

      Training dumys are basically a sparring partner who cant die and when you use a training dummy they automatically equip/drop the training weapon.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Ladde on November 16, 2010, 05:47:12 pm
      How exactly does training dummies work?
      Are they good/better than sparring?

      And is there a quicker way to equip your soldiers with training weapons?
      Or do I need to go in to the equip menu and change, and then wait for them to grab the real weapons, everytime I need them?

      Training dumys are basically a sparring partner who cant die and when you use a training dummy they automatically equip/drop the training weapon.
      So I can just build them and set them to train, no need to equip training weapons?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Eagle_eye on November 16, 2010, 05:47:27 pm
      Ultima online's reagant system works better in my opinion, reagants are scarsed differently all over the world or in loot after killing stuff and you need to combine for example 3 bones+2 wtf batwings+1 human heart (example) = one fireball throwing. If a way to prevent spam gathering that would rock just an idea

      Edit: as long as the 3 elements required for one spell aren't in the same area does this idea sound good?

      for the mod I'm working on I'm planning to use corpses as one source of magic, so that you actually have to put in the effort to find something and kill it before using magic.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: TomiTapio on November 16, 2010, 05:49:42 pm
      I'd recommend large cut gems as the rare item for spellcasting. Skulls and hearts might work too, and dwarf livers for the Big Spells.

      Orcs.PNG, hmm I think i noticed it being different from the other files like 3-4 months ago.

      FYI, Dwarf Therapist is now .31.18 okay!

      ps. Deon: traders brought a "sandy clay loam" bag. Maybe it shouldn't be a sand. And leathers still seem super cheap at 5-20€ per skin, while crappiest cloth is 34€. Arrows and bolts seem very pricy starting from "bronze bolts" 750€.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Eagle_eye on November 16, 2010, 05:52:47 pm
      and where on earth is an adventurer going to get gems? Dwarf livers, now those you can find...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: iceball3 on November 16, 2010, 05:57:19 pm
      and where on earth is an adventurer going to get gems? Dwarf livers, now those you can find...
      Old forts most likey, they'd be very coomonplace. Also, i'm going with the magnitite idea. If your too lazy for a fort you can easily buy the charges as i set them to be toys. Also, all the charges should be made of the same material when created as i defined different toys instead.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Eagle_eye on November 16, 2010, 05:58:39 pm
      wait... so they're toys... then how are you going to make them both stable enough to be in a store, and dangerous?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: iceball3 on November 16, 2010, 06:00:57 pm
      wait... so they're toys... then how are you going to make them both stable enough to be in a store, and dangerous?
      The charges are the things used in magic reactions, not the actual results. This is so you don't lug bodies and bolders and barrels all over the place.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Zengrath on November 16, 2010, 06:10:54 pm
      Awesome Deon, i get home from work, see the new release, look for your mod to see if you've made any updates and you already released with 3.18.. nice!!! Thanks! (goes to great a huuuge world now :P)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: arghy on November 16, 2010, 06:25:57 pm
      Oh yeah just made an awesome evil large region with 5 cavern layers after 435 rejects--gonna be some fun.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Flaede on November 16, 2010, 06:33:03 pm
      and where on earth is an adventurer going to get gems? Dwarf livers, now those you can find...
      Old forts most likey, they'd be very coomonplace. Also, i'm going with the magnitite idea. If your too lazy for a fort you can easily buy the charges as i set them to be toys. Also, all the charges should be made of the same material when created as i defined different toys instead.

      large gems often show up in shops and as loot in adventure mode.
      the dwarf livers being 'easier to find' is kind of creepy to me.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: iceball3 on November 16, 2010, 06:35:08 pm
      and where on earth is an adventurer going to get gems? Dwarf livers, now those you can find...
      Old forts most likey, they'd be very coomonplace. Also, i'm going with the magnitite idea. If your too lazy for a fort you can easily buy the charges as i set them to be toys. Also, all the charges should be made of the same material when created as i defined different toys instead.

      large gems often show up in shops and as loot in adventure mode.
      the dwarf livers being 'easier to find' is kind of creepy to me.
      Actually, you need small gems to make the staff, should that be changed?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: dennislp3 on November 16, 2010, 06:36:14 pm
      I like asking in this thread more than any other so here goes :>

      Do you guys/gals have any good tip for military? How do you divide Training/Duty scheduling? And the squads?
      From what I've read in other threads, small squads of 3-4 are best for training as your soldiers get most experience from sparring and there can only be one sparring match per squad so less dwarves in each squad=more sparring matches for each dwarf.  If you use danger rooms there's no need to bother though.  I just leave them all on default schedule really, they get enraged from being on duty for a long time but by then I usually have a decent cook and brewer so they get happy thoughts for that.  If you chain up animals near your entrance or around the map they will spot any ambushes and you can move your squads wherever you want then, I've never bothered sending mine out on patrol really.  They will take a break when they need to sleep/eat/drink so won't kill themselves, since a while ago at least.

      Deon one small graphical bug I just noticed - the surface of brooks is using the same graphic as surface boulders/rocks.

      I know for a fact that a squad can have as many sparring sessions at once as it once as long as it has the pair for it....I had a squad of 6 with 2 sets sparring (was set to 4 minimum units on the activity schedule)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: toupz on November 16, 2010, 06:42:24 pm
      In adventure mode soemtimes red tiles show up out of nowhere behind me and it's clay, is this a bug?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Flaede on November 16, 2010, 06:50:46 pm
      and where on earth is an adventurer going to get gems? Dwarf livers, now those you can find...
      Old forts most likey, they'd be very coomonplace. Also, i'm going with the magnitite idea. If your too lazy for a fort you can easily buy the charges as i set them to be toys. Also, all the charges should be made of the same material when created as i defined different toys instead.

      large gems often show up in shops and as loot in adventure mode.
      the dwarf livers being 'easier to find' is kind of creepy to me.
      Actually, you need small gems to make the staff, should that be changed?
      If you want adventurers straight out of world gen to be able to use it, then yes. Large gems exist. Small gems don't seem to.
      Now that coins are back in, they are a good reactant, too. As is blood. THough it may be a bit bugged right now. My current adventurer is having difficulties with bugged Named Blood crashing the world if I try to empty the bucket it's in.
      What about a spell book, written on dwarf skin?

      EDIT: or mysteerious powders created with the mortar and pestle tool?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: ojd on November 16, 2010, 06:54:19 pm
      In adventure mode soemtimes red tiles show up out of nowhere behind me and it's clay, is this a bug?

      This is normal.  Happens in Fortress mode as well.  The grass is being worn away as you walk on it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: toupz on November 16, 2010, 06:58:11 pm
      Thanks ojd i never really realised it til i play with graphics
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Fleeb on November 16, 2010, 08:04:15 pm
      Aren't illithids normal (human) sized? All clothes and armor I'm finding is small  :(

      And I mean just plain ole mind flayer, not gith or brains or anything like that.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: toupz on November 16, 2010, 08:40:32 pm
      Urgh this is my 5th adventurer in a row that dies, genesis is uber hard or it's because i set my savagery at highest and put too many creatures lol i don't suck as much in normal df i'll get used to it
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Urist McFly on November 16, 2010, 08:52:58 pm
      Urgh this is my 5th adventurer in a row that dies, genesis is uber hard or it's because i set my savagery at highest and put too many creatures lol i don't suck as much in normal df i'll get used to it
      Spoiler (click to show/hide)

      Spoilered due to hugeness.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: toupz on November 16, 2010, 09:15:12 pm
      Ahaha yeah this is hardcore
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: TomiTapio on November 16, 2010, 09:55:08 pm
      Hardcore is 5-20 tries on a 3-4 minutes long level in a 3d shooter or platformer.
      Real hardcore is 30-100 tries on a 3-10 minutes long level in a 3d shooter or platformer. We call it "Japanese difficulty". Or "Nintendo hard". Oh, the 8-bit days.

      Dwarf Fortress is:
      oops, wrong lever, lava kills all, new fort.
      oops, some idiot suicided atop wall in the dining room, tantrum, firebreath-dwarf sets fire to the booze-and-hospital area, massive tantrum spiral, new fort.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: arghy on November 16, 2010, 11:06:27 pm
      Seriously doom dwarves are truly 'doom'. My doom dwarf did something to a nightwing and it spontaneously burst into flame taking a pack of war dogs/elephants/tigers leaving my doom dwarf standing in the center of the spreading flames bleeding from his wounds.

      I've now perfected keep construction hehe need a central keep with a roof around your main entrance and a curtain wall beyond that with a draw bridge being your main entry--the new flying evil creatures are goddamn murder but so will be my dwarf ranged squads. If my fortress survives long enough i plan on putting a roof around the entire curtain wall and connect it to my keep so i can keep out flying menaces with just my keep.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Ladde on November 16, 2010, 11:54:48 pm
      Edit: nvm.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Deon on November 17, 2010, 01:05:45 am
      Seriously doom dwarves are truly 'doom'. My doom dwarf did something to a nightwing and it spontaneously burst into flame taking a pack of war dogs/elephants/tigers leaving my doom dwarf standing in the center of the spreading flames bleeding from his wounds.

      I've now perfected keep construction hehe need a central keep with a roof around your main entrance and a curtain wall beyond that with a draw bridge being your main entry--the new flying evil creatures are goddamn murder but so will be my dwarf ranged squads. If my fortress survives long enough i plan on putting a roof around the entire curtain wall and connect it to my keep so i can keep out flying menaces with just my keep.
      They have to bite an enemy for it to explode. They really rare do it, so it's okay.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Ladde on November 17, 2010, 04:01:58 am
      How do I use training Dummies?
      And what is "rocktipe bolts" used for?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: rainekage on November 17, 2010, 04:47:30 am
      I love the last few versions - back in 40D (and in the early days of 2010) I avoided adventure mode like a plague.  Now, it may be my favorite.  I still haven't worked out how to do things like crafting, and it makes me sad that the "renowned hero" would then retire as a peasant, but, hey, that's it goes.

      The newly dubbed "Doom dwarves" are fun, but confusing.  Stinging any night creature instantly kills them, and the same with, say, wolves, but every other creature seems totally immune (Does it not work through any type of clothing?)

      I do have some questions regarding Illithids, though!  I'm having a lot of fun playing as them, but they have a lot of features that you don't find elsewhere.  Are all of them large size?

      "Sprout" is basically the 'thid's piercing sting attack, right?  They seem to have a lot of special attacks.  What skill do they use? (Bite, kick, etc).  Are attacks like "Dimensional Blast" or "Fleshwarper spear" tied to skills?  What about the Mind's "Touch"?  For the record, the touch attack leads to terribly inappropriate Japanese-style tentacle moments (Only much bloodier).

      I know that most of the more powerful flayers are too large to wear clothing from other races; so is it possible to ever find or craft correctly-fitting armor or clothing?  Also, does there exist an Illithid small enough to wear the clothing/armor of other races?

      I know adventurers don't need to eat right now, but I still find myself eating all the brains I find scattered in caves.

      Edit: I forgot to ask: Illithid poison, does it do anything?  It doesn't seem to actually do anything.  Finally, sucking the blood out of your enemies, does it have any effect as well? Thanks!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Fleeb on November 17, 2010, 08:10:07 am
      I know that most of the more powerful flayers are too large to wear clothing from other races; so is it possible to ever find or craft correctly-fitting armor or clothing?  Also, does there exist an Illithid small enough to wear the clothing/armor of other races?

      Hope you get an answer. I asked the same question st the top of the page and was thoroughly ignored  :-\
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: TomiTapio on November 17, 2010, 08:45:33 am
      I do have some questions regarding Illithids, though!  I'm having a lot of fun playing as them, but they have a lot of features that you don't find elsewhere.  Are all of them large size?
      basic flayer and fleshwarper and grigori are size 70000, 70 kg. Maybe they do not have age of adulthood set, thus being adults at age zero??
      master, 140kg, archmaster 280kg, void master 700kg,
      Deon: void master "     USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE " unbracketed tag

      Quote
      "Sprout" is basically the 'thid's piercing sting attack, right?  They seem to have a lot of special attacks.  What skill do they use? (Bite, kick, etc).  Are attacks like "Dimensional Blast" or "Fleshwarper spear" tied to skills?  What about the Mind's "Touch"?  For the record, the touch attack leads to terribly inappropriate Japanese-style tentacle moments (Only much bloodier).
      Sprout is [ATTACK_CONTACT_PERC:100][ATTACK_PENETRATION_PERC:100], blunt, with Bite skill, injects ILLITHID_TOXIN (dizzy)
      I can't find dimensional blast.
      fleshwarper and archmaster FBLADE, FMACE, FSPEAR use [ATTACK_SKILL:STANCE_STRIKE] which means kicking skill.
      Void master uses       [ATTACK_SKILL:STANCE_STRIKE] [ATTACK_VERB:blast:blasts] kick skill to blast. Blunt.
      touch uses [ATTACK_SKILL:GRASP_STRIKE] punching, blunt, using DEMON_NAIL fingers. and it sucks blood in addition to the dizzy-toxin.

      Deon, outpost brain has [BODY_SIZE:0:0:70] [BODY_SIZE:3:0:7000] [BODY_SIZE:10000:0:700000]  so it might be age 4 cat-sized when it comes to siege you.

      Quote
      I know that most of the more powerful flayers are too large to wear clothing from other races; so is it possible to ever find or craft correctly-fitting armor or clothing?  Also, does there exist an Illithid small enough to wear the clothing/armor of other races?
      I believe you won't find correct-sized clothing for those larger than 70kg. Crafting does not let you choose large or small armor at the moment.

      Quote
      Edit: I forgot to ask: Illithid poison, does it do anything?  It doesn't seem to actually do anything.
      it does only [CE_DIZZINESS:SEV:300:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]  high dizziness. Hmm maybe should boost it to include sleepiness and nausea. And should start immediately I think.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: toupz on November 17, 2010, 09:31:02 am
      What kind of illithid can fly? I can't figure it out when making a char, or do i have to be an outsider to be able to fly?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: isabuea on November 17, 2010, 10:00:23 am
      when playing as a gloomer or an obsidian dwarf how do i use my web spitting/fire spewing abilities in combat? is it an aimed attack, a wrestle screen, a [F]ire skill?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Ladde on November 17, 2010, 10:05:41 am
      when playing as a gloomer or an obsidian dwarf how do i use my web spitting/fire spewing abilities in combat? is it an aimed attack, a wrestle screen, a [F]ire skill?

      I don't think you can use abilities in Adventuremode. Passive stuff still works.
      This is what Deon said about it :)
      You cannot use creature special abilities in adventure mode (at least yet) but the immunity to fire works (and probably not just on a caste level due to a weird DF behavior here).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: TomiTapio on November 17, 2010, 10:19:00 am
      when playing as a gloomer or an obsidian dwarf how do i use my web spitting/fire spewing abilities in combat? is it an aimed attack, a wrestle screen, a [F]ire skill?
      You cannot, Toady has not allowed it. You can choose to bite.

      What kind of illithid can fly? I can't figure it out when making a char, or do i have to be an outsider to be able to fly?
      Grigori and void master and outpost brain. ( [FLIER] tag in creature_illithid.txt)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: isabuea on November 17, 2010, 10:32:53 am
      also does sting or bite apply poison effects and what are the poison effects? i have bitten and stung nords many times but nothing seems to happen, no message about poison injection either.

      Edit: oh wow, disregard this, man that stuff is effective took 1 turn to melt the night creature
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: iceball3 on November 17, 2010, 12:53:24 pm
      Ok guys, I'm going to need a syndrome template for breathable dizziness to occur nearly instantaneously and fade out in about half to a minute in a half in time. After that, i can work off of other syndromes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Chris_24 on November 17, 2010, 01:03:13 pm
      Is there anywhere I can get a more in depth idea of the difference between the playable races?
      EDIT: I'm thinking about adventure mode.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: toupz on November 17, 2010, 01:07:48 pm
      There are race descriptions on genesis wiki hope that helps df-genesis.wikidot.com
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Chris_24 on November 17, 2010, 01:17:03 pm
      Yeah, I noticed that, but most after reading them I'm still none the wiser, really. Thanks, though.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: EZLocks on November 17, 2010, 01:33:22 pm
      Almost every graphical set that i download and install replaces some in-game fonts like accented letters, doc, comma etc, by tiles...
      With Genesis mod graphical version the female/male icons are replaced by a bag and an amulet. I want to know if the bag and amulet actually means something different than genders or it is just a replacement. If it is just a graphical replacement, wich is wich?

      Thanks!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Miko19 on November 17, 2010, 01:42:19 pm
      Is there anywhere I can get a more in depth idea of the difference between the playable races?
      EDIT: I'm thinking about adventure mode.
      First post of this thread.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: D_E on November 17, 2010, 01:45:17 pm
      It appears that clothing sizes are done per-creature, rather than per-caste, and are sized based on the largest possible caste.  So even though the common 'flayers are human sized, DF will claim that human armor is too small for them to wear.

      Illithid poisons don't work well because the durations are too short.  I buffed the injected poison up to
               [CE_DIZZINESS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:20:PEAK:100:END:600]

      Mind blast was buffed to
               [CE_DIZZINESS:SEV:150:PROB:100:RESISTABLE:START:0:PEAK:30:END:60]
               [CE_UNCONSCIOUSNESS:SEV:1000:PROB:25:RESISTABLE:START:0:PEAK:10:END:30]

      I'm currently working on an update to the illithid mod, with illithids playable in fortress mode.  It's almost done, I've been playtesting it for the last couple of weeks.

      I'll include an illithid adventurer group with only the smaller castes so armor will work for them.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Chris_24 on November 17, 2010, 01:46:58 pm
      Is there anywhere I can get a more in depth idea of the difference between the playable races?
      EDIT: I'm thinking about adventure mode.
      First post of this thread.
      Mmm. I noticed that as well...
      Nevermind, I'm gonna start as a warlock. I'm sure it'll work out fine.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: guale on November 17, 2010, 02:14:33 pm
      Almost every graphical set that i download and install replaces some in-game fonts like accented letters, doc, comma etc, by tiles...
      With Genesis mod graphical version the female/male icons are replaced by a bag and an amulet. I want to know if the bag and amulet actually means something different than genders or it is just a replacement. If it is just a graphical replacement, wich is wich?

      Thanks!
      Bags represent bags and male, amulets represent amulets and female. The reason is in the default DF the mars sign represents male and bags and the venus sign represents female and amulets and I believe this cannot be changed.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: arghy on November 17, 2010, 02:33:32 pm
      I always bring a bull and and a cow so whenever i get confused of the gender i just look up the animal page.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Ladde on November 17, 2010, 04:29:17 pm
      What profession works at a Crucible? I can't seem to make Steel :/
      Edit: Nvm! Furnace Operator was just busy :>

      But I still want to know how to use Training dummies. And do I need training weapons for them?
      Someone said that training weapons switches on/off when they use them? I didn't quite get that.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: madjoe5 on November 17, 2010, 05:22:05 pm
      Quick Question:  Does DwarfTherapist work with this mod? I can't imagine why it wouldn't but I think I heard it once.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: guale on November 17, 2010, 05:26:25 pm
      Quick Question:  Does DwarfTherapist work with this mod? I can't imagine why it wouldn't but I think I heard it once.
      It does, it just doesn't show gender properly. The displayed gender is seemingly random due to castes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: toupz on November 17, 2010, 05:33:53 pm
      Anyone knows where i can find a materials guide or something? Like, how do i know what material is better than another material.. i just know the basics bronze, iron, blabla but i keep finding odd stuff in genesis so  and i have no idea if they're better than the stuff i have already
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: aireoth on November 17, 2010, 05:35:34 pm
      I am 3 years in, with hostile nations, are there any sieges in this mod?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Ladde on November 17, 2010, 05:53:29 pm
      Quick Question:  Does DwarfTherapist work with this mod? I can't imagine why it wouldn't but I think I heard it once.
      Yep it does. :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: BigD145 on November 17, 2010, 06:04:15 pm
      Anyone knows where i can find a materials guide or something? Like, how do i know what material is better than another material.. i just know the basics bronze, iron, blabla but i keep finding odd stuff in genesis so  and i have no idea if they're better than the stuff i have already

      Try the wiki.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Deon on November 17, 2010, 06:12:30 pm
      Quote
      But I still want to know how to use Training dummies. And do I need training weapons for them?
      It's a reaction, and they use a training weapon as a reagent. So you need those.

      Quote
      I am 3 years in, with hostile nations, are there any sieges in this mod?
      Yeah, you probably ned to get some more wealth or population, but that's all. I plan to make it harder so they come earlier.


      Materials are on the wiki.

      D_E: Thanks, I will be glad to have your help and I will follow your suggestions on illithids.

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Ladde on November 17, 2010, 08:42:22 pm
      Quote
      But I still want to know how to use Training dummies. And do I need training weapons for them?
      It's a reaction, and they use a training weapon as a reagent. So you need those.
      Edit: nvm. I got it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Thnikkafan on November 17, 2010, 09:58:55 pm
      This looks cool.

      One thing, though; is there a way for me to remove the classes? That doesn't really appeal to me. At all.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: dennislp3 on November 17, 2010, 10:06:48 pm
      This looks cool.

      One thing, though; is there a way for me to remove the classes? That doesn't really appeal to me. At all.

      In the raw/objects/creature_genesis.txt file you can find the race and set the profession names to whatever you want

      unless you meant castes (steel dwarf, stone dwarf etc)...lil different then
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: madjoe5 on November 17, 2010, 11:55:33 pm
      unless you meant castes (steel dwarf, stone dwarf etc)...lil different then

      Anybody know how to do this well? It's cool and all, but it's complexity that seems to only get in the way. Should I just paste the vanilla dwarf castes (just the male/female) over the Genesis ones? Or is there more stuff I would have to do?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: dennislp3 on November 18, 2010, 12:37:36 am
      if you go to all the castes (raw/objects/creature_genesis.txt) and set the pop ratio tag to 1 on the castes you dont want (all but one)....then go to the one you want (stone dwarfs are closest to vanilla dwarfs) and leave it alone or set it higher and almost all your births should be that type of dwarf...migrants should also come in the same ratio....
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: tagg on November 18, 2010, 12:46:07 am
      What do the alters do?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: toupz on November 18, 2010, 01:32:22 am
      Bone weapon can be good with good material+skill? I wanna make a dragon bone sword lol

      Edit: this is best feature ever  :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: nordak on November 18, 2010, 01:44:25 am
      ok, what are the reagents to all the training workshops, I can't get several of them up and I'm having trouble finding the information.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Deon on November 18, 2010, 03:01:57 am
      Can you tell me the specific buildings? Are they not on wiki?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: ghosteh on November 18, 2010, 03:18:09 am
      Save Game, Load Game, Build Workshops,  ??????, PROFIT!!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: rainekage on November 18, 2010, 07:05:55 am
      Thanks for the information on the Illithids!  I'm glad I accidentally made people aware of how their poison doesn't really do anything.  Still wondering if the blood draining actually does anything practical (Besides being really amusing).

      Bile demons are surprisingly tough.  I thought they were just designed to leave a noxious cloud, but I like that they actually feel as tough as in DK (I was that player with the giant pile of Bile Demons and warlocks).  Haven't tried out any of the others, but vampiress' are just basically humans that are harder to bleed out, right?

      It's kind of creepy how damaging eyes does very little to the character beyond making them bleed a bit.  I'd think it would be like the head, or the throat, where a critical hurts the brain, but all it really does it cause heavy bleeding.  You know, the more I play adventure mode, the more I realize how truly sick this game can be - the difference being is the images are entirely in your head.  Genesis in particular encourages hilariously horrible behavior.

      Interaction between myself and my significant other:
      "What are you playing dear?"
      "Dwarf Fortress, only this time I'm playing a single character, not building a fort."
      "Oh, that's interesting!  Wait, what did you just do?"
      "My vampiress just bit the penis off a farmer!  There goes his ears!  Now for the hands..."
      "...I'll be in the other room."
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Lord Shonus on November 18, 2010, 08:10:54 am
      What do the alters do?

      Altars are primarily decorative, but you can sacrifice items at them with a small chance of getting a very nice item back.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: EZLocks on November 18, 2010, 10:46:38 am
      (
      Thanks for the information on the Illithids!  I'm glad I accidentally made people aware of how their poison doesn't really do anything.  Still wondering if the blood draining actually does anything practical (Besides being really amusing).

      Bile demons are surprisingly tough.  I thought they were just designed to leave a noxious cloud, but I like that they actually feel as tough as in DK (I was that player with the giant pile of Bile Demons and warlocks).  Haven't tried out any of the others, but vampiress' are just basically humans that are harder to bleed out, right?
      (...)

      Is there a specific keybinding for all this abilities or its just a passive feature?

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: dennislp3 on November 18, 2010, 11:45:19 am
      in Adventure mode there is no way to release clouds or shoot fireballs or any abilities like that....
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Roses on November 18, 2010, 11:54:15 am
      Speaking of Altars, I was wondering if there is a way to make the weapons the Altar of War creates immune to the sacrifice weapon task. As it stands if you have the task on repeat it will just use the special weapon as the next sacrifice.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: nordak on November 18, 2010, 12:36:36 pm
      The scriptorium, the library, the soccerfield.  None of it is on the wiki.  I have all possible resources just have blank workshop build lists.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: TomiTapio on November 18, 2010, 12:58:21 pm
      Anybody know how to do this well? It's cool and all, but it's complexity that seems to only get in the way. Should I just paste the vanilla dwarf castes (just the male/female) over the Genesis ones? Or is there more stuff I would have to do?
      You could delete all dwarf castes except stone dwarf and stone dwarfette.
      And delete the [SELECT_ADDITIONAL_CASTE:MALE_ICE]  [SELECT_ADDITIONAL_CASTE:MALE_ASPID] etc. mentions too.


      Bone weapon can be good with good material+skill? I wanna make a dragon bone sword lol
      Bone and ToughBone unfortunately can never have as good a cutting edge as metals. Unless you change toughbone's MAXEDGE parameter.
      Toughbone [MAX_EDGE:2000], copper [MAX_EDGE:11500], steel [MAX_EDGE:27500] ...
      Deon has decided to call toughbone material "bone" to simplify things for some players. Anyone got a suggestion for a short name for bones that are much (2x) stronger than human bones? Thesaurus has "os".

      Deon, could we upgrade toughbone and toughclaws to 7500 edge?

      Speaking of Altars, I was wondering if there is a way to make the weapons the Altar of War creates immune to the sacrifice weapon task. As it stands if you have the task on repeat it will just use the special weapon as the next sacrifice.
      Hmm... I don't think we can preemptively forbid them from being used. Keep it for special occasions, don't repeat it.
      Deon: how about "sacrifice shields, might get a weapon" and parallel task  "sacrifice weapons, might get a shield (or adamantine strands?)" And perhaps helmets-into-gem chance... boot-into-charcoal...

      Rockball field and gaming table? They're for decoration at the moment IMO. Swimming pool and obstacle course are proper training.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: arghy on November 18, 2010, 12:58:29 pm
      The scriptorium turns vellum created at the tanner from leather into tomes that give you skill ups when you read them at the library. I have no idea what the game related workshops do.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: D_E on November 18, 2010, 01:19:27 pm
      (
      Illithid and bile demon special attacks
      (...)

      Is there a specific keybinding for all this abilities or its just a passive feature?

      Passive.

      Poison and blood drain occur if a specific attack (usually bite) does enough damage.  Bile demons probably just periodically secrete clouds.

      Quote
      Speaking of Altars, I was wondering if there is a way to make the weapons the Altar of War creates immune to the sacrifice weapon task. As it stands if you have the task on repeat it will just use the special weapon as the next sacrifice.

      One possible work-around:  Change the sacrifice rxn to require METAL weapons, and have the special weapons it dispenses be made from something other than metal, a special stone or a creature mat from a non-generated creature (like centaurs).

      A second possible work-around:  Change the sacrifice weapon task to produce a toy called a "favor of the war-god" or something, and have a second rxn to convert these to special weapons.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Cannabust on November 18, 2010, 01:26:48 pm
      I have just downloaded this and started playing on 550 year old world, I was going to play in 3.17 but the age bug made me lose interest. And I plan to play adventurer all the time.

      Is there anything you can tell a beginner?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: toupz on November 18, 2010, 02:52:25 pm
      Spam pick up rocks and spam throw em till legendary throwing/archery if you find a good bow/crossbow and quiver and arrow use it on enemy rangers if you think they can get you from behind

      Edit: Sleep in lairs after killing beasts if drowsy or just for a happy day travel back to a town to report your success, you need to avoid sleeping outside unless you got like 6 men around you
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Ladde on November 18, 2010, 06:09:08 pm
      Would it be possible to add so the caste displayed in the name? - So you can see it in Dwarftherapist? :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: dennislp3 on November 18, 2010, 06:15:31 pm
      names are randomly generated so I dont think its possible to have Urist McStone, Urist McDoom etc....cause they would be randomly assigned (Stone dwarf could be Urist McShroom)

      Might suggest a sort by caste option over on the thread for DT
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: nordak on November 18, 2010, 06:45:20 pm
      TY I was missing the vellum at tanner part.  Didn't know the Rockball Field was just for decoration.  This would be useful information to put in the wiki.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: fledermaus on November 18, 2010, 07:21:07 pm
      I don't think they are just for decoration. Having a dwarf use them trains the associated skill. I think the rockball court trains dodging or maybe throwing.

      On another topic: Thanks for Genesis Deon! I love it! I think you should include more of your art; its really fabulous!

      Oh, and thanks for the Rogue Survivor Genesis as well! I always use that.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: dbfuru on November 18, 2010, 08:24:28 pm
      Hey, sorry for asking another question on savegame compatibility.

      If I download the latest version and copy my world across, do you think there would be any errors?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: toupz on November 18, 2010, 09:02:16 pm
      Sorry for the unexpertized answer, but i think that would fuck up your game
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: tagg on November 18, 2010, 09:11:03 pm
      Am I missing something or is the wiki pretty much empty? What is there is handy, but it only tells you about the new plants, races/castes, adventurer mode crafting and some basic information on the new metals. The added workshops, altars, libraries etc aren't explained at all. Not that I don't apreciate the work that went into it, but the wiki's nearly useless.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: dennislp3 on November 18, 2010, 10:09:36 pm
      Yeah its pretty empty right now...not sure if we can edit it or if only Deon can....if we could do it like wikipedia or whatever im sure a few of us in the community could flesh a lot of it out pretty quick.

      By the way who makes good weapons? I noticed orcs have Katana's (and lots of black steel) andyone better then this? best ive seen otherwise is steel from some elves and dwarves
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: toupz on November 18, 2010, 10:14:23 pm
      Why does sometime i start a nord in empty hamlets? Basically blizzard/snow marked as a hamlet area but with no building or anything.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: dennislp3 on November 18, 2010, 11:17:24 pm
      I think it is just the ice thing....buildings are based on local materials and the such....but with no trees and layers of ice the game doesn't seem to be able to use it any....

      Also Deon I know your working on the wasteland mod some but do you plan on making races and castes have innate abilities? like elves having archery (horrible cliche I know lol) and things like that?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: toupz on November 19, 2010, 02:44:59 am
      THanks dennislp3 i understand now lol, i still think it's badass to start in a creepy cold blizzard and walk it up like a real nord xD. Inborn abiliteis would rock, i can imagine imps being good ambushers or kobolds
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Deon on November 19, 2010, 03:40:34 am
      Quote from: TomiTapio
      Deon: how about "sacrifice shields, might get a weapon" and parallel task  "sacrifice weapons, might get a shield (or adamantine strands?)" And perhaps helmets-into-gem chance... boot-into-charcoal...
      I think this or
      Quote from: D_E
      One possible work-around:  Change the sacrifice rxn to require METAL weapons, and have the special weapons it dispenses be made from something other than metal, a special stone or a creature mat from a non-generated creature (like centaurs).
      should work properly. I will include the fix in the next version.
      I didn't bother about it because I didn't plan to set it to repeat, but many people seem to want that, so I will fix it.

      Quote
      Deon, could we upgrade toughbone and toughclaws to 7500 edge?
      Yeah, they need to be more sharp to be good weapons.

      Hey, sorry for asking another question on savegame compatibility.

      If I download the latest version and copy my world across, do you think there would be any errors?
      Make a backup of your save just in case, but usually I only add things/tweak existing stuff, so without old ID changing it should work (you won't get new entity/new creatures stuff for example, but your existing stuff won't crash the game).

      Why does sometime i start a nord in empty hamlets? Basically blizzard/snow marked as a hamlet area but with no building or anything.
      I've added a special "blue fir"  which grows on ice lands (it doesn't but it's registered in the list of avaliable materials this way) and it allowed them to build buildings in the pre-hamlet versions, but with the new hamlet mechanics something has changed... I didn't find a way to "fix" it yet.

      I don't think they are just for decoration. Having a dwarf use them trains the associated skill. I think the rockball court trains dodging or maybe throwing.

      On another topic: Thanks for Genesis Deon! I love it! I think you should include more of your art; its really fabulous!

      Oh, and thanks for the Rogue Survivor Genesis as well! I always use that.
      Heh, you're welcome. I'm glad that people play RS with my set, it took quite a lot of effort to make it and RS seems to be not so popular now on Bay12.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: rainekage on November 19, 2010, 03:55:46 am
      Not sure if this story will be amusing to anyone else, but I have the tendency to be ripped apart by bogeymen on a regular basis. 
      Spoiler (click to show/hide)

      It sounds kind of boring written out, but every one or two turns was harrowing - will he make it another step?  Will they get more than a grazing blow, or be able to lock down a bite?... And my character bore the wounds of that experience for the rest of his days.

      Two questions:
      Do shops ever gain new goods you didn't supply?

      How do you retire as more than a peasant?  I'm tired of my world-renowned characters retiring as mud-dwellers.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: TheMasterTurtle on November 19, 2010, 08:19:44 am
      Could you possibly make it so that Werewolves ca wear bone armour and weild bone weapons? 'Cause that would be awsome!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: anallyst on November 19, 2010, 09:02:51 am
      short info on how to use this mod on linux/osx and how to make a platform independant package
      unrar the package from deon, then
      Code: [Select]
      rofl@sus3r:~/Downloads> cd "deons genesis 3.18"
      rofl@sus3r:~/Downloads/deons genesis 3.18> rm -rf *.exe *.dll *.ogg
      rofl@sus3r:~/Downloads/deons genesis 3.18> mv raw/graphics/orcs.PNG raw/graphics/orcs.png
      rofl@sus3r:~/Downloads/deons genesis 3.18> cd ..
      after these steps, you have cleaned the distribution of binary junk. you could redistribute what's left and have a multiplatform package with much smaller size.
      note the misnamed orcs.PNG which causes problems on case sensitive filesystems.
      Code: [Select]
      rofl@sus3r:~/Downloads> mkdir genesis18
      rofl@sus3r:~/Downloads> cd genesis18/
      rofl@sus3r:~/Downloads/genesis18> tar xvf ../df_31_18_linux.tar.bz2
      rofl@sus3r:~/Downloads/genesis18> cd df_linux/
      rofl@sus3r:~/Downloads/genesis18/df_linux> cp -R ../../deons\ genesis\ 3.18/* .
      done. you can now enter ./df and play (without sound, unless you link /lib/libopenal.so.X and /lib/libsndfile.so.Y manually to df_linux/libs - that is because of a bug in DF itself, see http://www.bay12forums.com/smf/index.php?topic=62159.msg1710890#msg1710890 for a solution)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Flaede on November 19, 2010, 12:45:06 pm
      Just sos you are aware, towns do not exist on tundra. Even if the map says they are there. Even if they are supposed to have shops for me to buy things in. *sigh*.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: arghy on November 19, 2010, 03:05:55 pm
      I'm at 60 dwarves with nearly 1 million dwarf bucks and the only thing i've had was goblin ambushes--i really want other races to attack me haha.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: aireoth on November 19, 2010, 03:17:43 pm
      So my fort was smashed by demons, started another and realized, no moods! Is this on purpose, or just me? Can i put them back in?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: anallyst on November 19, 2010, 03:29:58 pm
      bug report: rock grinder, both arrows and bolts have the same hotkey 'a'

      btw, how hard would it be to add plantable trees (fungiwood or other underground kind) ?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Deon on November 19, 2010, 05:19:00 pm
      You can't plant trees, but I should be able to make a plant->wood reaction easily. It will take a whole stack though, it's a DF reaction behavior.

      So my fort was smashed by demons, started another and realized, no moods! Is this on purpose, or just me? Can i put them back in?
      You are doing something wrong. The moods are there! Make sure you didn't somehow modify your d_init.txt and set no moods there (ARTIFACTS:YES). Otherwise you probably need to dig more. The amount of moods depends on the amount of stone you've dug out.

      I'm at 60 dwarves with nearly 1 million dwarf bucks and the only thing i've had was goblin ambushes--i really want other races to attack me haha.
      60 dwarves is too few, I think you need around 100 or 140 to trigger Illithids. I will reduce the required values in the next version (and I will finally apply different skill rates for different castes).

      Could you possibly make it so that Werewolves ca wear bone armour and weild bone weapons? 'Cause that would be awsome!
      Not real bone, but a bone-like material is possible.

      Quote from: Rainekage
      Two questions:
      Do shops ever gain new goods you didn't supply?

      How do you retire as more than a peasant?  I'm tired of my world-renowned characters retiring as mud-dwellers.
      I think shops resupply from time to time, but I am not sure about that.

      The retirement is probably a placeholder and it's not moddable (sadly).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: arghy on November 19, 2010, 06:32:08 pm
      Holy crap i have my pop capped at 150 as after 150 its just to many dwarves and the FPS gos to hell--will i not get some races? When you say 'dangerous sieges' i'm expecting a siege of 40 enemys at 40 dwarves haha when i get 100 dwarves sieges wont be an issue. At 60 dwarves i already have 30 dwarves in full sets of superior+ red steel/leather armor and i plan on drafting every useless dwarf into the army so that means at 150 i'll have more then 60% of the population in the army.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: fledermaus on November 19, 2010, 06:37:56 pm
      Hey Deon, In the new version (3.18 Graphics) you have compressed_save set to 'no' in the ini. Is this helpful for some reason in the new version of GENESIS or DF? Can I switch it back to 'yes' without causing problems? Thanks!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Halnoth on November 19, 2010, 07:12:18 pm
      Hey Deon, In the new version (3.18 Graphics) you have compressed_save set to 'no' in the ini. Is this helpful for some reason in the new version of GENESIS or DF? Can I switch it back to 'yes' without causing problems? Thanks!

      If you have it set to no then you can edit some world information post world gen using a tool. Switching it to yes shouldn't cause any major problems if you aren't editing anything. The biggest issue I suppose would be the possibility of corrupting files while saving but thats about it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: BigD145 on November 19, 2010, 11:15:47 pm
      When did the crematorium disappear? Or am I blind in this wall 'o text?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: arghy on November 20, 2010, 12:31:50 am
      the kiln turns dead things into ashes if thats what your talking about
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Flaede on November 20, 2010, 12:37:45 am
      Quote from: Rainekage
      Two questions:
      Do shops ever gain new goods you didn't supply?
      I think shops resupply from time to time, but I am not sure about that.
      Possibly they restock at some point, but I think that is for the Caravan Arc in the next release, they didn't want it to be too haphazard with the restocking, so the World Economy has to come first.


      A note: As of the inclusion of Tools, there are two carving knives. It is confusing. The steel one my adventurer spawned with could not be used for carving wood/bone/etc.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: TomiTapio on November 20, 2010, 12:58:17 am
      Yeah its pretty empty right now...not sure if we can edit it or if only Deon can..
      Bad wiki site, cannot be edited just by anyone, first have to make an account and then get editing rights from Deon. I would have preferred having 2-4 long pages in magmawiki, for anyone to edit and easy crosslinking to basic DF pages.

      a repost from months ago:
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Deon on November 20, 2010, 01:39:34 am
      Quote from: Rainekage
      Two questions:
      Do shops ever gain new goods you didn't supply?
      I think shops resupply from time to time, but I am not sure about that.
      Possibly they restock at some point, but I think that is for the Caravan Arc in the next release, they didn't want it to be too haphazard with the restocking, so the World Economy has to come first.


      A note: As of the inclusion of Tools, there are two carving knives. It is confusing. The steel one my adventurer spawned with could not be used for carving wood/bone/etc.
      Are you sure you use the correct version? I am sure I removed the weapon version...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: TomiTapio on November 20, 2010, 01:52:12 am
      Vital info!
      Quote
      when i tried to get rid of blood carried around by dwarfes and pets by using the dfliquids and dfcleanmap tools. after placing some water around important routes and running the cleanmap utility in a loop, performance went up to _33 FPS_. thats more than 4 times as fast... this truely shows that the algorithms for the blood and dirt splattering are very inefficient, to say the least.
      Maybe we should have a letter campaign to Toady to make smears disappear in a week (instead of many months).

      Edit: bah, it was already mentioned in http://df.magmawiki.com/index.php/DF2010:Maximizing_framerate
      but seems a very important bug to fix!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Deon on November 20, 2010, 02:08:25 am
      The ghosts lag the game a lot too.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Clover Magic on November 20, 2010, 04:15:11 am
      Hey!  Just popping in to say I love playing this mod, it's great fun.

      I don't know if this is happening in any other game than mine or if it's already been mentioned (I looked but didn't see anything, so maybe I overlooked it) but this is my stocks screen when I look at the fish section:
      Link for great justice (http://i56.tinypic.com/mcpzfc.png)

      The fish show up as normal names if I look at them any other way than the stocks screen, ie. when a dwarf is hauling it or processing one at the fishery.  However, I am rather sure my dwarves are not fishing red dragons and cougars out of the river.   ???

      If this is a known issue/just my game, just ignore this lol.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Flaede on November 20, 2010, 04:40:37 am
      Quote from: Rainekage
      Two questions:
      Do shops ever gain new goods you didn't supply?
      I think shops resupply from time to time, but I am not sure about that.
      Possibly they restock at some point, but I think that is for the Caravan Arc in the next release, they didn't want it to be too haphazard with the restocking, so the World Economy has to come first.


      A note: As of the inclusion of Tools, there are two carving knives. It is confusing. The steel one my adventurer spawned with could not be used for carving wood/bone/etc.
      Are you sure you use the correct version? I am sure I removed the weapon version...

      I was using the latest ASCII version (Can't check now, on different computer).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Torgan on November 20, 2010, 07:07:25 am
      Hey!  Just popping in to say I love playing this mod, it's great fun.

      I don't know if this is happening in any other game than mine or if it's already been mentioned (I looked but didn't see anything, so maybe I overlooked it) but this is my stocks screen when I look at the fish section:
      Link for great justice (http://i56.tinypic.com/mcpzfc.png)
      Same thing happening with my game but I guess it's not that serious.

      Unrelated note - nightwings appearing at your embark are brutal.  Reclaim hoooooo!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Chromasphere on November 20, 2010, 07:42:05 am
      Hey!  Just popping in to say I love playing this mod, it's great fun.

      The fish show up as normal names if I look at them any other way than the stocks screen, ie. when a dwarf is hauling it or processing one at the fishery.  However, I am rather sure my dwarves are not fishing red dragons and cougars out of the river.   ???

      If this is a known issue/just my game, just ignore this lol.


      I believe it's listing everything on the map as yours... including meat and so on from subterranian populations etc. below you.  This usually happens when you have breached a cavern system.  If you hit TAB (I think that's the key) to expand your lists, you'll probably notice that the unusual meat etc. shows up as Forbidden.  In any case, this is caused by DF itself.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Zifnab on November 20, 2010, 10:48:33 am
      I embarked on a naga castle using the just embark tool.  Its walls are made entirely of rough native platinum blocks and its doors and hatches are made of unknown material.

      The lawgiver at the site was friendly, but none of the other nagas were.  My dwarves embarked in the center of the castle, and so did not last long.  However, every naga that killed one of my dwarves became friendly.  On the reclaim of the fort, none of the hostile nagas remained.  The now-friendly nagas remain. 
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: BigD145 on November 20, 2010, 11:38:49 am
      the kiln turns dead things into ashes if thats what your talking about

      Aha. I knew there had to be something. I hadn't built one of those yet.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Clover Magic on November 20, 2010, 01:15:47 pm
      Hey!  Just popping in to say I love playing this mod, it's great fun.

      The fish show up as normal names if I look at them any other way than the stocks screen, ie. when a dwarf is hauling it or processing one at the fishery.  However, I am rather sure my dwarves are not fishing red dragons and cougars out of the river.   ???

      If this is a known issue/just my game, just ignore this lol.

      I believe it's listing everything on the map as yours... including meat and so on from subterranian populations etc. below you.  This usually happens when you have breached a cavern system.  If you hit TAB (I think that's the key) to expand your lists, you'll probably notice that the unusual meat etc. shows up as Forbidden.  In any case, this is caused by DF itself.

      Nope.  The subterranean people have meat, and I can see that.  Besides, there's no such thing as jaguar and red dragon fish even in this mod.  That's the fish screen. XD  It's the names for the fish I have, somehow, since I know I have mussels and shad by now, but they're not showing up in my stocks screen...I think the cave fish are being named dragonflies.   ???
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: BackgroundGuy on November 20, 2010, 01:48:32 pm
      Hey!  Just popping in to say I love playing this mod, it's great fun.

      The fish show up as normal names if I look at them any other way than the stocks screen, ie. when a dwarf is hauling it or processing one at the fishery.  However, I am rather sure my dwarves are not fishing red dragons and cougars out of the river.   ???

      If this is a known issue/just my game, just ignore this lol.

      I believe it's listing everything on the map as yours... including meat and so on from subterranian populations etc. below you.  This usually happens when you have breached a cavern system.  If you hit TAB (I think that's the key) to expand your lists, you'll probably notice that the unusual meat etc. shows up as Forbidden.  In any case, this is caused by DF itself.

      Nope.  The subterranean people have meat, and I can see that.  Besides, there's no such thing as jaguar and red dragon fish even in this mod.  That's the fish screen. XD  It's the names for the fish I have, somehow, since I know I have mussels and shad by now, but they're not showing up in my stocks screen...I think the cave fish are being named dragonflies.   ???

      If you press tab while on the stocks screen, then your fish will show up as having the correct name.  I don't get it either.  In an unrelated question, why are void master illithids so durable?  It's really noticeable in adventure mode when you can actually pass out without armor in combat and wake up to win.  My void master adventurer must have like, 3 pages of scars.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: theotherhiveking on November 20, 2010, 01:55:37 pm
      Void masters are basically tanks. They are so big they cant even wear armor.


       
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: anallyst on November 20, 2010, 02:59:05 pm
      Maybe we should have a letter campaign to Toady to make smears disappear in a week (instead of many months).
      fantastic idea, this needs to be solved ASAP
      Edit: bah, it was already mentioned in http://df.magmawiki.com/index.php/DF2010:Maximizing_framerate
      yeah, i was spreading the word. this seems to be THE main source of lag, and it wasn't even mentioned in the wiki
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: kilakan on November 20, 2010, 04:13:35 pm
      are aspid dwarves supposed to blow up in a huge ball of fire whenever they fight?  Because mine is....  Everytime he bites something, it blows up and catches fire, and when he gets cut he blows up and catches fire.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Yoink on November 20, 2010, 05:46:47 pm
      Wow... Deon, I must admit when I first looked at Genesis, I thought, 'Ugh, this looks silly', especially since I was using the tileset, which I personally didn't like.
      Anyway, I decided to try again, with the ASCII, and made a Nord.
      You've won me over already, as soon as I started... Why? You gave me a seax! :D
      Now I just need to find me a byrnja...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Deon on November 20, 2010, 06:50:34 pm
      are aspid dwarves supposed to blow up in a huge ball of fire whenever they fight?  Because mine is....  Everytime he bites something, it blows up and catches fire, and when he gets cut he blows up and catches fire.
      They are doom dwarves now, and yeah it's supposed to be like that until I fix some materials. I just liked the idea. It's their bite which melts and explodes things, so it's not that often.

      Wow... Deon, I must admit when I first looked at Genesis, I thought, 'Ugh, this looks silly', especially since I was using the tileset, which I personally didn't like.
      Anyway, I decided to try again, with the ASCII, and made a Nord.
      You've won me over already, as soon as I started... Why? You gave me a seax! :D
      Now I just need to find me a byrnja...
      Can you tell me what a byrnja is? I couldn't google it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Yoink on November 20, 2010, 08:03:08 pm
      D'oh, typo. I meant brynja, it's just a mail shirt. :)
      I did manage to find a steel mail shirt, before that adventurer copped a headshot from an arrow...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Mitchman on November 20, 2010, 09:25:47 pm
      Hey Deon!

      So I really want to get into playing this mod here. Unfortunately, I have a Mac.

      Now, I know it's a lot to complain about playing this since I was silly enough to get a Mac (though I love it  :) )

      But I have the basic jist of it down. Use the mac version of DF 3.18 so I can load up the game, etc. etc. However, when I load it up, quite simply it doesn't work. I believe it's due to the resolution settings of the Ironhand_text.txt file, or something called that.

      Now, my question is. I can actually GET the game to run perfectly if I use my favorite tileset Phoebus.png. However, if I use that then the creature sprites simply won't work/they change to Phoebus' which means ALL of your races sprites are wacky since Phoebus obviously doesn't have those graphics. Do you know how I could get the game to run with the Phoebus tileset, yet also use Ironhand's *graphics sprites* for the game/assign those sprites to Phoebus? Either that, or maybe find a solution to fix the Ironhand resolution issue with a mac at all!

      Sorry if I totally screwed up this explanation, and hopefully it makes sense. This mod is damn awesome though, I gave it a test run and it's really neat with the different races! Thanks Deon!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Deon on November 20, 2010, 10:21:17 pm
      You should be able to run this on Mac, just use the correct settings in your init.txt (you said something about resolution? It's there). I will try to look into it, but you'd better ask someone with mac who has experience in DF modding :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Mitchman on November 20, 2010, 10:28:37 pm
      Here's the error I get when I try to get in using the default pack. I have the game *running* but then it stops working. And I know the mac version works when I switch ALL the way to Phoebus. because the resolution is good. Check this out.


      Loading bindings from data/init/interface.txt
      2010-11-20 22:24:42.390 dwarfort.exe[26660:903] Warning once: This application, or a library it uses, is using NSQuickDrawView, which has been deprecated. Apps should cease use of QuickDraw and move to Quartz.
      New window size: 1280x800

      My guess is that the game can't *fit* in my computer's resolution. but if I set all the resolution settings to 0 in Init.txt folder and maximise the screen the Game just... fails at displaying junk, lots of black space, hardly any screen. I'm still going to play around with it, but I would like to use my Phoebus tileset (I kinda love how the water displays in Phoebus, much much better) and ALSO use the graphics that comes with this pack. Because if I use the Phoebus tileset, set the graphics to it which uses the perfect resolution for my computer it works! the game works! But obviously, the sprites aren't right. only the tiles.

      Thanks for all the trouble Deon, if I can get this to work then many celebrations will be had.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Mitchman on November 20, 2010, 11:12:48 pm
      Update: I can get the whole game to display correctly using the default tileset. Now my biggest problem really is that when I target something/look/attack/talk the options subwindow shows on the *top* and not on the bottom, effectively being blocked by the compass. Is there any way to solve this? Once I can do this I'll be perfect! :)

      Alright, I think my computer screen is just too small for an 18x18 format...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Trouserman on November 20, 2010, 11:38:12 pm
      Update: I can get the whole game to display correctly using the default tileset. Now my biggest problem really is that when I target something/look/attack/talk the options subwindow shows on the *top* and not on the bottom, effectively being blocked by the compass. Is there any way to solve this? Once I can do this I'll be perfect! :)

      I find it on top, but it obscures the compass rather than the other way around.  It's ugly, but usable.

      In regards to the deprecation warning about NSQuickDrawView, this is just a heads up that the current builds of DF are using an old display technology which may not be supported in future versions of OSX.  It's unrelated to the mod and does not indicate a problem with your settings.

      By the way, if you love your computer, it wasn't a silly choice.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: rainekage on November 21, 2010, 09:31:31 am
      Void masters are basically tanks. They are so big they cant even wear armor.

      Yeah, most illithids cannot wear armor, if any at all (Maybe the gith?).  Neither can any Serpentfolk that I know of (perhaps lizardmen can wear torso-and-up?  I haven't tried), or Bile demons and the vampiress from Demons.  Or any werewolves.

      Basically, think, "Can it rip me apart with its bare hands/tentacles/claws/teeth?"  If the answer is yes, then no armor, only shields, for them.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: EddyP on November 21, 2010, 09:48:09 am
      Just a quick heads up - over many versions of Genesis, across many forts, I've never seen a single werewolf.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: toupz on November 21, 2010, 10:26:49 am
      Do werewolves only ambush player at night? I've never seen any before
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: EddyP on November 21, 2010, 10:51:31 am
      Also, mind flayer wrestler sproutings seem to be the new whips. They were shattering bones through decent red steel armour.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Electric on November 21, 2010, 11:57:58 am
      Hey just a couple of quick questions.
      1. What makes the Shroom Dwarves have multiple litters?
      2. How many years do they take to mature?
      3. How could I reduce their living times, increase the amount of dwarves in a litter, and lower the amount of time to mature to one season?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Torgan on November 21, 2010, 12:15:22 pm
      Sort of saved just now by having a huge demon siege run into two illithid ambushes which slowed them down enough for my army to pick off the various squads without too much trouble.  Are demons and illithids supposed to attack each other?

      I've also never seen werewolves on fortress mode, when I embarked I apparently had contact with them when I checked by tabbing through the various screens on the world screen.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: arghy on November 21, 2010, 02:08:58 pm
      Also chiming in--never ever saw a werewolf and the only snake/lizard men i've seen were thieves. Hell i've played up to 80 dwarves(to many new versions to play higher) and the only hostiles i've seen was goblin/illithid ambushes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Mitchman on November 21, 2010, 03:04:41 pm
      Update: I can get the whole game to display correctly using the default tileset. Now my biggest problem really is that when I target something/look/attack/talk the options subwindow shows on the *top* and not on the bottom, effectively being blocked by the compass. Is there any way to solve this? Once I can do this I'll be perfect! :)

      I find it on top, but it obscures the compass rather than the other way around.  It's ugly, but usable.

      In regards to the deprecation warning about NSQuickDrawView, this is just a heads up that the current builds of DF are using an old display technology which may not be supported in future versions of OSX.  It's unrelated to the mod and does not indicate a problem with your settings.

      By the way, if you love your computer, it wasn't a silly choice.

      Thanks for filling me in. so there isn't any way to FIX having the menu being on the top? Strange. Ah well...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: BigD145 on November 21, 2010, 03:06:43 pm
      Just a quick heads up - over many versions of Genesis, across many forts, I've never seen a single werewolf.

      Same here. Not one werewolf in fortress mode since I came back into DF with 0.31.12.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: toupz on November 21, 2010, 05:00:12 pm
      Are steel dwarves bugged? Cause i'm steel dwarf in adventurer and i been swimming in sea water and my skill stays Novice 0/600 no matter how long i swim or how deep. Help someone who plays genesis why doesn,t my swimming go up?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Bookdust on November 21, 2010, 06:56:19 pm
      How do you pick your race in Fortress Mode?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: BackgroundGuy on November 21, 2010, 08:39:43 pm
      How do you pick your race in Fortress Mode?
      Add [CIV_CONTROLLABLE] to the chosen race's entity file before worldgen, and while you're there add a few of the more important nobles and reactions from the dwarf file (bookkeeper, broker, manager, expedition leader and militia leaders, and bituminous coal/lignite to coke and a few others to name a few).  If the race in question survived worldgen, congratulations!  You can now play as whatever race.  there is no way to do this in a post-worldgen world.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: D_E on November 21, 2010, 08:43:44 pm
      (In case you were asking how to choose among multipe [CIV_CONTROLLABLE] entities: )

      While on the site selection map, use the Tab key to go to the "Your Civilization" tab (the one after neighbors).

      Use the +/- keys to chose your civ.  Unfortunately I don't think it says what species you've selected until after you chose embark, but it does show the cites occupied by the selected civ in blue on the map, so that helps.  If multiple civs use the same type of site, you can check which civ is located where using the Adventure mode start screen.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: OmnipotentGrue on November 22, 2010, 03:28:09 am
      (In case you were asking how to choose among multipe [CIV_CONTROLLABLE] entities: )

      While on the site selection map, use the Tab key to go to the "Your Civilization" tab (the one after neighbors).

      Use the +/- keys to chose your civ.  Unfortunately I don't think it says what species you've selected until after you chose embark, but it does show the cites occupied by the selected civ in blue on the map, so that helps.  If multiple civs use the same type of site, you can check which civ is located where using the Adventure mode start screen.

      If you want to know what civ you have selected, you can change to the civ relations screen when choosing your site and then move onto a mountain (I think an ocean works too), this will show you the only civ you're able to trade with i.e. your civ.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Knight Otu on November 22, 2010, 08:03:33 am
      I'm quite certain your own race is pretty much always the one at the top of the civ relations screen, so you shouldn't need to do that, and only look at the relations screen, but if you're uncertain, that does work. I can't think of a single instance where it was not on top of the list, though.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Dbuhos on November 22, 2010, 01:45:01 pm
      Sorry to ask, but how do I edit raws ? I tried to easy my job with the project by adding no eat no drink no exhaust but they still do it...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: TomiTapio on November 22, 2010, 02:25:29 pm
      Hey it's your resident help desk humanoid here.

      Sorry to ask, but how do I edit raws ? I tried to easy my job with the project by adding no eat no drink no exhaust but they still do it...
      Try setting their speed to the 10-50 range (or 1 for crazyness) instead of the regular 900 range (90 time ticks to one walk-step). That's number one cheat for megaprojects.
      in raw/objects/creature_genesis.txt  in [CREATURE:DWARF]   add [SPEED:10]

      Deon and I have the big cats at 700,750,800 speed and birds at 400. Making archery necessary to hunt birds; and you get crossbow skills from hunting! And slow cant-outrun-humanoids beasts at [SPEED:1120], for example mud man and giant mole. This is the kind of fine-tuning that Toady will not do. I guess we don't yet have "Quicklings", halflings/faeries/brownies that move at 4x speed (225).


      Mitchman: how's your resize window with mouse, and zoom in/out with mouse wheel?

      Also, mind flayer wrestler sproutings seem to be the new whips. They were shattering bones through decent red steel armour.
      Blunt attacks are supposed to hurt through armor. 20 kg maul or sledgehammer to plate-mailed knight's shoulder! 15 peasants with wooden clubs vs. elite-armor knight, peasants always win, wrestling helps.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Knight Otu on November 22, 2010, 03:02:51 pm
      Sorry to ask, but how do I edit raws ? I tried to easy my job with the project by adding no eat no drink no exhaust but they still do it...
      Is that an ongoing game? Then, you need to edit the raws of your save, under /data/save/(your region)/raw/objects before reloading the game. Editing the files in the normal raw folders won't help there.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: nordak on November 22, 2010, 03:19:48 pm
      I'm noticing that the Naga of the serpent men way overpower the Orks despite their advanced armor and weapons.  I think it maw have to do with the 3 shields and a mace they almost always carry.  The increased number of shields does appear to increase the chance to block by about 3 times.  This also makes it harder for me to get them to dodge into deep pits.  Not asking for a nerf just wondering if this is as intended?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Torgan on November 22, 2010, 04:06:22 pm
      I'm guessing this is maybe vanilla behaviour and can't be changed but I often get several diplomats turn up at the same time and they all stand where they appear at the edge of the map, other than one who goes to talk to the mayor/baron.  When that diplomat is done discussing nothing the next one will go to speak to him.  Not really a massive problem, my liasion managed to kite an illithid ambush around the map until my count was free to talk, and the nord siege that occurred after their diplomat and caravan were wiped out was laughable, their iron weapons couldn't hurt my red steel equipped recruit.  Which was nice.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: TomiTapio on November 22, 2010, 04:46:23 pm
      I'm noticing that the Naga of the serpent men way overpower the Orks despite their advanced armor and weapons.  I think it maw have to do with the 3 shields and a mace they almost always carry.  The increased number of shields does appear to increase the chance to block by about 3 times.  This also makes it harder for me to get them to dodge into deep pits.  Not asking for a nerf just wondering if this is as intended?
      It's good that the nagas are trouble. Probably more trouble than a wyvern or a giant or ogre. Then there's the Gith mutant that the Illithids have built of flesh and metal plates and weapons... makes for epic battle! (Don't use serrated-disc traps, they need mega nerfing, they apply too much force and are the equivalent of an archangel's +20 vorpal sword...)

      I guess one gripe people have about vanilla DF, is that at some point you get such a good military that the goblins are easy to slaughter. I advocate TrapAvoid and tough materials for the megabeasts. "The dragon laughs at your puny spring-loaded axe trap!"
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: arghy on November 22, 2010, 06:13:01 pm
      Is there a way to edit the different races and change their siege triggers? i have a feeling the werewolves have a strange siege trigger that just need some tweaking. I want my goddamn werewolf bone chairs and tables damnit.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: TomiTapio on November 23, 2010, 12:44:25 am
      Is there a way to edit the different races and change their siege triggers? i have a feeling the werewolves have a strange siege trigger that just need some tweaking. I want my goddamn werewolf bone chairs and tables damnit.
      Yep, they're easily changed.
      Weres are in entity_attacker.txt, currently they have
         [PROGRESS_TRIGGER_POPULATION:0]
         [PROGRESS_TRIGGER_PRODUCTION:0]
         [PROGRESS_TRIGGER_TRADE:0]
         [PROGRESS_TRIGGER_POP_SIEGE:1]
         [PROGRESS_TRIGGER_PROD_SIEGE:0]
         [PROGRESS_TRIGGER_TRADE_SIEGE:0]
      also see http://df.magmawiki.com/index.php/DF2010:Entity_tokens#Behavior

      I'd try setting all the 0s to 1s, i guess zero means "never triggers from this", but i think pop_siege 1 means they should start sieging you at 14-30 dwarves.
      Could try adding [ITEM_THIEF] to them, I suppose that causes them to be hated by all races (just like the kobolds).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: EddyP on November 23, 2010, 03:06:57 am
      Also, mind flayer wrestler sproutings seem to be the new whips. They were shattering bones through decent red steel armour.
      Blunt attacks are supposed to hurt through armor. 20 kg maul or sledgehammer to plate-mailed knight's shoulder! 15 peasants with wooden clubs vs. elite-armor knight, peasants always win, wrestling helps.

      But they weren't using mauls or hammers - they were using their face tentacles to 'sprout' my soldiers and breaking their bones.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: rainekage on November 23, 2010, 03:26:09 am
      Also, mind flayer wrestler sproutings seem to be the new whips. They were shattering bones through decent red steel armour.
      Blunt attacks are supposed to hurt through armor. 20 kg maul or sledgehammer to plate-mailed knight's shoulder! 15 peasants with wooden clubs vs. elite-armor knight, peasants always win, wrestling helps.

      But they weren't using mauls or hammers - they were using their face tentacles to 'sprout' my soldiers and breaking their bones.

      If I remember correctly from when I asked (That is something like five pages ago), Tomi found the raws and sprout is basically a super-piercing blunt attack.  I also think it uses the bite skill, not wrestle.  It's an absurdly powerful skill sightly evened out by the Illithid's lack of armor.

      Hey Deon, how did work out force fields again?  If they're part of the body, why don't they show up on a list of body parts, or get injured? Is it possible to pierce through them?  I recall saying you wanted to make them like tissue, but tissue get damaged, with repercussions to the character.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: OmnipotentGrue on November 23, 2010, 05:10:32 am
      I'm quite certain your own race is pretty much always the one at the top of the civ relations screen, so you shouldn't need to do that, and only look at the relations screen, but if you're uncertain, that does work. I can't think of a single instance where it was not on top of the list, though.

      That too :\
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Dbuhos on November 23, 2010, 09:14:26 am
      Thanks Tomi ,time to finish the gladiator arena.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: celem on November 23, 2010, 09:16:18 am
      So I noticed that I can now make weapons out of black bronze, which is really heavy.

      This any good for warhammers/maces?  I usually give up picking heavy blunt materials and just make everything outta steel since im fairly sure theres more to it than just density

      On a similar note...what do people make bolts from? 
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: TomiTapio on November 23, 2010, 11:55:58 am
      If I remember correctly from when I asked (That is something like five pages ago), Tomi found the raws and sprout is basically a super-piercing blunt attack.  I also think it uses the bite skill, not wrestle.  It's an absurdly powerful skill sightly evened out by the Illithid's lack of armor.

      Hey Deon, how did work out force fields again?  If they're part of the body, why don't they show up on a list of body parts, or get injured? Is it possible to pierce through them?  I recall saying you wanted to make them like tissue, but tissue get damaged, with repercussions to the character.

      Right, I had forgotten about the earlier sprout question.
      The sprout attack is a psionic "mind flaying", and it is supposed to go through armor as it's immaterial. Then the "injected toxin" causes dizziness, victim stunned from the mind blast.

      (looks at raws) Force fields are a thin layer of steel tissue, like skin. Skin doesn't show up in body parts list.
      And warped flesh is a iron tissue. Obviously those layers don't feel pain or cause bleeding or infected wounds. I guess those don't heal either.
      Wonder if one should make a steel-skinned tiger or gorilla... or some demonic animal.

      Ooh, now dwarves have [ARMOR:ITEM_ARMOR_BREASTPLATE:FORCED]  didn't know FORCED was an option. One could create a new headwear-hat, and force civ X to always wear it.

      black bronze, which is really heavy. This any good for warhammers/maces?  I usually give up picking heavy blunt materials and just make everything outta steel since im fairly sure theres more to it than just density.
      One can test 30 blackbronze-warhammer dwarves versus 30 iron-warhammer dwarves in the area, and see which team has survivors. But I think there won't be much advantage to the heavier hammers.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: aireoth on November 23, 2010, 04:03:23 pm
      First, this mod is amazing, keep up the excellent work!

      Second, the question as I learn this mod, what do bricks do?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: TomiTapio on November 23, 2010, 05:33:46 pm
      Bricks... hmm... haven't used those myself. Deon posted in August:
      Quote
      Also, I've added a reaction to turn ashes+2boulders into 5 bricks. It should save those who do not want to dig lots of stone or do not have access to many stones due to aquifiers.
      You can study architecture and herbalism at library now.
      Bricks are a type of stone, for building. At the kiln combine 4 boulders and 150 units (3 stacks) of ash, out come 10 stacks of bricks.
      Also at the kiln you can convert TREE_DESERT_ROSE and/or TREE_HEARTH_BUSH into fuel briquettes/coke. Not all wood-material needs to come from 3-20 meter tall trees.

      Edit: use the ash you made from goblins and illithids.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: BigD145 on November 23, 2010, 07:26:50 pm
      Bricks are really nice. They are blocks.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: arghy on November 23, 2010, 08:19:26 pm
      Ah always wondered what bricks were--so their basically a semi expensive way to churn out alot of blocks or if you just dont want to dig alot.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Jacob/Lee on November 23, 2010, 09:13:14 pm
      Or build a 20th century Earth city, if you wanted. We just need guns to be modded in and the ability to be poisoned by the air and we're good to go.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: alphawolf29 on November 24, 2010, 05:39:45 am
      uuuuugghh. De-constructing a finishing forge does not give you back your anvil! have to wait a year to (possibly) get another anvil now! = /
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Lord Shonus on November 24, 2010, 08:15:59 am
      Can't you cast one at the smelter?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: BigD145 on November 24, 2010, 02:45:32 pm
      Always keep at least one spare anvil. They are cheap.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Bronimin on November 24, 2010, 02:57:05 pm
      Just noticed, but once your covered in frost worm dragonbreath, everything non-metal on you freezes off, anything you pick up freezes off, and if you even so much as TRY to wash it off in a murky pool, you get the message that you have been 'encased in ice'.

      unless you can somehow burn the breath off, your pretty much screwed if you get hit by a frost worm.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: BackgroundGuy on November 24, 2010, 03:45:09 pm
      Just noticed, but once your covered in frost worm dragonbreath, everything non-metal on you freezes off, anything you pick up freezes off, and if you even so much as TRY to wash it off in a murky pool, you get the message that you have been 'encased in ice'.

      unless you can somehow burn the breath off, your pretty much screwed if you get hit by a frost worm.

      Three things; Can't you set fires on command in adventure mode, what happens if you create a fire arrow/bolt, and did you try finding a rainy area to wash it off?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: rainekage on November 24, 2010, 05:59:53 pm
      uuuuugghh. De-constructing a finishing forge does not give you back your anvil! have to wait a year to (possibly) get another anvil now! = /

      It's quite possible it's still there and a dwarf hasn't moved it back to a stockpile.  If it's not in the stocks, it won't register as available for any other buildings.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Blind Wolf on November 24, 2010, 08:18:18 pm
      Nice mod, though it took a while to change the gender differences (Just a little pet peeve of mine). Some of them didn't really make much sense and were, I assume, primarily for balance (Since when are women more creative, for example).

      But I have to ask, is there any particular reason why none few of the male sub-races have set empathy and social awareness values? It's been a while since I messed with the raws and I've never bothered learning to for this version, so I'm not sure what their absence does. However, it seems kind of odd that they'd be missing altogether.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Skid on November 24, 2010, 09:20:25 pm
      I downloaded the new Ascii version and it doesn't appear to come with any raws.  Is there a separate file I should be getting from the main download link?

      Edit: Nevermind, somehow I only got 19 MB of the file.  I was unaware that it was possible to lose just part of a Rar file like that.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: rainekage on November 24, 2010, 10:40:50 pm
      Nice mod, though it took a while to change the gender differences (Just a little pet peeve of mine). Some of them didn't really make much sense and were, I assume, primarily for balance (Since when are women more creative, for example).

      But I have to ask, is there any particular reason why none of the male sub-races have set empathy and social awareness values? It's been a while since I messed with the raws and I've never bothered learning to for this version, so I'm not sure what their absence does. However, it seems kind of odd that they'd be missing altogether.

      I realize this doesn't answer your question, but is it true that there are different values for genders beyond strength and agility?  I've never looked at the raws, but I was given the impression the only significant difference was that males were "usually" stronger and women "usually" more agile.  I'd agree that making one gender more creative (or more patient, or more intuitive, etc) is kind of odd. >>
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Blind Wolf on November 24, 2010, 11:04:57 pm
      Nice mod, though it took a while to change the gender differences (Just a little pet peeve of mine). Some of them didn't really make much sense and were, I assume, primarily for balance (Since when are women more creative, for example).

      But I have to ask, is there any particular reason why none of the male sub-races have set empathy and social awareness values? It's been a while since I messed with the raws and I've never bothered learning to for this version, so I'm not sure what their absence does. However, it seems kind of odd that they'd be missing altogether.

      I realize this doesn't answer your question, but is it true that there are different values for genders beyond strength and agility?  I've never looked at the raws, but I was given the impression the only significant difference was that males were "usually" stronger and women "usually" more agile.  I'd agree that making one gender more creative (or more patient, or more intuitive, etc) is kind of odd. >>

      Oh yeah, definitely. Let me get you a list (for dwarves, anyway). Other than what you've metioned, males have higher toughness, and women have higher creativity and patience. Also, men are missing empathy and social awareness set-values entirely, and women have much, much higher willpower. Male values go from 700 to 2500, and female's go from 1250 to 5000(!) for willpower. There are also some differences with personality values, usually by about ten points. Getting into specific dwarf sub-races, female stone dwarves live about 10 years less than males, and female aspids live 100 years or so longer than males (females go from 250 to 320, and males have standard dwarf values, if I remember right). That's about all I can remember, since I've changed the values for most of them already. It could be different for other races, but I never bothered to check since I never play them.

      This isn't true for all sub-races. Jade dwarf males, for example, have equal willpower to the females and they do have empathy and social awareness values. And shroom dwarves have the same values for most things for both genders. Female steel dwarves are better than males in almost everyway except agility, patience, and memory. Gloomer genders are nearly identical, too. The stuff in the first paragraph mainly applies to the more... standard dwarf subraces.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: rainekage on November 24, 2010, 11:48:28 pm
      Well, that's kind of odd, isn't it?  I like the "Stronger/More Agile" comparison, but the rest just gets kind of stereotypical or arbitrary.  Plus, if they don't count for the more rare castes, why have them for anyone?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Deon on November 25, 2010, 12:57:12 am
      I'm noticing that the Naga of the serpent men way overpower the Orks despite their advanced armor and weapons.  I think it maw have to do with the 3 shields and a mace they almost always carry.  The increased number of shields does appear to increase the chance to block by about 3 times.  This also makes it harder for me to get them to dodge into deep pits.  Not asking for a nerf just wondering if this is as intended?
      Yeah, I would love them to use 4 arms for different weapons, but the game currently gives them shields, so it makes them much stronger in blocking.


      Also, mind flayer wrestler sproutings seem to be the new whips. They were shattering bones through decent red steel armour.
      Blunt attacks are supposed to hurt through armor. 20 kg maul or sledgehammer to plate-mailed knight's shoulder! 15 peasants with wooden clubs vs. elite-armor knight, peasants always win, wrestling helps.

      But they weren't using mauls or hammers - they were using their face tentacles to 'sprout' my soldiers and breaking their bones.

      If I remember correctly from when I asked (That is something like five pages ago), Tomi found the raws and sprout is basically a super-piercing blunt attack.  I also think it uses the bite skill, not wrestle.  It's an absurdly powerful skill sightly evened out by the Illithid's lack of armor.

      Hey Deon, how did work out force fields again?  If they're part of the body, why don't they show up on a list of body parts, or get injured? Is it possible to pierce through them?  I recall saying you wanted to make them like tissue, but tissue get damaged, with repercussions to the character.
      I haven't updated the mod since that discussion. Knowing me you probably understand that I would patch it 10 times more if I had time :). I am just a bit busy in university with the end of it coming closer.

      Quote
      But I have to ask, is there any particular reason why none few of the male sub-races have set empathy and social awareness values?
      Because they do nothing? And not set values mean default parameters.

      Well, that's kind of odd, isn't it?  I like the "Stronger/More Agile" comparison, but the rest just gets kind of stereotypical or arbitrary.  Plus, if they don't count for the more rare castes, why have them for anyone?
      It's totally arbitrary, I even don't remember settings this... I think I was just fiddling with these tokens after they became avaliable to see how it works and forgot about them. Also willpower now governs pain tolerance, so I have to tweak it considering that fact.

      Thank you for pointing that out, I didn't work on the mental stats for a while.
      I plan to change the speed of different skills' training for different castes for the next release, so it will come along nicely.

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Lord Aldrich on November 25, 2010, 01:00:11 am
      I'm cross posting this from the Mayday thread, in the event that anyone over here has an insight. Long story short, I'm trying to merge Mayday's tile-set (just the tiles, not the creature graphics) with Genesis.

      In both the Genesis/Mayday v.16 that Deon put out a while back, and my own mix for .18, all of the bushes that have their tile set to the ' " ' character show up as completely transparent and display just a solid square of their background color.

      It seems to be only that one tile. And it's probably not just a problem with transparency because Mayday's releases obviously work fine by themselves...

      I've tried everything I can think of, including poking the tile-set's alpha channel with GIMP for an hour or so. No luck.

      Any thoughts?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Blind Wolf on November 25, 2010, 01:10:18 am

      Quote
      But I have to ask, is there any particular reason why none few of the male sub-races have set empathy and social awareness values?
      Because they do nothing? And not set values mean default parameters.

      Well, that's kind of odd, isn't it?  I like the "Stronger/More Agile" comparison, but the rest just gets kind of stereotypical or arbitrary.  Plus, if they don't count for the more rare castes, why have them for anyone?
      It's totally arbitrary, I even don't remember settings this... I think I was just fiddling with these tokens after they became avaliable to see how it works and forgot about them. Also willpower now governs pain tolerance, so I have to tweak it considering that fact.

      Thank you for pointing that out, I didn't work on the mental stats for a while.
      I plan to change the speed of different skills' training for different castes for the next release, so it will come along nicely.
      Ah. See, I thought they actually did something.

      No prob. I can't really blame you for not knowing every little parameter you set.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Deon on November 25, 2010, 01:11:39 am
      Quote
      In both the Genesis/Mayday v.16 that Deon put out a while back, and my own mix for .18, all of the bushes that have their tile set to the ' " ' character show up as completely transparent and display just a solid square of their background color.
      Yeah, I had this problem too. The '"' for bushes does not work starting from some version of DF. You have to set the tile number instead of '"' (i.e. [PICKED_TILE:34]).

      Quote
      No prob. I can't really blame you for not knowing every little parameter you set.
      Yep, I tend to forget about stuff I've made a few months back, sorry :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Deon on November 25, 2010, 01:19:03 am
      About werewolves: they have to attack early because they have no CAN_SPEAK, and it worked before.

      But with the latest DF releases it could be changed. Was someone able to make non-speaking civs to attack early like orcs used to be in the old DF orcs' mod? I can't check right now, but I will figure it out for the next release.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Lord Aldrich on November 25, 2010, 01:22:53 am
      Yeah, I had this problem too. The '"' for bushes does not work starting from some version of DF. You have to set the tile number instead of '"' (i.e. [PICKED_TILE:34]).

      Worked perfectly. Thanks!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: toupz on November 25, 2010, 12:11:45 pm
      Where can i find giant spiders in adventurer mod i never seen any? I see webs everywhere but no spide lol
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Treason on November 25, 2010, 03:27:16 pm
      Uh..Did I miss something?  I've gotten a "Doom Dwarf" as one of the original 7 embarking dwarfs in this new map I started.  Is this a glitch, or is there a new cast I wasn't aware of?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Lord Shonus on November 25, 2010, 03:28:52 pm
      It's a caste.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: dennislp3 on November 25, 2010, 03:53:59 pm
      Uh..Did I miss something?  I've gotten a "Doom Dwarf" as one of the original 7 embarking dwarfs in this new map I started.  Is this a glitch, or is there a new cast I wasn't aware of?

      To be more specific its the Aspid dwarfs....but they are now doom dwarfs because they have an injected poison that melts people now (discovered by accident and left for coolness I believe)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Treason on November 25, 2010, 10:59:49 pm
      Alright, thanks for the correction!

      Another observation I've had, though I am unsure if it's the mod or the vanilla game, but..I'm having dwarfs be completely unharmed by lava.  They avoid it like always, it burns things, melts stuff dropped into it..but dwarfs that either fall in or end up in chambers of the stuff by "accident" don't suffer any harm unless it's above 4/7..in which case, they'll start drowning...

      It's been like this for each of the fortresses I've made.  It's..odd.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Fleeb on November 25, 2010, 11:32:42 pm
      Known issue, one of the castes is fire immune, and a bug makes it affect all castes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: TomiTapio on November 26, 2010, 03:17:47 am
      Known issue, one of the castes is fire immune, and a bug makes it affect all castes.
      I guess we could make a separate fireimmune_tissue for that caste... maybe. I couldn't find where it was in the raws. Wait, there it is:
      Spoiler (click to show/hide)
      all castes' all materials get "upgraded".... guess i should remove this for my worlds.


      About the strength/agility between genders; in my one arena test, males vs. females (for genitals getting hit in battle testing I think), the females Totally won. I suspected it was due to the higher agility, often giving first strike!
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Lancensis on November 26, 2010, 08:03:02 am
      Well in a setting where a single major wound usually leads to incapacitation and loss, you're better off getting more hits in than stronger hits. Agility is probably the most important stat nowadays, especially given bogeymen.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Johnfalcon99977 on November 26, 2010, 08:59:20 am
      Why does it only not conflict with the Dangerous Critters Mod? As far as I can see it also doesn't conflict with the civ forge mod. (I plan on heavly modding my dwarf fortress)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: maxicaxi on November 26, 2010, 09:17:36 am
      Possible bug, werewolves don't seem to heal in adventure mode

      i have waited around 10 days and no wounds have been healed
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Eagle_eye on November 26, 2010, 11:51:48 am
      Why does it only not conflict with the Dangerous Critters Mod? As far as I can see it also doesn't conflict with the civ forge mod. (I plan on heavly modding my dwarf fortress)

      that's not the only mod it doesn't conflict with, but mixing it with civ forge does create a LOT of overlap.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: EddyP on November 26, 2010, 03:50:14 pm
      My demons have a dark elf general, but I can't find anything about dark elves anywhere...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Johnfalcon99977 on November 26, 2010, 07:58:09 pm
      Why does it only not conflict with the Dangerous Critters Mod? As far as I can see it also doesn't conflict with the civ forge mod. (I plan on heavly modding my dwarf fortress)

      that's not the only mod it doesn't conflict with, but mixing it with civ forge does create a LOT of overlap.

      How? I don't see any.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: GaxkangtheUnbound on November 26, 2010, 08:19:27 pm
      Here's a note, Deon.
      If an extract lacks a FIXEDTEMP, then anything that comes in contact with it will melt.
      Try adding these tags to prevent stuff from melting:
      Code: [Select]
            [MAT_FIXED_TEMP:10000]
            [FIXED_TEMP:10000]
      (If you have already, then sorry for not being any help!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: celem on November 26, 2010, 08:31:27 pm
      noticed on my most recent map something odd with a creature tissue.

      Was wrestling with a sand antlion (something like that) and punched it 'in the brain's brain'
      Seems to have a double tissue or something
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Jacob/Lee on November 26, 2010, 09:16:31 pm
      The Dwarves just tried to sell me a barrel of mummy blood.

      ...What the hell is wrong with these people?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: TomiTapio on November 26, 2010, 10:11:45 pm
      What the elite engravers actually can do:
      http://www.flickr.com/photos/8109406@N08/5207717694/#/ (http://www.flickr.com/photos/8109406@N08/5207717694/#/)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: GaxkangtheUnbound on November 26, 2010, 10:13:15 pm
      What the elite engravers actually can do:
      http://www.flickr.com/photos/8109406@N08/5207717694/#/ (http://www.flickr.com/photos/8109406@N08/5207717694/#/)
      The statue on the far right looks like he's approving of our senseless wonderful elf slaughter
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: TomiTapio on November 26, 2010, 10:16:30 pm
      Was wrestling with a sand antlion (something like that) and punched it 'in the brain's brain'
      Seems to have a double tissue or something

      In [BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS]
      there's [BP_LAYERS:BY_CATEGORY:BRAIN:BRAIN:100]
      but the same is in [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS] so I guess it's just a quirk of the current system in vanilla DF.
      Maybe it meant "in the brain organ's brain tissue".
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Deon on November 27, 2010, 01:37:51 am
      Exactly, brain's brain is a brain tissue of a brain organ.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: OmnipotentGrue on November 27, 2010, 03:25:16 am
      The word 'brain' makes absolutely no sense to me anymore.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: AbraKaDaggers on November 27, 2010, 04:04:43 am
      Hi all! My first post! I've been lurking here for weeks, read this entire thread. I'm pretty new to DF in general, and very new to Genesis, but I've been dabbling in Adventure Mode and I just need to say excellent work Deon, and Tomi as well. And hell, while I'm at it, excellent work Toady.

      Anyway, I don't have any questions, or bugs or anything to report. I broke my long standing lurking silence to say one thing:

      Exactly, brain's brain is a brain tissue of a brain organ.

      I think it should be brain's brane, as in membrane. Though that use of the word doesn't normally apply in this situation, it may help alleviate confusion. Not that this is a major issue.

      I'm a big English nerd, so I'd be willing to help with any proofreading or the like. Just thought I'd offer.

      Keep up the great work!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Jacos on November 27, 2010, 08:14:16 am
      May I suggest a sort of eternally cursed dwarf, with very low agility, and mental abilities, low recuperation, but fairly high endurance, strength, disease resistance, etc. Also, NO PAIN! :p Maybe with really tough skin.
      So basically, tanks for your military who are slow gits who pack a punch, who you dress in your best armour.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: TomiTapio on November 27, 2010, 11:21:53 am
      May I suggest a sort of eternally cursed dwarf, with very low agility, and mental abilities, low recuperation, but fairly high endurance, strength, disease resistance, etc. Also, NO PAIN! :p Maybe with really tough skin. So basically, tanks for your military who are slow gits who pack a punch, who you dress in your best armour.

      Sounds like Steel Dwarf minus agility and smarts and recuperation. One time I tried making gloomers unhappier but they still had a jolly ol' time, socializing a lot.

      Could call them "Mongo dwarf", disfigured strong outcast, baby affected not from drinking too much shroom booze, but from Not Drinking Enough Booze. Wait, "Mongo" could be politically incorrect. Hmm. "Musclo". "Ogro". I like Ogro. But they would learn skills so slowly they would be at a serious disadvantage compared to the Stone Dwarves.

      Nah, scrap Ogro caste. Maybe a lesser variant of the steelers, "tin dwarf", less strength and endurance than steelers. Decent agility and high disease resist.
      Anyways, leg armor is more important than gauntlets, because leg nerve gone makes you much more crippled than one arm missing.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: EddyP on November 27, 2010, 02:10:11 pm
      Might it be possible to disable caravan guards from being obsidian dwarves? Four times now the dwarven caravan has been ambushed, an obsidian dwarf guard shoots off a fireball and the dwarven and orcish caravans (and the ambush, to be fair) burn to death chasing each other around in the flames.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: kilakan on November 27, 2010, 03:15:04 pm
      hum steel dwarves are overpowered a bit.... just had one get stabbed through the heart, and both lungs, and he healed before he died........ so he's now running around happily with 3 massive scars on his chest.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: crappypappy on November 27, 2010, 03:21:17 pm
      this may just be me but i use dwarf therapist with dwarf fortress and it cant read ure genders right ive never had tbhis issue before and ive played  vanilla and civilization mod and it was always right before but now it says i got 1 man and 6 women and in game when i check ive got 3 men and 4 women ive tried a fresh instal of dwarf therapist and tried restarting it and reloading it a few times as well any ideas and yes im not stupud i know this isnt the dwarf therapist forum.....
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Tarran on November 27, 2010, 04:01:13 pm
      Deon, Cave Chilies, Carrots, Quarry Bushes and Cucumbers use '(' for their picked tile. Now, as I mentioned long ago any tile selections in Apostrophes results in empty spaces instead of the tile, at least, for the tileset I use (slightly modified version of Dorten's tileset). So please change their picked tiles to the number 40, which results in the correct tile being displayed.

      Glow berries also use '"' for their shrub tile, picked tile, and dead shrub tile. They should all be replaced with the number 34.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: guale on November 27, 2010, 05:17:20 pm
      this may just be me but i use dwarf therapist with dwarf fortress and it cant read ure genders right ive never had tbhis issue before and ive played  vanilla and civilization mod and it was always right before but now it says i got 1 man and 6 women and in game when i check ive got 3 men and 4 women ive tried a fresh instal of dwarf therapist and tried restarting it and reloading it a few times as well any ideas and yes im not stupud i know this isnt the dwarf therapist forum.....
      That's a problem with how Dwarf Therapist responds to castes. I've brought this up on the DT thread an was thoroughly ignored but you could try as well.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: EddyP on November 27, 2010, 06:04:06 pm
      Just had a couple of ambushes pop themselves. As soon as both appeared on the edge of the map, I got the notification. They then killed one member each (one squad killed a goblin member and the other a dwarf member) and then both ran away.

      WTF?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: BackgroundGuy on November 27, 2010, 08:04:03 pm
      Giant Gargoyles can't bleed out.  I think this is related to them not having anything listed as blood.  Ex.
      http://i964.photobucket.com/albums/ae125/Background_Guy/gargoylebug.jpg?t=1290905956
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: rainekage on November 27, 2010, 08:13:58 pm
      Just had a couple of ambushes pop themselves. As soon as both appeared on the edge of the map, I got the notification. They then killed one member each (one squad killed a goblin member and the other a dwarf member) and then both ran away.

      WTF?

      Not sure about the "killing members" part (I don't quite understand what you mean), but the majority of my ambushes consist of a kobold showing up, then immediately running for the edge.

      Still haven't gotten a single werewolf siege since they were implemented. :'(
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: BigD145 on November 27, 2010, 11:13:44 pm
      Just had a couple of ambushes pop themselves. As soon as both appeared on the edge of the map, I got the notification. They then killed one member each (one squad killed a goblin member and the other a dwarf member) and then both ran away.

      WTF?

      Was the leader killed?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Torgan on November 28, 2010, 06:19:01 am
      Giant Gargoyles can't bleed out.  I think this is related to them not having anything listed as blood.  Ex.
      http://i964.photobucket.com/albums/ae125/Background_Guy/gargoylebug.jpg?t=1290905956
      It could be because gargoyles are usually made of stone?  I'm fairly sure one of my dwarves liked gargoyles for their stony skin or rockiness.  On the other hand they are butcherable so who knows.

      Real pros take out giant gargoyles by having them fall down their central staircase then getting punched to death anyway!

      Just had a couple of ambushes pop themselves. As soon as both appeared on the edge of the map, I got the notification. They then killed one member each (one squad killed a goblin member and the other a dwarf member) and then both ran away.
      This appears to be a vanilla bug in 31.18 - Bugtracker (http://www.bay12games.com/dwarves/mantisbt/view.php?id=3685)

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: foil on November 28, 2010, 02:34:28 pm
      What does long world gen mean?  U need to make a huge map for it to work properly?...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: inEQUALITY on November 28, 2010, 02:37:15 pm
      What does long world gen mean?  U need to make a huge map for it to work properly?...

      It means that world gen will take a while as opposed to the relatively quicker gens of vanilla DF. It's not too bad, and with the sheer amount of content in mods like Genesis, it's close to unavoidable even on some higher-end systems.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: foil on November 28, 2010, 02:43:06 pm
      What does long world gen mean?  U need to make a huge map for it to work properly?...

      It means that world gen will take a while as opposed to the relatively quicker gens of vanilla DF. It's not too bad, and with the sheer amount of content in mods like Genesis, it's close to unavoidable even on some higher-end systems.

      Ah ok thx, I was just curious as ive only recenty started playing DF and have only used this mod.

        Is there a certain size the world needs to be to get attacks and wild creatures?  I usually make a world with all settings in the middle but ive never seen any weird beings or monsters in over 10 forts..
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: inEQUALITY on November 28, 2010, 02:57:16 pm
      That's not really dependent on world size so much as the savagery value where you embark (for encountering non-megabeast creatures on embark) and the number of titans/megabeasts, etc. in the world as determined by the parameters and how many were killed off in world gen. Typically, the longer the world gen, the less megabeasts active from being killed off, though they don't get cut down like butter in gen like they used to. I can't really vouch for that being the main reason, as the titan and megabeast pop/wealth requirements probably have a MUCH larger role in things. To be fair, I haven't done but one fort in Genesis and I haven't been back to it in a while since I tend to always focus more on Adventure Mode anyway, but I'm almost certain that the factors I mentioned are universal across all mods.

      EDIT: Also, I'm fairly certain that other than Werewolves, you won't get sieged or attacked by anything other than surface creatures present in the biome on embark (and even that is rare unless you let your dwarves dawdle near them mindlessly or somesuch) for several seasons at the least.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: rainekage on November 28, 2010, 05:07:13 pm
      I just tried out Civforge, which was the mod that made me love DF when I started, and I now have to curse Deon and everyone who helped him.  Genesis is so good I can't play other mods now, they just aren't as fun!   :P (Although I'm looking forward to playing Wasteland after it's refined a bit).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: nordak on November 29, 2010, 08:56:00 pm
      Ok, I have animals freezing to death.  I believe there is a missing matgloss thread somewhere in the raws, I haven't changed them so anyone else who wants to look should be able to find it.  Material is unknown so I can't tell you what to look for yet.  The only evidence I saw was the freezing steam, I'll try to find the source.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: TomiTapio on November 30, 2010, 05:40:58 am
      What does long world gen mean?  U need to make a huge map for it to work properly?...
      It refers to the fact that .31.18 doesn't crash in worldgen as badly as .31.17, WHEN using lots of castes in civilizations, ie. with major mods.

      With .31.17 we managed to make 100-150 year old worlds in Genesis, any longer than that was almost certain crash.
      I would recommend medium region or large region, and a 3x2 embark.

      Ok, I have animals freezing to death.  I believe there is a missing matgloss thread somewhere in the raws,
      Got a cold biome or something? Any blue dragon breath liquids around in puddles? Which animal species? In combat? Tame or wildlife or caravan's pack animals?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: rainekage on November 30, 2010, 09:56:21 am
      I am proud to be Tomi's signature!  :D

      Not much to input overall, it's finals around this time, and I never really input all that much anyway, other than rambling and sometimes bringing up balance issues on accident, like Illithid's poison.  :P  Back to biting people in the eye!  They really should expect that from something called a "Doom Dwarf".
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: RaidSoft on November 30, 2010, 11:22:34 am
      So is there any way of playing this mod but with mayday's graphic pack? I reaaally like the mod but I am soo used to the look of mayday's pack now that it makes it Really hard for me to play it with the one it comes with.. Though I am not saying it looks bad, it's just my personal preference :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: dragonshardz on November 30, 2010, 02:07:50 pm
      ASCII

      Install Mayday's graphics

      ???

      Profit.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: nordak on December 01, 2010, 02:03:22 am
      Hot climate, no dragon breath laying around, doesn't appear to be repeatable... nothing else has frozen, the idea was that something strange was created at the butchers shop and boiled at room temperature, freezing the dog.  Unless I'm not butchering the right animals right now... might be repeatable just need to find the cause...

      I don't know, it was strange so I posted it.

      Frostwyrm corpse parts are not the cause, maybe it was the etten I butchered....
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: RaidSoft on December 01, 2010, 11:32:41 am
      ASCII

      Install Mayday's graphics

      ???

      Profit.

      Unfortunately I have no idea how to do that :( I r noob  :'(
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: arghy on December 01, 2010, 02:29:24 pm
      I started DF on maydays and consider it one of the best graphics packs but the ironhand pack has all of the new monster tokens so its better to suffer through it instead of getting ACII letters popping up with maydays.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: SolEvil on December 01, 2010, 09:40:46 pm
      Is there a way to choose what race to play in during fortress mode? I cant figure it out if there is. . . . . . .
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Flaede on December 01, 2010, 11:52:25 pm
      re: Balors - so they are entirely composed of molten stuff?
      I wanted to wield the Balor's whip, and so I sliced it off, and somehow all that was left was "Kun the Balor's pure iron". It made sense when it happened with their "molten sword" (although I hoped I could wield that. So sad), but the whip too? It would almost be better if you could have them evaporate like Bogeymen parts do, but I'm guessing there isn't a way to mod in that.

      I find this sometimes with Ithillids as well, or at least, I see ithillid "pure iron" in lairs and stuff.

      EDIT: tail and horns stick around. The tail is hella heavy, though.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: isabuea on December 02, 2010, 12:19:08 am
      depending on which on the dwarf civs remaining i choose i can either be at war with snakemen or at war with illithids.

      which would be the worse to be at war with?
      edit: which would be more fun to be at war with?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Flaede on December 02, 2010, 12:41:52 am
      depending on which on the dwarf civs remaining i choose i can either be at war with snakemen or at war with illithids.

      which would be the worse to be at war with?
      edit: which would be more fun to be at war with?

      Um. Ithillids would be FUN! if they showed up first season.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Flaede on December 02, 2010, 01:44:59 am
      Sorry for the double post, but

      After a savescum for SCIENCE, I am now wielding a "molten sword". Why did it not melt into iron, but the whip did?
      Who cares, because THROWING THE SWORD LIGHTS THINGS ON FIRE!

      Spoiler (click to show/hide)

      However you did that, it is the key to making flaming projectiles that include awesome "caught in fire" messages.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: TomiTapio on December 02, 2010, 08:13:10 am
      Is there a way to choose what race to play in during fortress mode? I cant figure it out if there is. . . . . . .
      You have to edit the raws yourself as DF is based on the idea of having only one race for fort mode. Basically put CIV_CONTROLLABLE in the desired race, and gotta have the professions and nobles defined for the race.

      Here's relevant talk:
      http://www.bay12forums.com/smf/index.php?topic=71943.0

      After a savescum for SCIENCE, I am now wielding a "molten sword". Why did it not melt into iron, but the whip did?
      Who cares, because THROWING THE SWORD LIGHTS THINGS ON FIRE!
      The molten sword is a Balor bodypart. Like an ear or an arm but made of iron.
      Balor's whole body has [FIXED_TEMP:11500]  [HOMEOTHERM:11500]. I don't know about meltings. I recall there's something funky in current DF versions about heat transfer, there's too much or too little of it. Hmm... I don't think one can put a fixed temp and homeotherm onto an item/weapon/ammo.

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: ProZocK on December 02, 2010, 09:08:41 am
      Hey guys

      How tough are Balors supposed to be?

       I genned a world stopping at 300 years, and went adventuring.

      Now, I'm pretty tough already, not legendary, but grand master sword user, using a plain steel short-sword I found. I went to fight a Dragon, and the thing was thick, I had to put it unconscious and keep banging its head so it would die..of blood loss.
      Then I got a quest to kill a Balor, and got really excited, but when the battle time came, I just minced him. Every hit was a body part sent flying, and I killed it by slicing his lower body in half.

      Is this how its supposed to be? They should be more resistant than that right?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Axecleaver on December 02, 2010, 10:45:54 am
      Real pros take out giant gargoyles by having them fall down their central staircase then getting punched to death anyway!

      If you don't mind my asking, how would one get giant gargoyles (or any other critter, for that matter) to fall down their central staircase?
      Is it a matter of pushing them? Or luring them into a trap?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Flaede on December 02, 2010, 12:41:54 pm
      I am thinking it's the gaseous fire tissue layer that is doing it. Horns and Tails also deal out the meltings (and are lighter!), internal organs do not, and damage at all to the balor while it was alive sent up huge gouts of flame and gave me the same "you are caught in a burst of balor fire" message. If it were just heat transfer it wouldn't give me the "foo is caught in a burst of balor fire" messages, would it? Also, it happens even if they dodge the horn itself, which is just vicious, and there is a trail of fire flashing across the screen in the path of the projectile in the split second it flies, instead of the "spinning line" graphic you normally get. The whole thing is very cool, and now I want a fire hedgehog with spines I can cut off and stuff into a quiver for the same effect, only not back-crushingly heavy ;)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Torgan on December 02, 2010, 02:17:43 pm
      Real pros take out giant gargoyles by having them fall down their central staircase then getting punched to death anyway!

      If you don't mind my asking, how would one get giant gargoyles (or any other critter, for that matter) to fall down their central staircase?
      Is it a matter of pushing them? Or luring them into a trap?
      I think I just fluked it and it dodged over my central stairwell and fell 10-20 z levels.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: SalmonGod on December 02, 2010, 05:15:22 pm
      My militia in Baldedgilds have beat several gargoyles to death with their bare hands, including a giant one.  It's pretty funny imagining these dwarves shattering marble with their fists and wearing it away until they're beating on this unconscious creature's stone internal organs, and finally my steel dwarf commander, Fleshring, embeds his fist all the way into the thing's solid rock skull.  Dwarves of The Special Dike are tough!  They probably don't even need pickaxes to dig out their homes, just fingernails.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: isabuea on December 02, 2010, 05:27:49 pm
      you are freezing to death!

      currently i have been getting that spammed to me in the log area shortly after my adventurer and his crew killed a frost wyrm.
      how am i meant to remove the whole freezing you to death substance? what is causing me to slowly freeze?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Kiktamo on December 02, 2010, 06:51:34 pm
      you are freezing to death!

      currently i have been getting that spammed to me in the log area shortly after my adventurer and his crew killed a frost wyrm.
      how am i meant to remove the whole freezing you to death substance? what is causing me to slowly freeze?
      I recommend going for a swim or finding a warm place with lots of rain. I believe it's blood or some other extremely cold substance from the frost wyrm so water would probably wash it off.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: GaxkangtheUnbound on December 02, 2010, 06:55:27 pm
      you are freezing to death!

      currently i have been getting that spammed to me in the log area shortly after my adventurer and his crew killed a frost wyrm.
      how am i meant to remove the whole freezing you to death substance? what is causing me to slowly freeze?
      I recommend going for a swim or finding a warm place with lots of rain. I believe it's blood or some other extremely cold substance from the frost wyrm so water would probably wash it off.
      Uhh. . .
      The extract would freeze you on the spot.
      Try burning it off
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Kiktamo on December 02, 2010, 07:01:55 pm
      you are freezing to death!

      currently i have been getting that spammed to me in the log area shortly after my adventurer and his crew killed a frost wyrm.
      how am i meant to remove the whole freezing you to death substance? what is causing me to slowly freeze?
      I recommend going for a swim or finding a warm place with lots of rain. I believe it's blood or some other extremely cold substance from the frost wyrm so water would probably wash it off.
      Uhh. . .
      The extract would freeze you on the spot.
      Try burning it off
      Alright let me fix that then

      I recommend going for a swim or finding a hot place with lots of rain. I believe it's blood or some other extremely cold substance from the frost wyrm so magma would probably clean it off.

      Also off to test it in the Arena!

      EDIT:Swimming in water worked just fine looks like extracts can't freeze water. Rain also worked.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: isabuea on December 02, 2010, 07:18:41 pm
      i don't think magma is in abundance near me nor a smart idea due to the inconveinance of a fiery death.

      i do have alot of its blood on me and it seems i can avoid getting multiple messages by striping naked. i am currently naked and trying to lick myself clean of its blood but most of it seems to be frozen sadly.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Kiktamo on December 02, 2010, 07:34:11 pm
      Water seems to work fine and appears very good for simply nullifying a frost wyrms breath attack.
      Spoiler (click to show/hide)
      which is also what your looking for. Licking it off might freeze your insides though so I don't recommend it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: isabuea on December 02, 2010, 07:42:18 pm
      does it just stop the effect occuring or does it completely remove the cause and stop you from freezing if you leave the pool?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Kiktamo on December 02, 2010, 07:46:40 pm
      does it just stop the effect occuring or does it completely remove the cause and stop you from freezing if you leave the pool?
      It should remove the cause completely since the substance will no longer stick to you.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: TomiTapio on December 03, 2010, 12:30:38 am
      Then I got a quest to kill a Balor, and got really excited, but when the battle time came, I just minced him. Every hit was a body part sent flying, and I killed it by slicing his lower body in half.
      Is this how its supposed to be? They should be more resistant than that right?
      I guess we can add to Deon's to-do list: "make balors as tough as bronze colossi."  8)
      Give them skill levels, and perhaps 3x or 4x uber-muscle-tissue (or muscles made of red steel).

      Vanilla DF is full of similar problems, megabeasts are made of the same Flesh And Bones as birds and humans. And some weapon values are silly as proved by the "lower torso flies off!"
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: ProZocK on December 03, 2010, 06:06:59 am
      I guess we can add to Deon's to-do list: "make balors as tough as bronze colossi."  8)
      Give them skill levels, and perhaps 3x or 4x uber-muscle-tissue (or muscles made of red steel).

      Now THAT is what I'm talking about! :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Flaede on December 03, 2010, 06:52:32 am
      Then I got a quest to kill a Balor, and got really excited, but when the battle time came, I just minced him. Every hit was a body part sent flying, and I killed it by slicing his lower body in half.
      Is this how its supposed to be? They should be more resistant than that right?
      I guess we can add to Deon's to-do list: "make balors as tough as bronze colossi."  8)
      Give them skill levels, and perhaps 3x or 4x uber-muscle-tissue (or muscles made of red steel).

      Vanilla DF is full of similar problems, megabeasts are made of the same Flesh And Bones as birds and humans. And some weapon values are silly as proved by the "lower torso flies off!"

      If you are a dwarf, balors pose no problem, as you are fire immune, and the main trouble I had with mine was that every scratch I gave it made it gout flaming magma gas stuffs.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: OmnipotentGrue on December 03, 2010, 06:52:40 am
      Real pros take out giant gargoyles by having them fall down their central staircase then getting punched to death anyway!

      If you don't mind my asking, how would one get giant gargoyles (or any other critter, for that matter) to fall down their central staircase?
      Is it a matter of pushing them? Or luring them into a trap?
      I think I just fluked it and it dodged over my central stairwell and fell 10-20 z levels.
      Unconscious/stunned (I think it's those two) creatures treat staircases as open space.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Z1000000m on December 03, 2010, 05:16:05 pm
      Legendary Wyvern megabeast has come!
      Urist McStonedwarf cancels: finish rooftop; interrupted by Legendary Wyvern
      Legendary Wyvern megabest strikes the Elf Administrator Cacame le Diplomat in the head with his right paw!
      It starts to rot!
      Legendary Wyvern gives into sickness!
      Legendary Wyvern has suffocated!
      Z100000m looses  a roaring laughter, fell and terrible!


      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: SalmonGod on December 03, 2010, 05:23:21 pm
      I had a wyvern attack one of my fortresses a while back.  Everyone got inside safely and I just watched as it melted itself.  It destroyed a workshop I had outside, and melted off all of its own fat causing massive bleeding.  It then went chasing a goat around trying to breath on it and just keeled over dead.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: rockhard556 on December 04, 2010, 01:49:10 am
      what is a doom dwarf i see them in my race selector thing for adventure mode
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Flaede on December 04, 2010, 02:35:21 am
      what is a doom dwarf i see them in my race selector thing for adventure mode

      Due to a 'glitch' (materials and heat transfer got upgraded), Aspid dwarves got an unexpected upgrade: their venom is now super-heated for maximum FUN!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Z1000000m on December 04, 2010, 05:33:41 am
      Well it makes some sense I guess, but it doen't explain why Wyverns acid is
      a)Affecting the Wyverns
      b)making organs rot
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Dwarven WMD on December 04, 2010, 12:43:44 pm
      .....
      Words fail me to describe how much I love you right now for making this.

      But before I scour a dictionary,
      "Obsidian Dwarves: Obsidian dwarves have a spirit of an ancient origin. They can manipulate fires at will, summoning a sparkle to lighten their way or a raging inferno to punish their foes. It means that nobody wants to see them near a booze stockpile."
      I laughed for five minutes straight at that.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: SalmonGod on December 04, 2010, 01:38:29 pm
      I'm actually thinking of modding Obsidian dwarves out of my next game.  They're more annoying than anything.  Anytime they sense danger, they start belching fire all over the place, and I've never seen it do anything to an enemy.  All it does is ensure my fortress lawn will never be anything but an ashen waste.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: TomiTapio on December 04, 2010, 02:16:59 pm
      I'm actually thinking of modding Obsidian dwarves out of my next game.  They're more annoying than anything.  Anytime they sense danger, they start belching fire all over the place, and I've never seen it do anything to an enemy.  All it does is ensure my fortress lawn will never be anything but an ashen waste.
      Yep, I do that for my worlds, remove all the dwarven webspit/firebreath. Let the fire come from lizardfolk sorcerers and orc flamemasters (which I have not made yet).

      Hey Deon! could we have a pet animal that leaves a slimy trail! Big annoyance when a migrant shows up with a slimegoat.
      Or a slitherkin. Or an Eelsnake. Or a Cave Gnort.

      If you are a dwarf, balors pose no problem, as you are fire immune, and the main trouble I had with mine was that every scratch I gave it made it gout flaming magma gas stuffs.
      It's a bug, dwarves are supposed to be hurt by fire, but the tissue-change-for-Obsidiancaste unfontunately upgrades all dwarves.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: crappypappy on December 04, 2010, 02:53:40 pm
      erm it may just be me but i just had 2 goblin ambushes at the edge of the map and they were revelaed right away then they started killing each other. so i looked at them and it was 2 females and 1 male and the females killed the male off then stopped fighting so i think ure goblin genders are at war with each other. and i have had a goblin ambush before and they didnt do this. also this time i got 2 seperate goblin ambushes at once different sides of the map both were revelaed both were squads of 3 where as my last ambush was about 6-10 people so maybe it is 2 civs fighting each other and they spawned with the wrong group or somthing here let me check nope only one civ of them so u may wanna check ure genders on them 0.o
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Flaede on December 04, 2010, 06:24:14 pm
      If you are a dwarf, balors pose no problem, as you are fire immune, and the main trouble I had with mine was that every scratch I gave it made it gout flaming magma gas stuffs.
      It's a bug, dwarves are supposed to be hurt by fire, but the tissue-change-for-Obsidiancaste unfontunately upgrades all dwarves.
      Oh, hey. Don't I know it! I was responding to someone wondering why Balors were too easy. I figured if they were a dwarf that was a really good explanation why they found it "easy".

      Question: is the balor's boiling magma fire blood stuffs easy to mod into other creatures? I really want the "magma bolt" effect for severed pieces of some other (lighter) creature, but testing hasn't gone so well. Closest I've come it melted the corpse.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Lancensis on December 04, 2010, 10:13:06 pm
      I'm actually thinking of modding Obsidian dwarves out of my next game.  They're more annoying than anything.  Anytime they sense danger, they start belching fire all over the place, and I've never seen it do anything to an enemy.  All it does is ensure my fortress lawn will never be anything but an ashen waste.

      BOOOOORRRRING. Plenty of dwarves talk about nature, only Obsidian Dwarves do something about it!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: TomiTapio on December 05, 2010, 12:01:47 am
      Okay, I'm doing Genesis tweaking now. Discussing and modding is metagame. I'll put my raws up for download.
      No obsidian-dwarf firebreath or dwarf-tissue fire immunity.
      Gave skills to my creatures (creature_custom_tt.txt). Beware the giant otter's bite and twisting-away(wrestling) skill.

      Removed 3000-strength from asps and cobras (again) and made them rarer (population 10 not 250, I look at world's creature counts). And dropped speed from 1000 to 1500.
      Small legs (not horse/dog running legs) to monitor & gator & turtles (QUADRUPED_SMALL bodytype). Gator [AMBUSHPREDATOR].
      Gave skills to SCORPION_DESERT_GIANT and tigermen. Tigermen materials value from 1 to 3.
      Lions etc. get wrestling skill, you know they can twist away from your grasp.

      Foxes and wolves get more skills... I think the stupid slow creatures (cave blob, mud crab type things) should be skill zero. Little foxes about 2-3 level skill, giant lions 5-6. Wolf awareness 7.
      Jackal leather value 2, meat and fat etc. back to 1.
      Put correct FEMALEGEN to female skunks.
      Cooked meal renaming for my taste. Less balls, more cake. I do care what the items are named while trading them.

      Kangaroos, added [BIOME:DESERT_BADLAND] (not a sand desert) and frequency from 5 to 25. And kicking and wrestling skill.
      Skills to anubites, cave carp, armorman and nith. And muskox, elk, polar bear, reindeer, elk bird, and the cat-sized CRUNDLE. (Deleted kicking from the 10kg biped crundle. You don't see macaques kicking each other.)
      Manera, the wall-crawler, gets FLIER to simulate wall-climbing. Beware, if you make home in the caves.
      Blind cave bear upgrade...
      Wrestling skills to raptors... I think they were one of Deon's favorite beasts. I don't think they dodge 5, more like 3. Jump-to-side isn't what pack predators do.


      Oh, I have
      "[MATERIAL_TEMPLATE:GOODWOOD_TEMPLATE] --by TomiTapio, September 12, for mahogany, oak etc. best furniture wood."
      I had forgotten all about my wood upgrade!! (It's redwood, sequoia, cypress, redcedar, puzzle-tree, yew.)
      I call toughleather "hide". So you can SEE which leather armor is better. Toughtooth material is called "fang" in my worlds, for fun.

      --deleted dwarf fire immunity tissue change
      --deleted dwarf cold immunity tissue change
      Unicorn:
      Spoiler (click to show/hide)

      Download my raws: http://dl.dropbox.com/u/8967397/Gen18_TomiTapio_raw_objects.zip
      How to install: Extract on top of the existing txt files of the objects folder from graphical Genesis 3.18. No guarantees, haven't tested yet.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: SalmonGod on December 05, 2010, 02:06:04 am
      I'll definitely make use of some of this in my next fortress. I really just need to get more into modding.  Just from reading the tweaks you've made, it sounds like there's a lot of stuff I'd probably like to clean up.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Jacob/Lee on December 05, 2010, 03:05:38 pm
      ...What does Illithid toxin do?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Icee77 on December 05, 2010, 08:10:51 pm
      Nord's are AWESOME!
      I am currently a Nord adventurer and asked two axemen if they could join me. I was surprised they wanted to. Soon after, nearly every Nord i ask joins.  8) 8)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Seriyu on December 05, 2010, 09:30:30 pm
      Out of curiosity, about how much stronger is hide/fang then leather/teeth normally? I assume it doesn't beat out metal or anything?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Urist is dead tome on December 05, 2010, 10:20:21 pm
      I can't get the graphics version so I tried to get the ASC2 but it won't work. Specifically I download it, go to the downloads page, double click and extract it. But for this it just opens a new tab and downloads it again. Anyone know what this is?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: TomiTapio on December 06, 2010, 02:20:28 am
      ...What does Illithid toxin do?
      Causes dizziness. Just a minor advantage during melee. Simulates a weak mind blast attack. Maybe you get the "stunned" status from it, I can't remember.
      in chasm monster illithid: [CE_PARALYSIS:SEV:300:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]
      in civilization creature_illithid: [CE_DIZZINESS:SEV:300:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]

      Nords are AWESOME! I am currently a Nord adventurer and asked two axemen if they could join me. I was surprised they wanted to. Soon after, nearly every Nord i ask joins.  8) 8)
      I think you need to slay 1-5 animals or goblins first to get a reputation, then you get people to follow you. (.31.12 memories)
      Nords use the language_finnish file which I made using my native language  :D

      Out of curiosity, about how much stronger is hide/fang then leather/teeth normally? I assume it doesn't beat out metal or anything?
      I made the tough materials, and just put 2x values to them. And little bit more tooth max_edge. Deon approved the materials and they're now a core part of the Genesis mod :)
      But it's a huge advantage in battle, having double strength skin, muscles, bones, teeth, sinews. Pity the dwarf who tries to defeat a cavern monster with her fists.
      My arena test at the time: tough-material elephant vs normal : http://dl.dropbox.com/u/8967397/arena_20_tough-ele_vs_20_ele_.csv

      Quote
      Quote from: toupz on 18-11-2010, 09:32:22    Bone weapon can be good with good material+skill? I wanna make a dragon bone sword lol

      Bone and ToughBone unfortunately can never have as good a cutting edge as metals. Unless you change toughbone's MAXEDGE parameter.
      Toughbone [MAX_EDGE:2000], copper [MAX_EDGE:11500], steel [MAX_EDGE:27500] ...
      Deon has decided to call toughbone material "bone" to simplify things for some players. Anyone got a suggestion for a short name for bones that are much (2x) stronger than human bones? Thesaurus has "os".
      Deon, could we upgrade toughbone and toughclaws to 7500 edge?

      (I'll look it up. Toughmuscle cutting resistance numbers are    [SHEAR_YIELD:40000]   [SHEAR_FRACTURE:40000]   [SHEAR_STRAIN_AT_YIELD:100000] (human muscle 20k 20k 50k)
      and copper    [SHEAR_YIELD:70000]   [SHEAR_FRACTURE:220000]   [SHEAR_STRAIN_AT_YIELD:145]
      so you'll always prefer a 1-inch copper armor to a 1-inch ogre-muscle armor.)

      Genesis 3.18 ascii's download works okay for me, it is
      http://dffd.wimbli.com/download.php?id=3391&f=deons+genesis+3.18+ASCII.rar
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Seriyu on December 06, 2010, 03:13:42 am
      Ah, I see, primarily for the benefit of the creature, the minor boost to leather armor is just a bonus. :P

      Thanks!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Slax on December 06, 2010, 07:44:27 am
      I can't get the graphics version so I tried to get the ASC2 but it won't work. Specifically I download it, go to the downloads page, double click and extract it. But for this it just opens a new tab and downloads it again. Anyone know what this is?
      Open WinRar (or whatever you use), drag the file to it, extract and you're done.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Axecleaver on December 06, 2010, 02:54:59 pm
      Might it be possible to disable caravan guards from being obsidian dwarves? Four times now the dwarven caravan has been ambushed, an obsidian dwarf guard shoots off a fireball and the dwarven and orcish caravans (and the ambush, to be fair) burn to death chasing each other around in the flames.

      I'm actually thinking of modding Obsidian dwarves out of my next game.  They're more annoying than anything.  Anytime they sense danger, they start belching fire all over the place, and I've never seen it do anything to an enemy.  All it does is ensure my fortress lawn will never be anything but an ashen waste.

      hum steel dwarves are overpowered a bit.... just had one get stabbed through the heart, and both lungs, and he healed before he died........ so he's now running around happily with 3 massive scars on his chest.

      Giant Gargoyles can't bleed out.  I think this is related to them not having anything listed as blood.  Ex.
      http://i964.photobucket.com/albums/ae125/Background_Guy/gargoylebug.jpg?t=1290905956

      Is there a certain size the world needs to be to get attacks and wild creatures?  I usually make a world with all settings in the middle but ive never seen any weird beings or monsters in over 10 forts..
      Typically, the longer the world gen, the less megabeasts active from being killed off, though they don't get cut down like butter in gen like they used to. I can't really vouch for that being the main reason, as the titan and megabeast pop/wealth requirements probably have a MUCH larger role in things. To be fair, I haven't done but one fort in Genesis and I haven't been back to it in a while...

      ...I never really input all that much anyway, other than rambling and sometimes bringing up balance issues on accident, like Illithid's poison.

      I genned a world stopping at 300 years, and went adventuring.
      ...
      Now, I'm pretty tough already, not legendary, but grand master sword user, using a plain steel short-sword I found. I went to fight a Dragon, and the thing was thick, I had to put it unconscious and keep banging its head so it would die..of blood loss.

      My militia in Baldedgilds have beat several gargoyles to death with their bare hands, including a giant one.  It's pretty funny imagining these dwarves shattering marble with their fists and wearing it away until they're beating on this unconscious creature's stone internal organs, and finally my steel dwarf commander, Fleshring, embeds his fist all the way into the thing's solid rock skull.  Dwarves of The Special Dike are tough!  They probably don't even need pickaxes to dig out their homes, just fingernails.

      ...I guess we can add to Deon's to-do list: "make balors as tough as bronze colossi."  8)
      Give them skill levels, and perhaps 3x or 4x uber-muscle-tissue (or muscles made of red steel).

      If you are a dwarf, balors pose no problem, as you are fire immune, and the main trouble I had with mine was that every scratch I gave it made it gout flaming magma gas stuffs.

      Okay, I'm doing Genesis tweaking now.
      ...
      Gave skills to my creatures (creature_custom_tt.txt). Beware the giant otter's bite and twisting-away(wrestling) skill.
      ...
      Gave skills to SCORPION_DESERT_GIANT and tigermen...
      Lions etc. get wrestling skill, you know they can twist away from your grasp.

      Foxes and wolves get more skills...
      Little foxes about 2-3 level skill, giant lions 5-6. Wolf awareness 7.
      ...
      Kangaroos, added [BIOME:DESERT_BADLAND] (not a sand desert) and frequency from 5 to 25. And kicking and wrestling skill.
      Skills to anubites, cave carp, armorman and nith. And muskox, elk, polar bear, reindeer, elk bird, and the cat-sized CRUNDLE.
      ...
      Manera, the wall-crawler, gets FLIER to simulate wall-climbing. Beware, if you make home in the caves.
      Blind cave bear upgrade...
      Wrestling skills to raptors... I think they were one of Deon's favorite beasts. I don't think they dodge 5, more like 3. Jump-to-side isn't what pack predators do...

      Out of curiosity, about how much stronger is hide/fang then leather/teeth normally? I assume it doesn't beat out metal or anything?
      I made the tough materials, and just put 2x values to them. And little bit more tooth max_edge. Deon approved the materials and they're now a core part of the Genesis mod :)
      But it's a huge advantage in battle, having double strength skin, muscles, bones, teeth, sinews. Pity the dwarf who tries to defeat a cavern monster with her fists.
      My arena test at the time: tough-material elephant vs normal...

      I really want to like Genesis Mod!

      As I'm reading other mod threads and longing to incorporate certain mods into my game, I keep stumbling across posts by Deon which stated he was already incorporating (or was considering the inclusion of) said mod into Genesis. And all I can think is, "cool!" This is especially nice, since many of those mods are outdated and wouldn't work with the latest DF build without a lot of effort.

      Genesis seems to have just about every feature I could possibly want in a mod.

      I love the new materials and workshops in Metals Revamped, not to mention Adventure mode Spellcraft and Crafting, Soil is Fun, Expanded bestiary, Flavortext Mod, and even the Additional Features. I can even appreciate some (though not all) of the new races and castes that were added.

      However... I have some serious issues with balance. And, from what I'm reading, it seems that the development of Genesis may be going in the OPPOSITE direction from my play style.

      What I'm reading suggests:

      * With their fire, Obsidian Dwarves are not only overpowered, but dangerous to everyone - even themselves.
      * Steel Dwarves seem way too overpowered - to the point that the only reason I can see why anyone would want to play as any other dwarf (with the possible exception of Apid Dwarves)is to have a greater challenge.
      * The acid breath of Aspid Dwarves seems overpowered. Even if their breath was fixed so it didn't incinerate stuff, I can see it as giving them a huge advantage in combat.

      But I can deal with that much. What bothers me even more is how 'beefed-up' a lot of monsters, megabeasts, and races are in general. And the development plans seem to lean almost entirely toward making them even tougher and more bad@** ? (It almost seems as if there's a trend toward munchkin (http://firedrake.org/roger/rpg/munchkin.html)ism... or a desire to tell tales on the scale of The Adventures of Baron Munchausen (http://en.wikipedia.org/wiki/The_Adventures_of_Baron_Munchausen).)

      For instance, just one person complains about how easy it is (for a tough dwarf with Grand Master sword skill) to slaughter a balor and the response is to "Give them skill levels, and perhaps 3x or 4x uber-muscle-tissue" ? (Nevermind the fact that most of the balor's attacks were innefectual merely because the dwarf had fire immunity.) And I see talk about giving all these new skills to other critters, even mundane creatures? (Seems counterintuitive to me to give skills to non-intelligent animals.)

      Don't get me wrong, I can see some improvement towards balance in Genesis. Someone pointed out that megabeasts no longer "get cut down like butter... like they used to." (Though, I also see concern that even now not enough megabeasts survive for the player to face.) But as I said, the general trend seems to be toward making DF more of a challenge.

      The reason I'm writing is to ask if there's any possibility you would consider branching off Genesis into two versions:

      * Hardcore Edition - for experienced, hardcore DF players who look to Genesis to breath new life into DF by providing ever increasing challenges and who can appreciate the development toward an ever increasing variety in experiencing FUN (http://df.magmawiki.com/index.php/Fun).

      * Newby Edition - for inexperienced DF players and those who prefer a leisurly pace and play experience, but who still desire to experience DF with the amazing new materials, workshops, spellcraft, crafting, soil, bestiary, and flavortext. For those who prefer their bestiary to consist of unskilled, dumb animals. Also, for those who prefer that the ambushes, races, monsters and megabeasts to be only slightly more challenging than vanilla DF.

      I will understand if that is asking too much. But, perhaps additional files could be included with simple instructions how how to "neuter" the game to make something similar to a 'Newby Edition'? Perhaps a method to easily disable certain races and monsters that some would consider overpowered? (For that matter, I'd be happy with a version of Genesis without any new races, castes, or creatures and then I could manually combine this with Legendary Lands (http://www.bay12forums.com/smf/index.php?topic=61301.0) or similar.)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Urist is dead tome on December 06, 2010, 03:09:04 pm
      It seems that my computer is too stupid. I tried other things for which to put it on (I don't have WinRar.) but the thing just immediately stops responding and I have to kill it. Does anyone know a place where I can get some sort of walk through(?) Cause I keep hearing how great Genesis is. It's kinda teasing.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: TomiTapio on December 06, 2010, 04:22:15 pm
      Thanks for the feedback! I do creature tweaking and most of the time Deon approves of my changes.

      However... I have some serious issues with balance. And, from what I'm reading, it seems that the development of Genesis may be going in the OPPOSITE direction from my play style.

      * With their fire, Obsidian Dwarves are not only overpowered, but dangerous to everyone - even themselves.
      * Steel Dwarves seem way too overpowered - to the point that the only reason I can see why anyone would want to play as any other dwarf (with the possible exception of Apid Dwarves)is to have a greater challenge.
      Yep, we got munchkinism, there's even rare super-swords one can get from altar-of-war sacrificing reaction. It's Deon's mod.
      I don't think Obsidian firebreath really hurts the wildlife. Try arena 10 obsidian vs 10 ogres. I'd prefer than Deon replaced it with a "spit a glob of toxin". Big forest fire is annoying, but sometimes EPIC. I do want some random explosions, hmm perhaps a 2% chance in workshop X for a poison puddle to be produced...

      Balor... the megabeasts Should Not die of "ten dwarves punch it a lot". (might be a major flaw somewhere in the punching combat coding, or dwarf strength.)  I find vanilla DF's megabeasts too puny. And ridiculous that a wooden cage trap gets a dragon/wyvern. (Toady made all random-generated megabeasts trap-avoiding!)
      Most animals in vanilla are all the same default speed, so horse and rat and ogre are the same speed. And dwarves outrun running-optimized mammals like deer.

      I say that a megabeast should pose a similar threat like ten axe-goblins, that is, 2-6 dead iron-armor dwarf soldiers.

      * Newby Edition - for inexperienced DF players and those who prefer a leisurely pace and play experience, but who still desire to experience DF with the amazing new materials
      Current Genesis looks like hardcore edition to me, especially if one sets the siege triggers to low (made 100k wealth -> siege). Hardest factor might be how often sieges come, at worst might have four civs sieging you and then the orcs come and try to sell you cheese.

      I suppose it would be easy to make a patch file that changes all the dwarves to be stronger faster more durable, thus making all fort-defending 2-3 times easier. All dwarves to steel caste, easy version done.
      I still want the Elk to be deadlier in combat than the Deer, the tiger to bite better than the cheetah, and the Cave Ogre to punch and wrestle better than the outdoors Ogre.

      ps. current caverns-home glacier fort, casualties from cave croc, giant bat, scorpion, giant cave spider, and Lost Adventurers. In short, from poison and paralysis bites.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: SalmonGod on December 06, 2010, 04:27:26 pm
      Quote
      * With their fire, Obsidian Dwarves are not only overpowered, but dangerous to everyone - even themselves.
      * Steel Dwarves seem way too overpowered - to the point that the only reason I can see why anyone would want to play as any other dwarf (with the possible exception of Apid Dwarves)is to have a greater challenge.

      My complaint about Obsidian dwarves is they're way underpowered.  I've never seen their firebreath effect anything but grass.  I've never seen the slightest mark made on any enemy or any friendly fire effects.  All it results in is every genesis mod fort having an outdoors that's constantly reduced to ashes.  As soon a stuff starts to grow back, there's another obsidian dwarf encounter and they burn every blade of grass on the map down again.  After the initial novelty of the dramatic imagery, it becomes more annoying than anything.

      I don't have much of a problem with steel dwarves.  I've never got one trained up to legendary or anything (I don't do danger rooms).  I've had several die on me, usually when their non-steel squadmates get killed leaving them alone and surrounded.  They'll put up a helluva fight, but they will die.  I've had at least one get randomly one-shotted, too.  They're so rare, that you're unlikely to have more than 4 or 5 at a time anyway, unless your fort gets pretty old and they've had a long-running higher survival rate than everyone else.  I kind of like that they give us an opportunity to get a taste in DF2010 of the crazy heroics of 40d when stats didn't have a hardcoded upper limit.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Axecleaver on December 06, 2010, 04:31:22 pm
      It seems that my computer is too stupid. I tried other things for which to put it on (I don't have WinRar.)...
      I'm not sure about a walk through. But if you just need WinRar to uncompress a .RAR file, you could just download the free 7-zip (http://www.7-zip.org/) program and use that. It supports just about every compression format in use today. To use 7-zip (http://www.7-zip.org/), just right click on a file and in the menu choose "7-Zip", then "Open archive" or "Extract Here".
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: TomiTapio on December 06, 2010, 04:35:33 pm
      It seems that my computer is too stupid. I tried other things for which to put it on (I don't have WinRar.) but the thing just immediately stops responding and I have to kill it. Does anyone know a place where I can get some sort of walk through
      Ah, you must install a program that can open RAR archives. WinRAR or 7zip. What OS do you have?
      Try this page: http://download.cnet.com/WinRAR-32-bit/3000-2250_4-10007677.html
      this page recommends Bitzipper which I have never heard of:  http://www.tech-pro.net/howto-open-rar-file.html

      I don't have much of a problem with steel dwarves.  I've never got one trained up to legendary or anything (I don't do danger rooms).  I've had several die on me, usually when their non-steel squadmates get killed leaving them alone and surrounded.
      I think Bsperan was talking about adventure mode and how playing a steel caste is the only logical choice there.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Urist is dead tome on December 06, 2010, 04:56:39 pm
      Thanks guys! I was lookin' forward to this mod. And now it's mine!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Ovg on December 06, 2010, 05:00:20 pm
      Same stuff with all other kinds of games.

      For example in pnp games you can minmax and be an unstoppable broken beyond repair war machine or you can be a 'normal' adventurer.

      The player decides how hard he wants his game to be. In the end, you've still got human intelligence and you're capable of fully using all kinds of unconventional tactics and the AI is just what it is, artificial. No creative thinking whatsoever.

      On the other hand I do agree about fire-spitting dwarves. I HATE how they burn the map. That's why I've switched them off (deleted their caste).

      Damn, got all that rambling on again...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Jacob/Lee on December 06, 2010, 07:46:15 pm
      Try building constructions out on the grass so the fire won't spread everywhere and torch everything.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: BigD145 on December 06, 2010, 08:00:27 pm
      Build some roads to section off the map? Does fire only spread to adjacent?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: inEQUALITY on December 06, 2010, 08:02:52 pm
      Build some roads to section off the map? Does fire only spread to adjacent?

      That's how it's supposed to work I'm thinking.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: SalmonGod on December 06, 2010, 08:05:26 pm
      Or I can just remove obsidian dwarves, since starting those annoying fires is the only thing that differentiates their caste from a standard dwarf.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: inEQUALITY on December 06, 2010, 08:05:59 pm
      Or I can just remove obsidian dwarves, since starting those annoying fires is the only thing that differentiates their caste from a standard dwarf.

      Always an option. :P

      Just not as fun. ;)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Urist is dead tome on December 06, 2010, 08:15:10 pm
      I'm probably getting an annoying reputation but here goes. I was playing and I got a "FATAL ERROR" message. Specifically something about LARGE_DAGGERS. Or something along those lines. Missing raws? Anyone else have this problem?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: SalmonGod on December 06, 2010, 08:17:41 pm
      Well the more fun option would be to make their fire actually effective on something other than grass.  I wouldn't have a problem with them if that were the case.  I need to just look up how to do that when I get home.  Would it be as simple as making their firebreath hotter?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Axecleaver on December 06, 2010, 08:50:46 pm
      Yep, we got munchkinism, there's even rare super-swords one can get from altar-of-war sacrificing reaction. It's Deon's mod.

      You're right, it is his mod. (And an amazing mod, it is!) As such, Deon is free to do with it as he sees fit. I was just voicing my concern over what I saw as development towards more "hardcore" players, which may further disappoint and distance some players like myself who don't need that much of a challenge.

      The rare super-sword thing doesn't bother me because it's rare. In fact, I think the altar sacrificing thing is another cool idea - it reminds me of all the cool alter sacrifice stuff in ADoM (http://en.wikipedia.org/wiki/ADoM). I only wish Genesis had more ADoM-like stuff, like the use of holy water to bless items, magic scrolls, and the drinking from magic pools. (Though, I have read that Toady plans to eventually take DF towards a more magical/fantasy bent.)

      Big forest fire is annoying, but sometimes EPIC. I do want some random explosions, hmm perhaps a 2% chance in workshop X for a poison puddle to be produced...

      As I said, it seems we want different things out of DF. The first time can be fun as a novelty. But I see annoying as very bad in a game - something for relaxing and entertainment, not frustration.

      Balor... the megabeasts Should Not die of "ten dwarves punch it a lot". (might be a major flaw somewhere in the punching combat coding, or dwarf strength.)

      Are you saying that 10 Steel Dwarves who are all Legendary in Wrestling should not be able to kill or disable a megabeast ? o_O Let's put it another way, if there were ten dwarven equivalents to Chuck Norris or Bruce Lee, should they be able to incapacitate a megabeast?

      I find vanilla DF's megabeasts too puny.

      Perhaps in vanilla several of them could have used a slight boost. But I think that if megabeasts still seem puny in Genesis, after being beefed-up, it's only because all the other races and critters are even more beefy.

      And ridiculous that a wooden cage trap gets a dragon/wyvern. (Toady made all random-generated megabeasts trap-avoiding!)

      I can't argue with the rediculousness of a dragon/wyvern being trapped in a cage made of wood. However, I really want to be able to trap them with cages and I see no logical reason why a trap of, say, red steel or adamantium shouldn't be able to hold them. (What castle could be considered complete without a dragon in the dungeon? For that matter, I'd love to be able to breed them!) IMO, to have megabeasts set to trap-avoiding really hurts the usefulness of traps. Megabeasts can be hard enough to deal with even when traps are able to hurt them slightly.

      Most animals in vanilla are all the same default speed, so horse and rat and ogre are the same speed. And dwarves outrun running-optimized mammals like deer.

      IMO, having dwarves outrun animals like deer seems silly. But then, the speed of critters is not what bothers me - even if running away is a valid strategy for survival. (For that matter, I would find it ridiculous for an herbivore such as elk or deer go out of its way to attack an adventurer or dwarf. They can and do attack, but this is rare without provocation.) However, it does concern me that you are adding a high degree of skill in Wrestling to animals just so they can avoid being pinned. Should Wrestling be considered an obsolete skill? What do you have against Wrestlers?

      Current Genesis looks like hardcore edition to me, especially if one sets the siege triggers to low (made 100k wealth -> siege). Hardest factor might be how often sieges come, at worst might have four civs sieging you and then the orcs come and try to sell you cheese.

      Yes, I see the current Genesis as Hardcore Edition as well. Hence my problem. But it's nice to know we can alleviate this somewhat by adjusting things like siege triggers. (Now, if I can only figure out how to adjust those things...)

      I suppose it would be easy to make a patch file that changes all the dwarves to be stronger faster more durable, thus making all fort-defending 2-3 times easier. All dwarves to steel caste, easy version done.

      But that's just a simple fix, not a solution. That still wouldn't address the underlying balance issues. And doing that would make certain opponents, such as Sylvan elves, complete pushovers again (even with their Ironwood weapons).

      I still want the Elk to be deadlier in combat than the Deer, the tiger to bite better than the cheetah, and the Cave Ogre to punch and wrestle better than the outdoors Ogre.

      All that sounds good to me, as long as the difference is kept reasonable. (It can be easy to get carried away making opponents more dangerous.)

      Same stuff with all other kinds of games.
      For example in pnp games you can minmax and be an unstoppable broken beyond repair war machine or you can be a 'normal' adventurer.

      Interesting. I've never had the experience of playing a pen-n-paper RPG where any player was an unstoppable war machine. In fact, all my PnP experience was of players getting easily butchered by overpowered opponents, dying "heroically" (i.e., prematurely) before they reached level 5, simply to satisfy the whims of the GMs. (They admitted that they planned it this way on purpose - for fun.) It didn't seem to matter squat what game was played or who the GM was, either.

      With a PnP, the difficulty is almost completely controlled by the GM. The player controls the actions of their character and makes choices in character creation, but beyond that (and pi$$ing off the GM), it's out of their hands. Many modern PC and console games today have difficulty settings in an options screen.

      There are some difficulty adjustments possible in DF by the choices made in setting up the world and on the embark screen. And, true enough, certain strategies and knowledge can make things a bit easier - more likely for their adventurer/fortress to survive. But to make it even more difficult or easier would require going "under the hood", making changes to files and/or installing mods. Installing one major mod in DF is complicated enough for some players, but to install a bunch of mods and get them to work together is often a major challenge - esp. without the know-how and experience.

      In the end, you've still got human intelligence and you're capable of fully using all kinds of unconventional tactics and the AI is just what it is, artificial. No creative thinking whatsoever.

      I do not have issue with how DF has to compensate for lackluster AI by swarms of enemies and over-the-top stats and powers. As you implied, that's true for all [PC and console] games. Rather, I'm saying that by going the "Hardcore" route the current Genesis Mod demands that players be even more creative with strategy (and lucky) than with vanilla DF. That's fine for those who are experienced enough to anticipate such things and know what to do. (Or who don't find restarting to be that big of a deal.) But for the inexperienced, even a seemingly small mistake can ruin a perfectly good adventurer/fort. And that can be esp. frustrating for new players.

      I've never seen their [Obsidian dwarves'] firebreath effect anything but grass...
      All it results in is every genesis mod fort having an outdoors that's constantly reduced to ashes...
      After the initial novelty of the dramatic imagery, it becomes more annoying than anything.
      I do agree about fire-spitting dwarves. I HATE how they burn the map. That's why I've switched them off (deleted their caste).

      OK, maybe they're not overpowered. But it seems a lot of Genesis players find Obsidian dwarves to be very annoying. So... how can we turn them off?

      For that matter - since it seems Hardcore Genesis is here to stay - I'd really like to know how to replace all the creatures, castes and races from Genesis with vanilla stuff. From what I've read it seems more complicated that merely copying all the "creature_" files from the vanilla DF .ZIP file. Even if doing this requires something like two dozen detailed steps and two hours of work, I'd want to do this.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Urist is dead tome on December 06, 2010, 10:54:53 pm
      Elected nobles? What nobles?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Morwaul on December 07, 2010, 01:38:04 am
      I am annoyed by the whole burning map thing as well.  I really like the idea of a caste of dwarves running around throwing fireballs at the enemies though. Instead of turning off Obsidian dwarves, would it be possible to make grass fire proof?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: TomiTapio on December 07, 2010, 02:44:44 am
      As I said, it seems we want different things out of DF. The first time can be fun as a novelty. But I see annoying as very bad in a game - something for relaxing and entertainment, not frustration.
      DF is definitely not the game for relaxing. It has random events and sudden combat challenges. You have to monitor the announcements in case of "Morul cancels X due to monsters beating her".

      Are you saying that 10 Steel Dwarves who are all Legendary in Wrestling should not be able to kill or disable a megabeast ? o_O Let's put it another way, if there were ten dwarven equivalents to Chuck Norris or Bruce Lee, should they be able to incapacitate a megabeast?
      Ten stone dwarves without any weapons. They should all die to the dragon's bite, breath, tailslap and claws before wrestling it down. Dragon should not get exhausted, and not be hurt by average-strength punches. Try again when you have swords and shields.


      (What castle could be considered complete without a dragon in the dungeon? For that matter, I'd love to be able to breed them!) IMO, to have megabeasts set to trap-avoiding really hurts the usefulness of traps. Megabeasts can be hard enough to deal with even when traps are able to hurt them slightly.
      Sure, a dungeon should have a horse-sized dragon/drake. But not a 3x6 meters (10x20 feet) large megabeast who is Larger Than A Workshop and who Smashes Walls.

      that you are adding a high degree of skill in Wrestling to animals just so they can avoid being pinned. Should Wrestling be considered an obsolete skill? What do you have against Wrestlers?
      I say that a bear wrestles better than a chicken, and a no-skills no-weapons dwarf should not be able to defeat the bear in single combat. Consider the alligator's strength in thrashing around. Unicorns and horses can twist their legs to get away from the bear's jaws.
      (Or: a 60-kg bear teenager wrestles better than a 60-kg ostrich.)

      Some animals should not get any skills, like turtles and amorphous blobs and slow-moving creatures. Before natural_skill tag was added by Toady, you could boost an animal's fighting by increasing speed and size, and adding limbs and NOPAIN NOSTUN NOEXERT. And adding poison and non-flesh materials.
      Now, a SMALL creature (faun, kobold, nixie, brownie, quickling, pikachu) can be dangerous because it can dodge and avoid getting pinned! Just like a Goblin!
      (creature idea: goblin adventurer, all skills at 6.)

      Siege triggers, see http://df.magmawiki.com/index.php/DF2010:Entity_tokens#Behavior
      trigger 0, never, 1, very soon.
      trigger 5 means requires 120+ population or something. It's all guesswork until people compile and post to wiki, what the triggers wealth/tradedwealth are.

      But that's just a simple fix, not a solution. That still wouldn't address the underlying balance issues. And doing that would make certain opponents, such as Sylvan elves, complete pushovers again (even with their Ironwood weapons).
      Any humanoid without a limb-severing or arrow-shooting weapon is a pushover. Unless give dodging and shield and fighting skill to it. Yep, I'll give elves good dodging (just from becoming an adult elf).
      Arena test: 10 macedwarf vs 10 elephants compared to 10 axedwarf vs 10 elephants.


      OK, maybe they're not overpowered. But it seems a lot of Genesis players find Obsidian dwarves to be very annoying. So... how can we turn them off?
      For that matter - since it seems Hardcore Genesis is here to stay - I'd really like to know how to replace all the creatures, castes and races from Genesis with vanilla stuff.
      in creature_genesis.txt, remove [FIREBREATH] from the obsidians.

      Basically you need to replace the [CREATURE:DWARF] section with the vanilla's creature, and then a similar replacement in the entity files. But the creatures reside in in differently named files, so you have to copy-paste across dozens of files and delete many genesis creatures. Replacing ALL creatures to vanilla state sounds like 2-5 hours of work. (I recommend Crimson Editor's "find string in folders" function. Also recommend WinMerge code-comparison tool to detect and copy text file changes.)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Lord Shonus on December 07, 2010, 07:41:43 am

      Sure, a dungeon should have a horse-sized dragon/drake. But not a 3x6 meters (10x20 feet) large megabeast who is Larger Than A Workshop and who Smashes Walls.


      That's an idea. Add "Lesser -foo-" for the various megabeasts as animals (half to quarter size/strength/etc). You could even have a full-powered version as a ultra-rare caste.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Supercharazad on December 07, 2010, 02:36:56 pm
      Is it weird that my favourite way of killing people in this mod is to bite off their penis and beat them to death with it?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Urist is dead tome on December 07, 2010, 03:12:37 pm
      I've done that many times and I never get tired of it. Dwarf Fortress has made me a terrible person.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: SalmonGod on December 07, 2010, 04:11:38 pm
      If it's not too much trouble, what would I do to remove fire immunity from non-obsidian dwarves?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Flaede on December 07, 2010, 04:14:13 pm
      If it's not too much trouble, what would I do to remove fire immunity from non-obsidian dwarves?

      I think it would take re-jigging how the special tissues are inserted into the obsidian dwarf caste. From what I've read here, the mass "replace all" seems to affect the entire species not just the caste, so you might have to create a whole new bodytype just for them, that uses the different materials.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: SalmonGod on December 07, 2010, 04:22:01 pm
      Sounds like I just need to learn modding! :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Axecleaver on December 07, 2010, 06:51:39 pm
      DF is definitely not the game for relaxing. It has random events and sudden combat challenges. You have to monitor the announcements in case of "Morul cancels X due to monsters beating her".
      It's true that players must closely monitor the game. But I still say the random events and occational combat shouldn't completely interefere with the potential of playing DF to help unwind after a hard day. And I was trying to say that, on top of RL issues, I do not need the game I play to have terribly annoying behavior.

      I say that a bear wrestles better than a chicken, and a no-skills no-weapons dwarf should not be able to defeat the bear in single combat. Consider the alligator's strength in thrashing around. Unicorns and horses can twist their legs to get away from the bear's jaws. (Or: a 60-kg bear teenager wrestles better than a 60-kg ostrich.)
      OK, that makes sense. Thank you for clearing up my confusion.

      Also, thank you for explaining how to remove FIREBREATH and modify the creature files. I'll have to play around with those and that should keep me busy for a while.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Deon on December 07, 2010, 08:12:02 pm
      If it's not too much trouble, what would I do to remove fire immunity from non-obsidian dwarves?

      I think it would take re-jigging how the special tissues are inserted into the obsidian dwarf caste. From what I've read here, the mass "replace all" seems to affect the entire species not just the caste, so you might have to create a whole new bodytype just for them, that uses the different materials.
      Yep, you have to remove the select all -> apply heatdam_point thing which affects all castes instead of one. I will definitely fix it for the next release, but right now I log off because as Kilakan wisely said "tonsilitis sucks" :D.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Ibid Straydrink on December 07, 2010, 11:59:14 pm
      I just downloaded this, and opened it up and installed it, then went to play a round of Adventure Mode... it's been great! Personally, the added flora and fauna alone is well worth never playing vanilla DF again, although, it does seems a little odd to me how there is always been silk and crop plants tomatoes cropping left and right like weeds in the middle of an arid desert, but as with D&D I suppose that's where the "Yes, and it's..!" rule comes into play. The additional races are just what DF needed as well, and I am OVERJOYED that someone decided to throw the desert niche a bone.

      Thank you for this superb work!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: TomiTapio on December 08, 2010, 02:22:07 am
      If it's not too much trouble, what would I do to remove fire immunity from non-obsidian dwarves?

      Deon would have done that if it was possible to have per-caste tissues. But the tissues are per-creature. So all dwarves' tissues got upgraded.
      I also removed the fireimmunity from my worlds.

      To make all dwarves non-fireimmune, delete from creature_genesis.txt
      Code: [Select]
      [SELECT_CASTE:MALE_OBSIDIAN]
      [SELECT_ADDITIONAL_CASTE:FEMALE_OBSIDIAN]
      [SELECT_MATERIAL:ALL]
      [HEATDAM_POINT:NONE]
      [IGNITE_POINT:NONE]
      [IF_EXISTS_SET_MELTING_POINT:55000]
      [IF_EXISTS_SET_BOILING_POINT:57000]
      [SPEC_HEAT:30000]
      Need to make sure blood and pus aren't solid at regular temperatures.
      [SELECT_MATERIAL:BLOOD]
      [PLUS_MATERIAL:PUS]
      [MELTING_POINT:10000]

      The additional races are just what DF needed as well, and I am OVERJOYED that someone decided to throw the desert niche a bone.
      Thank you for this superb work!
      Deon and I thank you for liking it! I saw a documentary on the tv that showed giraffes and kangaroos eating plants in "desert" and "rocky wasteland". So I made a small tweak to the creatures. It's the sand desert that lacks large animals.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: D_E on December 08, 2010, 11:19:19 am
      It is possible to give the dwarven creature both the normal tissues and a set of fire-immune tissues with different names, and have the obsidian dwarves be made out of the fire-immune tissues and the rest be made out of the normal tissues.

      I do something similar in the illithid mod.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Z1000000m on December 08, 2010, 05:11:59 pm
      Somehow cleavers are absolutely pathetic
      I just had a goblin misteress hit my cat 3 times with a copper cleaver, barely tearing the skin, only the 4th hit chopped his leg off.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Mantonio on December 08, 2010, 06:57:55 pm
      I love the mod. It's a bit overwhelming in the beginning though I feel, but I'll easily get over that.

      Is it possible to put in more cavern type creatures? I like to make cut off from the world, never see the sun dwarven societies you see, and having a tonne of cows and turkeys underground is, well, a bit weird to me.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: TomiTapio on December 09, 2010, 01:33:38 am
      Is it possible to put in more cavern type creatures? I like to make cut off from the world, never see the sun dwarven societies you see, and having a tonne of cows and turkeys underground is, well, a bit weird to me.
      Of course. I have allowed the Desert Scorpions (dog-sized) and the Giant Sandworms to wander into the caverns. Have you met all the caverns-depth-3 creatures?

      (including armorman, gelatinous cube, blood spider, green devourer (hmm I can't recall those, better increase their frequency), bah Jabberer was at default freq, and changed some creatures away from Default Speed (human running speed). Thanks for getting me to inspect the depth 2-3 beasts.

      Edit: Small tweaks like seeing sites_and_pops txt's
         55430 dire wolves
         13850 raptors
         50 gorillas
         20025 ents
         1265 gargoyles
         213 giant gargoyles
      and then reducing direwolf and ent count. And allowing gorillas in a few more biomes.
      DAMN! Ghouls were 100 frequency, the maximum, outnumbering rats bats ants...
      Oh.. the NITH creature has no biomes so it's been non-existent for dozens of Genesis versions.

      Really Deon... LOST ADVENTUERER has [CE_PARALYSIS:SEV:3000:PROB:100:SIZE_DILUTES:START:0:PEAK:100:END:300]  3000% severity and 150-ish turns... certain death from not being able to breathe! Stronger than any dragon's attack!

      I'll post my private raws in a few days, with such things as "vodka is pricier than mint tea" and plant-to-barrel jams are cheaper. (jam 8 flour 12-20 spice 20-30 dye 20-30)
      Hmm the animal purchases are just super cheap (300-1700), most of the time a trainable combat-okay animal is cheaper than a iron weapon. But for embark you want cheap hogs and bitches and even cheaper meat rabbits.

      Meat Cleaver:
      [ATTACK:EDGE:800:400:hack:hacks:NO_SUB:1250]
      [ATTACK:BLUNT:800:400:slap:slaps:flat:1250]
      [ATTACK:BLUNT:20:400:strike:strikes:handle:1000]
      It would get better if one removed the slap and handlebash. But it's not designed for combat. Compare the 800-wide 400-deep to short sword's 5000:2000.
      and katana's 15000:3250, two-handed sword 20000:4200, sabre's 6000:2700, combat cleaver 3000:2500.
      I guess I'll put meat cleaver to [ATTACK:EDGE:1200:1100:hack:hacks:NO_SUB:1250].
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: SirAaronIII on December 09, 2010, 02:00:06 am
      The files are corrupt or something, so I can't play  :'(
      Maybe I'm doing something wrong?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: TomiTapio on December 09, 2010, 02:17:20 am
      The files are corrupt or something, so I can't play  :'(
      Maybe I'm doing something wrong?

      Which files, and are you using Mac or Linux perhaps? Have a program that can extract from RAR-archives?

      Or are you talking about "I tried some modding and now the game won't start"?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: RadGH on December 09, 2010, 05:57:15 am
      I'm loving the mod, but I can't make any red steel (http://xmages.net/storage/10/1/0/b/b/upload/44cbd16b.png).

      I have 193 units of bauxite (http://radleygh.com/images/Dwarf_Fortress_2010-343-02-51-21-5.png) and 27 steel bars (http://radleygh.com/images/Dwarf_Fortress_2010-343-02-51-36-1.png). However, the crucible has no tasks available (http://radleygh.com/images/Dwarf_Fortress_2010-343-02-52-26-56.png). I would assume there is another material I need, but it is not shown on the metalsmith chart.

      I also have 67 coke and 26 charcoal.

      What am I doing wrong?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Torgan on December 09, 2010, 06:39:44 am
      You should just need bauxite and steel to make it, I always have a magma crucible if that makes any difference.  Is there any chance the items are outside burrows so can't be smelted?  Or try setting it through the job manager and see if you're getting an error message once it's approved.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: RadGH on December 09, 2010, 06:47:34 am
      Ah, the job manager only has the option to make it with magma. That must be the problem. Time to dig further I guess, better make some steel armor and weaponry until then.

      I'm kind of glad that it's not so easy to make, it seems quite powerful.

      Thanks for the help. I think the image on the wiki should be modified to show this, though.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Frosty_Dorf on December 09, 2010, 07:59:54 am
      hmmm, I just downloaded the .18 genesis and the in game sound only works on the start screen. the in game music isn't playing. That happening to other people or am I just really unlucky?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Torgan on December 09, 2010, 09:44:29 am
      Ah, the job manager only has the option to make it with magma. That must be the problem. Time to dig further I guess, better make some steel armor and weaponry until then.
      It does seem fairly awesome, I was under siege by Nords after their caravan got destroyed again as it spawned at the map edge, a new recruit in red steel armour got ahead of my army and just stood in the middle of the nord siege having all the iron axe attacks glance off his armour.  My cunning attack plan of having my red steel armoured army charge towards bow goblins works surprisingly well too, I don't use danger rooms so they are only around skilled level at best at shield/armour but the combat log was full of copper arrow is deflected by red steel helm/breastplate/boots etc.

      Illithids and mace/hammers/whips still beat the crap out of it though so you're not invincible.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: TomiTapio on December 09, 2010, 04:47:51 pm
      Here's my current Genesis raws:
      http://dl.dropbox.com/u/8967397/Gen18_TomiTapio_raw_objects_Dec9.zip

      lots of creature fine tuning, and removed the dwarves' fire and cold immunity. And firebreath.
      added a "trollkin" tribal troll humanoid, goblin-sized. It has no graphics yet.
      Don't put these raws into an existing fort as I changed some of the prepared meals.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Fleeb on December 09, 2010, 07:08:26 pm
      Here's my current Genesis raws:
      http://dl.dropbox.com/u/8967397/Gen18_TomiTapio_raw_objects_Dec9.zip

      lots of creature fine tuning, and removed the dwarves' fire and cold immunity. And firebreath.
      added a "trollkin" tribal troll humanoid, goblin-sized. It has no graphics yet.
      Don't put these raws into an existing fort as I changed some of the prepared meals.

      Aww cool. Thanks for this.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: crappypappy on December 09, 2010, 07:11:40 pm
      maybe its just me but i dont find illithids to dangerous i had 6 steel dwarves in full copper armour and obsidian short swords not recieve a single injury from a illithid ambush consisting of 2 squads of 8 and this was only a year into my game so these guys had no skills what so ever. the only thing that bothered me was that there was and ithalid overseer liason or somthing like that and i never saw him once kinda creepy
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: SirAaronIII on December 09, 2010, 07:21:06 pm
      Which files, and are you using Mac or Linux perhaps? Have a program that can extract from RAR-archives?

      Or are you talking about "I tried some modding and now the game won't start"?
      I have WinRAR, and I'm using Windows XP. Also, I tried downloading the ASCII version, but it's corrupted too.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: TomiTapio on December 10, 2010, 01:15:30 am
      maybe its just me but i dont find illithids to dangerous i had 6 steel dwarves in full copper armour and obsidian short swords not recieve a single injury from a illithid ambush consisting of 2 squads of 8 and this was only a year into my game so these guys had no skills what so ever. the only thing that bothered me was that there was and ithalid overseer liason or somthing like that and i never saw him once kinda creepy
      I agree, the illithids aren't as tough as armored goblins. They have worse armor and weapons, on purpose. And their "mind control" toxin is pretty weak, dizziness only. But they have the special castes with heavy toxins and larger size. I once had a caged Outpost Mind area-blast forever inside a cage, quite a sight.

      BTW, steel dwarves are superheroes, so no wonder the flayer squad was easy.

      Oh.. Deon's illithids do not have any weapons allowed in the entity file. I had them use "simple" weapons earlier, daggers, maces and spears(deadly). I'll fix that and upgrade the mind control toxin to include pain (someone's messing with your mind) and a percentage chance of unconsciousness (successful control).

      Lots of images of flayers: http://www.google.com/images?um=1&hl=en&safe=active&biw=1920&bih=1047&tbs=isch%3A1&sa=1&q=%22mind+flayer%22&aq=f&aqi=&aql=&oq=&gs_rfai=

      I have WinRAR, and I'm using Windows XP. Also, I tried downloading the ASCII version, but it's corrupted too.
      Perhaps Deon was devious and used a compression setting that older (?) WinRAR can't do. Try downloading with another browser or saving to a different harddisk location, in case you got a partial download earlier.
      I just downloaded and tested the 3.18 ASCII.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: mastere on December 10, 2010, 02:10:37 am
      Highlights of getting this mod and playing around with it....

      Illithids can fly? Caused a few elves and horses I had stuck on a bridge 10 or so z-levels up a volcano to jump when they were floating around.:))))

      Edited the raws to make the different types of dragons and balors pets....this is very entertaining and leads to lots of fun, especially when you want to murder a hapless outpost liason and your war dragons all turn vengefully righteous. Of course.. this can also be an aid for the enemy... I just had elite goblins, barghests, and some other shit come riding in on WAR CAVE DRAGONS! I didn't design my fortress to defend well against flying creatures unfortunately, and so they are laying waste.

      This mod is pretty awesome...nice work

      Does anyone know where in the raw files you would edit the properties of dragonscale?



      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Torgan on December 10, 2010, 07:26:15 am
      Some of the illithids can fly, voidmasters, liasions and I think grigori ones? 
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: celem on December 10, 2010, 07:51:57 am
      This mod sounds really cool. I have a few questions. Why are Orcs Japanese when you could make them unique and add a Japanese race to humans?

      The truth is that I rather like the ways orcs are represented just now and they are certainly 'unique' within DF.

      Now yes, they have some japanese-kinda traits, but this is more the type of orcs chosen for the mod rather than anything deeper I feel.

      Orcs in fantasy tend to fall into one of two catagories.  You have tolkein's style of orc.  Sneaky bastard, ugly as sin, basically an oversized gobbo.  The other common style of creating fantasy orcs is to make them militant.  You add in concepts such as martial honor, warrior code etc to make a race of 'born warriors'.  The upshot of this second path is often that great similarities can be drawn between the orcs and real-world concepts and practices such as bushido.

      (if looking for examples in fantasy lit. that have the second type of orc then i'd recommend 'Orcs' by Stan Nicholls.  Refreshing to read a world where orcs are the main characters and humans just these irritating squishy trouble-makers.)

      And yes.  Genesis rocks!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: atomicoctobot on December 10, 2010, 09:04:52 am
      The truth is that I rather like the ways orcs are represented just now and they are certainly 'unique' within DF.
      Iirc, the Orcish armour in Morrowind was samurai-ish.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: NaziBad on December 10, 2010, 03:11:22 pm
      Iirc, the Orcish armour in Morrowind was samurai-ish.

      You are forgetting that Morrowind is not relevant to the mythology of Ork.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Jacob/Lee on December 10, 2010, 05:49:47 pm
      Thank you Deon for this nice moment:
      (http://i611.photobucket.com/albums/tt194/sgtjacob1/CurseThemQ.jpg)
      It is a glorious time when hostiles all unite at my doorway and slaughter each other! More ambushes are pouring in, and more Uristmas cheer is being spread around my doorway in the form of weapons, armor and blood!

      Explanation: A baker's dozen of ambushes all came on to the map at once, about 4 Illithid squads, 4 Dusk Elf squads and 5 Demon squads, combined with the current Ezrakim Elf siege they started a nice bloodbath at my gate.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Lancensis on December 10, 2010, 06:11:17 pm
      Jesus Deon. How big did you make testicles? I've got one from a Giant that weighs 78 urists.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Flaede on December 10, 2010, 06:58:29 pm
      Jesus Deon. How big did you make testicles? I've got one from a Giant that weighs 78 urists.

      Ah, the magic of relsizes. Actually, I've got an eyelid from a cyclops with a similar issue. The eyelid, by itself, is too big for an empty CHEST, let alone backpack.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: NaziBad on December 10, 2010, 07:25:30 pm
      About the dwarven castes, does any caste of dwarf give birth to any caste, for example does a steel dwarf only birth steel dwarves or can they give birth to any other caste?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: SalmonGod on December 10, 2010, 07:29:18 pm
      About the dwarven castes, does any caste of dwarf give birth to any caste, for example does a steel dwarf only birth steel dwarves or can they give birth to any other caste?

      I think caste birth is random.  I have a steel/obsidian dwarf couple in my fort, and they've given birth to stone and doom dwarf babies.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: NaziBad on December 10, 2010, 08:36:41 pm
      That's pretty cool. I've yet to play Fortress Mode as I've been making sure my world is Elf free. So, if I keep the castes seperate, then there would be a high chance that dwarves will only befriend and wed the dwarves around them and whatever child is produced I will move them to the proper caste burrow. This mod is great. Also, the gloomers and aspid are complete undesirables and I'll likely throw them to the arena with giant lions and use them for disposable mining purposes. Those shroom guys seem pretty mundane, probably useful as an early militia because they can amass such large numbers. Yep, I said it before, Genesis is great.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: NaziBad on December 10, 2010, 08:47:44 pm
      I've another question. Is the awesome attack system in Dwarf Fortress or is it unique to Genesis? I haven't checked if there is a new version of DF in a long while so I am not sure if the system was included some time ago. If it is Genesis, then I thank Deon for allowing me to hit people in their dick.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: BigD145 on December 10, 2010, 08:49:41 pm
      Explanation: A baker's dozen of ambushes all came on to the map at once, about 4 Illithid squads, 4 Dusk Elf squads and 5 Demon squads, combined with the current Ezrakim Elf siege they started a nice bloodbath at my gate.

      This is what happens when you don't make appointments. Barbaric!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Axecleaver on December 10, 2010, 11:18:07 pm
      I was reading the War dogs suck (http://www.bay12forums.com/smf/index.php?topic=71307.0) thread and I noticed some things that could use modding. This reminded me of how Genesis uses the VBASE format (http://www.bay12forums.com/smf/index.php?topic=62500.0) for creatures. And that, in turn, made me wonder if Deon or TomiTapio had already addressed a few of these issues:

      The thread starts by saying that "war dogs suck now", which implies that they did not always suck. Also, if true, I find it silly that hunting dogs are now superior to war dogs in every way:
      Aye, all I use now are 2 war dogs, then 10 million HUNTING dogs, much better...

      But Psieye pointed out that war dogs still have a use:
      The trouble comes when you expect war dogs to actually kill anything (unless you rewrite their raws so teeth are made from steel not flesh or whatever it is currently). Well ok, they're useful for chasing away wildlife like Rhesus Macaques. No, the benefit is that they distract invaders...
      Hmm... Would it be possible to edit the teeth for war dogs (and only war dogs) to be as strong as iron? That way, war dogs would get a slight boost and be a match for some armored foes (just not well armored ones).

      Savaril complained about how pathetic war elephants are:
      War elephants suck. I ended up training like 20 of them, and then I unleashed them upon a squad of goblin lashers and the elephants were pretty much decimated without killing a single one.
      One failure does not a problem prove. (Esp. considering they were lashers.) But if this is any indication, I might agree that war elephants need a boost.

      Trouserman and TheJackal had some interesting ideas on modding bears to wear armor:
      Grizzly bears are notably strong, even vs armor.  Unfortunately I don't have any in my current fort....
      If only I could have put that bear in armor...

      There must be a way to mod the RAWs so you can get them in armor like this...
      Spoiler (click to show/hide)

      But I suppose bears with armor might be a stretch. (Not sure if it's even possible.)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Jacob/Lee on December 10, 2010, 11:21:11 pm
      Apparently keepers are easy to piss off. They are laying siege to me right now, but only 1 of their caravans was destroyed. Let's see what happens, considering a loyalty cascade with the illithids and the demons in the same siege squad just occured, maybe something will happen with these keepers.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Rumrusher on December 11, 2010, 02:02:07 am
      I'm confused how this has happen but I race change a keeper to a (gray) werewolf and travel out to fight with me along with a hand pack of 3 keepers we got ambushed by elves who only where pissed at the human party so I place them under 'internship'(make creatures follow in dfusion which may lead to a @ sign but no blinking...from what I can tell) soon once I got close to the band camp where I was going to kill, end up having the intern's jumping the keepers the weird part is that I notice I have 2 werewolves now (the first one was on internship)!?
      so I check and look through and seen nothing stating the transformation of the character.
      so I guess having a infected hound can put you at risk of turning into a infected hound.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Ibid Straydrink on December 11, 2010, 02:12:46 am
      I have a question: is it possible to change the  Genesis terrain tileset with a simple replacement?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: TomiTapio on December 11, 2010, 02:19:51 am
      Explanation: A baker's dozen of ambushes all came on to the map at once, about 4 Illithid squads, 4 Dusk Elf squads and 5 Demon squads, combined with the current Ezrakim Elf siege they started a nice bloodbath at my gate.
      One can adjust the seasons when what civs come "visit" you. I guess the current state is that all civs can come at all four seasons. It's a little silly sometimes because of the "caravan comes -week" is hardcoded.

      Jesus Deon. How big did you make testicles? I've got one from a Giant that weighs 78 urists.
      What's the total weight of your giant then, I think NINE TONS. So he had 1% of body weight testes.
      I tested & tuned them in dwarven arena battles and made them them big enough that they get hit often enough (1-3% chance per dead dwarf). But, the sizes should be different on external (outside-clothes!) and internal (like kidney) versions. And then Today made a bugfix and clothes protect ears/nose/willies!

      Yep, castes are totally random in dwarf breeding. But there's some genetics in DF so you can breed muscular cattle. Let the steel dwarves party & pairbond.

      Those shroom guys seem pretty mundane, probably useful as an early militia because they can amass such large numbers. Yep, I said it before, Genesis is great.
      You have forts that live to year seven and eight? How's your FPS?

      I was reading the War dogs suck (http://www.bay12forums.com/smf/index.php?topic=71307.0) thread and I noticed some things that could use modding. This reminded me of how Genesis uses the VBASE format (http://www.bay12forums.com/smf/index.php?topic=62500.0) for creatures. And that, in turn, made me wonder if Deon or TomiTapio had already addressed a few of these issues:
      Haven't heard about VBASE.
      Would be easy to give demon-class teeth to all dogs. But war dogs do not exist in the raws! Only the untrained creature. "+war" and "+hunting" are hardcoded (in the EXE) things.
      War bears, did that in DF 40d16 (back when Genesis was called DF Complete, DFCP). Yep, bears and pigs are smart and thus trainable. War Spaniels, not.
      All three bears already have [TRAINABLE].
      Armor for horses and war dogs, not in DF yet.

      so I check and look through and seen nothing stating the transformation of the character.
      so I guess having a infected hound can put you at risk of turning into a infected hound.
      I don't think there's creature transformation the way you describe it.
      DF recently added "spouse conversion" for lair-using beasts, there's a [SPOUSE_CONVERSION_TARGET] tag now.

      I have a question: is it possible to change the  Genesis terrain tileset with a simple replacement?
      You're free to edit the graphics files data/art/ironhand_text.png and ironhand_mix.png to suit your taste. Just remember to maintain transparency while you edit and save. Easiest would be to copy-paste the terrain square from another 18x18 tileset.

      Cheers everyone, I'll have my morning tea now.
      I should start a few more forts to get a feel for different biomes' wildlife.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Torgan on December 11, 2010, 09:27:04 am
      Those shroom guys seem pretty mundane, probably useful as an early militia because they can amass such large numbers. Yep, I said it before, Genesis is great.
      You have forts that live to year seven and eight? How's your FPS?
      I'm on about year eight of a fort as well, around 40fps at the moment.  But I don't have anything like a pumpstack or waterfall to slow it down too much.

      Oh and how do you use the altars of war and nature? I've had the job on repeat at the building for ages but I've never seen anyone use either of them.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Lord Shonus on December 11, 2010, 09:36:48 am
      Enable the alchemy skill. Repeat is a bad idea, btw.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Dumatoin on December 11, 2010, 11:53:16 am
      DF /w Genesis mod has been crashing on me quite alot. It didn't seem to crash so much in adv mode, but in DF mode, it crashes frequently. I have it saving at season changes, but still, a dwarf can do a lot in a season, and to have to go back and reload all the time is seriously pissing me off.

      IS this an issue with some kind of setting i should change?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Axecleaver on December 11, 2010, 01:12:56 pm
      Does anybody else find the idea of an alligator as a mount... rather odd? I mean, assuming even as a pet it wouldn't try to bite your head off trying, how could you even ride one? Alligators have short (but powerful) legs and their belly already practically scrapes the ground. Wouldn't your dwarves' or adventurer's legs drag on the ground? And wouldn't the alligator be trying to scrape itself across the stone floor or ground trying to carry the extra weight?

      I see it set as [mount_exotic] in vanilla and [mount] in Genesis. (I'm assuming the latter was set to [mount] so as to bypass the Dungeon Master bug.)

      [PS: My mistake about Genesis using VBASE (http://www.bay12forums.com/smf/index.php?topic=62500.0). It's CivForge which incorporated that and just I got it mixed up.]
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Jacob/Lee on December 11, 2010, 01:48:52 pm
      Cave Crocodiles are also mounts.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: TomiTapio on December 11, 2010, 03:02:29 pm
      in DF mode, it crashes frequently. I have it saving at season changes
      IS this an issue with some kind of setting i should change?
      Truetype support is known to cause problems, as it's brand new. Turn that off. Might want to try different graphics-renderer settings too, maybe skip the PRINT_MODE:PARTIAL.
      Gotta make more manual saves, like after a successful trade and after designating 20 new rooms.


      Gator and Croc mounts aren't so bad, one can think of them as a kind of war dog that the enemy brought. "Riding" doesn't seem to give much advantage in combat.
      One siege brought Dread Troll Cheesemakers and other professions (thanks to can_learn tag on them.)

      Any opinions on whether the Illithids should use evil/good/cave animals? The uncivilized Flayers live in caverns, but their mind control skills might let them command the good animals (unicorns). Hmm... maybe should add more Good animals, but one sees them so rarely as good biomes are boring and scarce.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Tarran on December 11, 2010, 06:06:33 pm
      Deon, the ASCII version(and maybe even the graphical version) has a bunch of mistakes that were reported in earlier versions and while you supposedly fixed them, they are back again. Namely:
      Deon, Cave Chilies, Carrots, Quarry Bushes and Cucumbers use '(' for their picked tile. Now, as I mentioned long ago any tile selections in Apostrophes results in empty spaces instead of the tile, at least, for the tileset I use (slightly modified version of Dorten's tileset). So please change their picked tiles to the number 40, which results in the correct tile being displayed.

      Glow berries also use '"' for their shrub tile, picked tile, and dead shrub tile. They should all be replaced with the number 34.
      They were supposedly fixed a while ago. (http://www.bay12forums.com/smf/index.php?topic=52988.msg1517294#msg1517294) However, most of them are back. ((For you people paying close attention, yes, this is the second time I reported this. However, I think Deon missed my post)).

      Another one that's back is:
      Um, minor question Deon, why is light yellow diamond cyan if it's light yellow? ???
      I have been noticing that "light yellow diamond" clusters show as blue while in situ. Is that deliberate?
      Apparently you fixed (http://www.bay12forums.com/smf/index.php?topic=52988.msg1519965#msg1519965) it twice (http://www.bay12forums.com/smf/index.php?topic=52988.msg1567147#msg1567147). However, it's cyan again.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Ibid Straydrink on December 11, 2010, 06:42:19 pm
      That's pretty cool. I've yet to play Fortress Mode as I've been making sure my world is Elf free. So, if I keep the castes seperate, then there would be a high chance that dwarves will only befriend and wed the dwarves around them and whatever child is produced I will move them to the proper caste burrow. This mod is great. Also, the gloomers and aspid are complete undesirables and I'll likely throw them to the arena with giant lions and use them for disposable mining purposes. Those shroom guys seem pretty mundane, probably useful as an early militia because they can amass such large numbers. Yep, I said it before, Genesis is great.

      I laughed, because I am doing the exact same thing with "lesser" dwarves as you are, and over here only Jade and Obsidian dwarves are eligible for any leadership position or personal property. :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Argonnek on December 11, 2010, 06:52:31 pm
      I have a question about the scriptorium, specifically the platinum books they have a small chance of producing. What do they do? I got the weaponsmithing book "the Ultimate Weapon," but looking through the raws for the library revealed no reaction for using it. Are they useful? A half-implemented feature? Just for Show?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Exlo on December 11, 2010, 08:12:30 pm
      Great mod, Deon. Unfortunately, the autosave feature does not work, for me at least. And, that is why I'm here. If everyone else is autosaving fine, then there must be a problem on my end. I turned it on in the init, and it seems to save whilst I play, but the files aren't showing up when I choose to continue my fort. Are they just being saved somewhere else? I'd appreciate any help on this. :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: EvilJawa on December 11, 2010, 08:35:27 pm
      does anyone know where i can find a phoebus graphics set for this mod? im too used to that tileset, love the creature graphics though, cept for the kobolds =P

      i tried pasting the phoebus into the deon folder with poor results, im just trying to get the tileset to work and leave the creatures the way they are, any help would be appreciated thanks =)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: TomiTapio on December 12, 2010, 01:46:57 am
      Platinum tomes, they're just for show AFAIK.

      Great mod, Deon. Unfortunately, the autosave feature does not work, for me at least. And, that is why I'm here. If everyone else is autosaving fine, then there must be a problem on my end. I turned it on in the init, and it seems to save whilst I play, but the files aren't showing up when I choose to continue my fort. Are they just being saved somewhere else? I'd appreciate any help on this. :D
      It doesn't show up because it goes into the "data/save/region1" (or whatever number you're on) folder, overwriting the previous save there.
      I recommend [AUTOSAVE:SEASONAL]  [AUTOBACKUP:YES] in the data/init/d_init.txt. That way each autosave also makes a season-named backup folder. Remember to delete too-old autosaves, they take up lots of space and spam your harddisk with thousands of tiny files.


      Phoebus tileset, I'm afraid Deon doesn't have the time these days to add that variant. (Deon last posted three weeks ago,  on 17.11. (11/17) so he's really busy)
      For changing the tileset file, you need to replace the init.txt's [GRAPHICS_FONT:ironhand_text.png]  [GRAPHICS_FULLFONT:ironhand_text.png]  with the name of the Phoebus image file.


      Plant graphics, chili is tile 161 and the rest of the don't use '(' anymore. (Graphical 3.18)
      Yeah the ASCII version doesn't get as much love as the graphics one, since Deon is good at drawing the tile graphics! Maybe a few weeks later I'll update the ascii version too. (Can not mass copy over since every creature has a letter instead of "tile 255, pile of bones".)
      It'll be smarter to first do more polish on the graphics version (and hopefully get my tunings approved by Deon) and then copy the changes over, than to copy changes over many times.


      I'm considering war warthogs. So i google "warthog dangerous".
      See animal wrestling skills: http://www.edutube.org/video/lion-vs-warthog
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: NaziBad on December 12, 2010, 02:28:30 am
      How do I cure drowsiness in adventure mode? No amount of sleeping has helped.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Axecleaver on December 12, 2010, 03:40:17 am
      I'm considering war warthogs. So i google "warthog dangerous".
      See animal wrestling skills: http://www.edutube.org/video/lion-vs-warthog

      Well, I do hear that pigs are supposed to be intelligent and make excellent pets. However...

      Why are some animals capable of being domesticated as pets while most others are not? (http://askville.amazon.com/animals-capable-domesticated-pets/AnswerViewer.do?requestId=6305142)
      Quote
      Although similar to domesticated pigs in many ways, American peccaries and Africa's warthogs and bushpigs are also dangerous in captivity.

      Also, I doubt they would get big enough for an adult dwarf to ride on - unless it's a giant variety.


      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: TomiTapio on December 12, 2010, 07:08:18 am
      Well, I do hear that pigs are supposed to be intelligent and make excellent pets. However...
      Why are some animals capable of being domesticated as pets while most others are not? (http://askville.amazon.com/animals-capable-domesticated-pets/AnswerViewer.do?requestId=6305142)

      The dwarven Dungeon Master serves the purpose of taming exotic animals, like the cave beasts and magical fairy/golem things. (but due to bugs, PET_EXOTIC (DM required to tame) doesn't work these days so you gotta choose just PET or not.)
      Also, we got magical altars on which to sacrifice stuff to the spirits, so I would say the magic, gods and spirits help the dwarves make the animals obey.

      Dwarven booze magic: exhale at the animals until they realize they cannot win and they'd better cooperate.

      And the Mind Flayers use their psionics to dominate animals, bring them as siege fodder.

      BTW here's my current fort's mayor-log:
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Reinmar on December 12, 2010, 08:55:14 am
      Hello. I got into the adnveturer mode couple days ago and read about genesis mod. And this thing is as much amazing as is confusing (well, at least for me :'(). So I'm gonna probably stop by and ask question from time to time :). So, my first question is about shops. I traveled some reasonable distance, but only habited places I was able to find were fortresses and therefore no innkeepers. So my q: Where are the shopkeepers? (are the only shopkeepers still human?)   

      TY
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: coinich on December 12, 2010, 03:25:13 pm
      I'm a bit confused on making red steel.  I have blast furnaces giving me steel bars, and I have bauxite, but the crucible doesn't give me the option to make red steel at all.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: TomiTapio on December 12, 2010, 03:47:22 pm
      only habited places I was able to find were fortresses and therefore no innkeepers. So my q: Where are the shopkeepers? (are the only shopkeepers still human?)   
      Yep, goblin and dwarf fortresses are still empty. Human towns (was it white or yellow '#' on the travel map) is where to look for taverns, shops, stealing and temples.
      Duskie, Ezra, Keeper, Nord, Orc civs have towns. (The [DEFAULT_SITE_TYPE:CITY] .)

      I'm a bit confused on making red steel.  I have blast furnaces giving me steel bars, and I have bauxite, but the crucible doesn't give me the option to make red steel at all.
      Magma crucible only. Not so easy to make, but you have a "milestone" when you do make it. Also, one can embark with bauxite stones to guarantee red steel later.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: coinich on December 12, 2010, 05:25:01 pm
      Ah, magma crucible.  Thanks.  I'dve thought it would say that on the graphic; it only says crucible so I figured either.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: ViiK on December 12, 2010, 05:38:32 pm
      First I want to thank mod creator! Right now playing in adventure mod as a werewolf, having a lot of fun tearing apart my enemies  :D

      I'm having troubles entering and exiting some forts and shops, sometimes each building in the town have such bug. First I thought they are kind of locked (feature?) but my companions can step into passage cell and only then I can enter\exit building. Didn't had such bugs in vanilla, maybe mod related.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: OmnipotentGrue on December 13, 2010, 01:20:40 am
      I don't believe werewolves can use doors, if that helps.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: TomiTapio on December 13, 2010, 02:48:06 am
      I don't believe werewolves can use doors, if that helps.
      Fixed for next Tomi's Tunings release.
      Also gave skills to demonic alliance, and biomes for ratmen and dark dwarves -- has anyone encountered them?
      Boosted Bile Demon toxin and punching. Made Warlocks faster and more agile. Renamed my new creature from Trollkin to Brook Troll.

      And every dwarf, goblin, elf, orc, human has some natural fighting skills, due to growing up in their society and playing sports. Benefits of civilization. More violent/aggressive civ, more fighting skill learned.
      You tend to learn some things when you grow up and get to dwarf age 40 (for example).

      Edit: just discovered [NATURAL_SKILL:SNEAK:1].

      Edit: Here's my current raws, please roll a new world to use these, might cause problems if put into existing fort. Three new inedible outdoor mushrooms included.
      http://dl.dropbox.com/u/8967397/Gen318_TomisTunings_raw_Dec13.zip (http://dl.dropbox.com/u/8967397/Gen318_TomisTunings_raw_Dec13.zip)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: BigD145 on December 13, 2010, 11:42:43 am
      I don't believe werewolves can use doors, if that helps.
      Fixed for next Tomi's Tunings release.

      What's the quick fix so we can do this manually?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: D_E on December 13, 2010, 11:57:13 am
      Add [CANOPENDOORS] to the werewolf entry in creatures_genesis, I think.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: ViiK on December 13, 2010, 12:15:38 pm
      These are normal simple buildings - four walls and entrance, I don't see any icon that would represent a door.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Spaghetti on December 13, 2010, 04:16:56 pm
      how come there are towns on the map in the tundra areas but when i go there nothings there?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: D_E on December 13, 2010, 06:24:05 pm
      That's a bug in Dwarf Fortress itself, I believe.  Towns don't work right on tundras.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Davichococat on December 13, 2010, 07:59:11 pm
      Yeah, I never play with Nord's because of their towns in the ice.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: TomiTapio on December 14, 2010, 03:30:24 am
      [ITEM_FOOD:ITEM_FOOD_PIZZA]
      [NAME:pizza]
      [LEVEL:6]
      Delicious. Put in item_food.txt.
      I recently removed pizza, ragout, escalopes, ravioli, balls, alphabet soup, composite soup, complex salad. All the ones with foreign names; trying to have a fantasy world.
      Have cake, pie, sauce pie, slabcake, swirlcake, slices instead.
      The maximum level is 4. (2 easy, 3 fine, 4 lavish).

      I temporarily put Nords to start only in [START_BIOME:FOREST_TAIGA] [START_BIOME:FOREST_TEMPERATE]
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: vaaern on December 14, 2010, 01:51:09 pm
      question: Can you cut down trees with the axe you make? :) In adventure mode that is!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: TomiTapio on December 14, 2010, 03:21:30 pm
      question: Can you cut down trees with the axe you make? :) In adventure mode that is!
      Nope. Nor can you gather plants you see. There's a Genesis reaction to gather plants from thin air. Guess there was also wood from thin air reaction.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: vaaern on December 14, 2010, 03:26:38 pm
      mm, damn. That's one feature I really really would like to see in dwarf fortress (not only genesis mod), as well as digging small places for you to be safe, that would be awesome!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: BigD145 on December 14, 2010, 05:14:28 pm
      question: Can you cut down trees with the axe you make? :) In adventure mode that is!

      Toady will get there eventually.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Flaede on December 14, 2010, 06:20:59 pm
      question: Can you cut down trees with the axe you make? :) In adventure mode that is!

      Toady will get there eventually.

      In the forseeable future, even. I am not amazing enough to find the devlog quote, but he has talked before about when in his timeline he'll start working on those exact features.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: NaziBad on December 14, 2010, 07:36:42 pm
      So, I've been romping and stomping and killing any elf I find in adventure mode, but I'm disappointed about something. That something being that I have found NO children to kill and feast upon as I romp and stomp. I do oh so love children, their soft and supple gluteus maximus makes for a delicious, tender roast. Do elves give birth to adults? Do other species have children present in their civilizations? I guess I could make do with a human roast.

      And, how good is cobalt as a weapon or armor? Is it better for edge or bluntness?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: BigD145 on December 14, 2010, 09:20:15 pm
      http://df-genesis.wikidot.com/metals
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: TomiTapio on December 15, 2010, 06:30:11 am
      My fort died, of two water pools becoming non-drinkable...

      fort's mayor-log:
      Spoiler (click to show/hide)

      My FPS data goes into http://df.magmawiki.com/index.php/DF2010:System_requirements/Archived_reports

      Elf children? Sylvans do have    [BABY:1] [CHILD:12], as do the other races. Maybe they keep their children well-hidden due to all the babysnatcher civs.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Ladde on December 16, 2010, 04:40:24 am
      On the DF wikia it says:
      "Placing the impassable sections of the workshop over the magma will prevent dwarves from getting knocked in and prevent magma creatures from crawling out."

      How can I see where the impassable section is on all the magma buildings? Without building them :/
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Torgan on December 16, 2010, 06:30:59 am
      When you place buildings and you get the shape of it in green crosses, some of them are darker.  These are impassable.

      Off the top of my head, for smelters, kilns and glass furnaces it is the top middle square.  Forges are middle left and right squares.  Can't remember for the new Genesis metalworks buildings though.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: LordShotGun on December 16, 2010, 08:20:38 am
      So I downloaded this and for some reason the +- buttons are both linked to the same action. So I cannot customize my dwarfs and caravan at all. When I try to change my keys to [ and ] for the secondary selector it changes nothing in that it still says that  [ and ] are linked to the same action.

      Whats up with this? Is it this mod or my computer?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: BigD145 on December 16, 2010, 11:32:14 am
      When you place buildings and you get the shape of it in green crosses, some of them are darker.  These are impassable.

      Off the top of my head, for smelters, kilns and glass furnaces it is the top middle square.  Forges are middle left and right squares.  Can't remember for the new Genesis metalworks buildings though.

      On my laptop, with the current color settings, the light and dark greens are almost identical. I end up having to look at the screen at a sharp angle to see the difference.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: TwilightWalker on December 16, 2010, 02:21:08 pm
      When you place buildings and you get the shape of it in green crosses, some of them are darker.  These are impassable.

      Off the top of my head, for smelters, kilns and glass furnaces it is the top middle square.  Forges are middle left and right squares.  Can't remember for the new Genesis metalworks buildings though.

      On my laptop, with the current color settings, the light and dark greens are almost identical. I end up having to look at the screen at a sharp angle to see the difference.

      Another way is to move a corner into 'unbuildable' areas. When the building changes colour to show that you can't build it, the impassible blocks show up with much better contrast. You do have to move it around a bit to see if the part you placed in an unbuildable area is impassible or not though.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: TomiTapio on December 16, 2010, 03:26:58 pm
      So I downloaded this and for some reason the +- buttons are both linked to the same action. So I cannot customize my dwarfs and caravan at all. When I try to change my keys to [ and ] for the secondary selector it changes nothing in that it still says that  [ and ] are linked to the same action.

      Whats up with this? Is it this mod or my computer?
      It's definitely not the mod. Tried with numlock on/off ofcourseyoudid. Laptop?
      Might want to look at the interface.txt's
      Code: [Select]
      [BIND:SECONDSCROLL_UP:REPEAT_SLOW]
      [KEY:-]
      [BIND:SECONDSCROLL_DOWN:REPEAT_SLOW]
      [KEY:+]
      [BIND:SECONDSCROLL_PAGEUP:REPEAT_SLOW]
      [KEY:/]
      [BIND:SECONDSCROLL_PAGEDOWN:REPEAT_SLOW]
      [KEY:*]
      and put your desired keys there.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Bitoru on December 16, 2010, 04:34:51 pm
      Ents are apparently lacking graphics on ASCII mod.

      Nevermind, just me being stupid.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Deon on December 17, 2010, 12:21:21 am
      When you place buildings and you get the shape of it in green crosses, some of them are darker.  These are impassable.

      Off the top of my head, for smelters, kilns and glass furnaces it is the top middle square.  Forges are middle left and right squares.  Can't remember for the new Genesis metalworks buildings though.

      On my laptop, with the current color settings, the light and dark greens are almost identical. I end up having to look at the screen at a sharp angle to see the difference.
      I was thinking about it. I will make the difference better.

      By the way, I am back. I still have some real problems with the university (last exams, diploma and stuff in two weeks) but I've got an urge to fix the major problems right now. Like, dwarves not being affected by magma and stuff.

      Anything you want to request for the patch?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Deon on December 17, 2010, 12:31:26 am
      I have a question about the scriptorium, specifically the platinum books they have a small chance of producing. What do they do? I got the weaponsmithing book "the Ultimate Weapon," but looking through the raws for the library revealed no reaction for using it. Are they useful? A half-implemented feature? Just for Show?
      Put them in a display case, they decorate a room a lot. Or sell them.

      Deon, the ASCII version(and maybe even the graphical version) has a bunch of mistakes that were reported in earlier versions and while you supposedly fixed them, they are back again. Namely:
      Deon, Cave Chilies, Carrots, Quarry Bushes and Cucumbers use '(' for their picked tile. Now, as I mentioned long ago any tile selections in Apostrophes results in empty spaces instead of the tile, at least, for the tileset I use (slightly modified version of Dorten's tileset). So please change their picked tiles to the number 40, which results in the correct tile being displayed.

      Glow berries also use '"' for their shrub tile, picked tile, and dead shrub tile. They should all be replaced with the number 34.
      They were supposedly fixed a while ago. (http://www.bay12forums.com/smf/index.php?topic=52988.msg1517294#msg1517294) However, most of them are back. ((For you people paying close attention, yes, this is the second time I reported this. However, I think Deon missed my post)).

      Another one that's back is:
      Um, minor question Deon, why is light yellow diamond cyan if it's light yellow? ???
      I have been noticing that "light yellow diamond" clusters show as blue while in situ. Is that deliberate?
      Apparently you fixed (http://www.bay12forums.com/smf/index.php?topic=52988.msg1519965#msg1519965) it twice (http://www.bay12forums.com/smf/index.php?topic=52988.msg1567147#msg1567147). However, it's cyan again.
      That's what happens when you overuse WinMerge... I will fix it now.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Deon on December 17, 2010, 12:48:41 am
      By the way, I want to thank TomiTapio for the "tweaked" version. It fixes a lot of minor and important little problems, I am looking into it right now and fixing my own turf.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Flaede on December 17, 2010, 12:58:31 am
      Is it possible now to give those platinum books a bludgeon attack? a la the "tools" section?
      I bet they'd be an awesome improvised weapon. They could even train recordkeeping! Or reading!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Deon on December 17, 2010, 02:24:44 am
      If I make new tools it crashes worldgen. I hope it's fixed for the next version.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: TomiTapio on December 17, 2010, 03:50:30 am
      By the way, I am back. Anything you want to request for the patch?
      Hey man!
      I'll email you my current tunings, I have added a few creatures, which currently use other similar creatures' graphics.

      - I reduced bones' pain receptors so that wildlife faints usually on fourth or fifth +wooden bolt+ and not the first that chips bone.
      - changed mummy and lost adventurer and illithid toxins. See my earlier postings.
      - Genesis wiki's ironworks graphic needs "magma furnace only" mention on red steel.
      - wiki should mention Ironwood is METAL straight off the tree.
      - I have the GOODWOOD_TEMPLATE, superior material for the good oak/ash/chestnut/mahogany/highwood/redcedar and others. More valuable furniture, better wooden bolts and crossbows and shields and elf (*spit*) armor.
      - calling toughleather "hide" and toughteeth "fang".

      Edit: D&D advice column, oddest questions. http://www.comicsalliance.com/2010/12/16/weird-dd-questions-dungeons-dragons/

      My latest fort's mayor-log:
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Deon on December 17, 2010, 03:56:43 am
      I am releasing the patch right now, maybe in an hour.

      I've applied most of your fixes, also dwarves are now affected by magma and cold again. Since ice dwarves lost their cold immunity (it would be applied to EVERY caste otherwise which is the way DF works) they now gain medical skills and ability to study them quickly. So think of them as of good doctors.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: D_E on December 17, 2010, 03:58:50 am

      By the way, I am back. I still have some real problems with the university (last exams, diploma and stuff in two weeks) but I've got an urge to fix the major problems right now. Like, dwarves not being affected by magma and stuff.


      Hi Deon, welcome back.  Glad to see you're feeling better :)

      A while back I put up a patch that separated out the materials for the Obsidian and Ice dwarves, and switched the Doom dwarves back to Aspid dwarves (though I think I messed up their special attacks, did the Aspid dwarves have both a venomous bite and a poison breath attack?). 

      Not sure if that's the direction you want to go, but in case it is I thought I'd let you know.

      ASCII (http://dffd.wimbli.com/file.php?id=3541)
      Graphical (http://dffd.wimbli.com/file.php?id=3540)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: Deon on December 17, 2010, 04:10:38 am
      Thanks for all the help, right now I upload 3.18b and disappear for a moment again (exams, stuff :D). I've made obsidian guys to be great at furnace operating/forging and ice dwarves to learn doctor skills fast.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18b ϟ]
      Post by: Deon on December 17, 2010, 04:15:31 am
      Okay, it's released.

      - 3.18b Merged great amount of fixes by TomiTapio (mostly natural skills for animals and population tweaks), dwarves are not immune to heat/cold anymore, obsidian dwarves are great furnace operators/smiths and ice dwarves are great doctors.

      For ASCII: some plant tiles and light yellow diamonds are fixed (again).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18b ϟ]
      Post by: SalmonGod on December 17, 2010, 05:26:09 am
      Did you also remove Obsidian dwarf fire attacks?

      And can I drop a current save into the new patched version without any issues?

      Are the heightened learning skills of ice/obsidian dwarves comparable to that of jade dwarves in those same skills?  They seem kind of superfluous, if that is the case.  Like they're some kind of lesser/narrow focused jade caste.  Perhaps obsidians could have heightened speed/agility, while ice could have higher toughness and willpower?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18b ϟ]
      Post by: Deon on December 17, 2010, 05:51:58 am
      No I didn't remove fire attacks because I play with them, but you can easily do it by removing [FIREBREATH] from them in creature_genesis.txt.

      The said skill improvements are better than for jade (which are somewhat better-than-normal in general) because they learn them at 250% rate.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18b ϟ]
      Post by: TomiTapio on December 17, 2010, 05:54:20 am
      Okay, it's released.
      Merging to my main folder.
      Female obsidians need the learn-quickly too.
      You didn't approve of dark elf dodging skill and bile demon punching&wrestling skill? Maybe that'll come later.
      Anyways, I think the next DF release is 2 weeks away.

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18b ϟ]
      Post by: Deon on December 17, 2010, 06:39:22 am
      Crap. I forgot to asssign skills to male AND female castes. Well, I'll fix it later, writing an essay now :).

      I didn't bother with demons much because I have plans for them later, I just gave them general natural skills.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
      Post by: LordShotGun on December 17, 2010, 07:50:59 am
      So I downloaded this and for some reason the +- buttons are both linked to the same action. So I cannot customize my dwarfs and caravan at all. When I try to change my keys to [ and ] for the secondary selector it changes nothing in that it still says that  [ and ] are linked to the same action.

      Whats up with this? Is it this mod or my computer?
      It's definitely not the mod. Tried with numlock on/off ofcourseyoudid. Laptop?
      Might want to look at the interface.txt's
      Code: [Select]
      [BIND:SECONDSCROLL_UP:REPEAT_SLOW]
      [KEY:-]
      [BIND:SECONDSCROLL_DOWN:REPEAT_SLOW]
      [KEY:+]
      [BIND:SECONDSCROLL_PAGEUP:REPEAT_SLOW]
      [KEY:/]
      [BIND:SECONDSCROLL_PAGEDOWN:REPEAT_SLOW]
      [KEY:*]
      and put your desired keys there.

      Well the problem is that no matter what keys I put, when your on the prepair for journey page, the add button has BOTH - and + right next to each other so that when I press either one it does nothing. Even on a completely fresh unzip of the game it has this problem.

       Edit: Well carp, its ALWAYS the most simple things...forget it, I figured out that too add skills you do actually need points to spend...well thats what happens when you go on deployment and come back six months later to find a completely new dwarf fortress. Except for the alcohol...and the burning...and the CATS!!!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18b ϟ]
      Post by: Alarion on December 17, 2010, 09:54:38 pm
      Cool to see a new patch up just when I was looking for info on the "lost adventurer" that showed up and subsequently bit the head off my militia commander, his subordinate and two of the war dogs before a recruit up and owned it with a hammer. I approve of all the things you do, Deon, and thus I'd like to read more about it in the wiki. I know it's been said before and all that, but PLEASE make it at least useable for something else than metals and plants. For instance, I haven't a clue on how to work most of the new buildings, let alone what they require as the reactions don't show up - and since I've realised how much I've come to depend on the regular wiki for info it'd be great if there was some kind of at least basic info on all the new things so one didn't have to go by trial and error and hope to find out things from it that could easily be learned from reading about them.

      Other than that, great job!

      Oh, also the same question as above; can I just drop my old save into this new thing without a problem? I'd assume so, but better safe than sorry (and of course I keep a backup :P).

      /A
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18b ϟ]
      Post by: Deon on December 17, 2010, 11:51:40 pm
      Yes, I didn't remove stuff so it should totally work, but have a backup just in case.

      Also I would work on wiki, but I barely have time due to exams to release patches. If anyone volunteers to do it, just write me a PM, I don't mind other people adding stuff (I would actually be glad if they did).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18b ϟ]
      Post by: Angel Of Death on December 18, 2010, 01:21:00 am
      Deon. On 3.18A all dorfs are completely IMMUNE to heat and cold. 
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18b ϟ]
      Post by: Deon on December 18, 2010, 01:23:20 am
      Okay, it's released.

      - 3.18b Merged great amount of fixes by TomiTapio (mostly natural skills for animals and population tweaks), dwarves are not immune to heat/cold anymore, obsidian dwarves are great furnace operators/smiths and ice dwarves are great doctors.

      For ASCII: some plant tiles and light yellow diamonds are fixed (again).

      Ahem.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18b ϟ]
      Post by: Max White on December 18, 2010, 01:33:14 am
      DEON!
      I have plans! Evil plans. I want to make a mod of my own, and it will specificaly be an 'add on' type mod. It will revolve around interesting and unique creatures, that have there own half-entity, so they never show up in game, but you can choose to play as them as an outsider in adventure mode.

      And I want a few 'special guest' type creatures. Meaning I'm going to try and get permission to use a creature from several of the bigger and better mods out there. I'm thinking wizzards tower and that new space mod comming out, but I also want one of your dwarves. I havn't made up my mind what one, but I'm thinking shroom dwarves, as for some reason I'm emotionaly attached.

      I would also include a few unique weapons and adventure mode reations, and make them specific to that entity.

      Of corse I will make large notices of what is your work, and if you happen to like anything I make you can throw it in genesis, but can I dwarfnap one of your castes?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18b ϟ]
      Post by: Deon on December 18, 2010, 01:38:40 am
      Sure, why not. I only denied one man who asked a permission to take my our mod, add some stuff to it and release it as his mod. I don't mind people using parts at all.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18b ϟ]
      Post by: Angel Of Death on December 18, 2010, 01:39:25 am
      Okay, it's released.

      - 3.18b Merged great amount of fixes by TomiTapio (mostly natural skills for animals and population tweaks), dwarves are not immune to heat/cold anymore, obsidian dwarves are great furnace operators/smiths and ice dwarves are great doctors.

      For ASCII: some plant tiles and light yellow diamonds are fixed (again).

      Ahem.


      Ahh shit. I forgot to read it.

       :-[
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18b ϟ]
      Post by: Max White on December 18, 2010, 01:40:03 am
      HA! All your shroom are belong to me! Thanks alot.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18b ϟ]
      Post by: Deon on December 18, 2010, 01:40:39 am
      Okay, it's released.

      - 3.18b Merged great amount of fixes by TomiTapio (mostly natural skills for animals and population tweaks), dwarves are not immune to heat/cold anymore, obsidian dwarves are great furnace operators/smiths and ice dwarves are great doctors.

      For ASCII: some plant tiles and light yellow diamonds are fixed (again).

      Ahem.


      Ahh shit. I forgot to read it.

       :-[
      Why shit? Isn't it good that it's fixed? :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18b ϟ]
      Post by: Angel Of Death on December 18, 2010, 02:06:09 am
      Okay, it's released.

      - 3.18b Merged great amount of fixes by TomiTapio (mostly natural skills for animals and population tweaks), dwarves are not immune to heat/cold anymore, obsidian dwarves are great furnace operators/smiths and ice dwarves are great doctors.

      For ASCII: some plant tiles and light yellow diamonds are fixed (again).

      Ahem.


      Ahh shit. I forgot to read it.

       :-[
      Why shit? Isn't it good that it's fixed? :)
      *Head asplodes from common sense*
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18b ϟ]
      Post by: TomiTapio on December 18, 2010, 03:54:23 am
      I guess I can edit the Genesis wiki some. But it'll have an attitude and not be neutral wording :)

      Edit: started http://df-genesis.wikidot.com/workshops

      Random link of the day: http://en.wikipedia.org/wiki/Ogallala_Aquifer
      (in USA, Great Plains)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18b ϟ]
      Post by: Deon on December 18, 2010, 04:00:54 am
      An attitude is always awesome. Also you're the first man who comes to mind which I can totally trust in this matter. I think you have to register on wikidot.com and request a moderator privillege to edit it.

      P.S. Nevermind, you just need to register.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18b ϟ]
      Post by: mrbobbyg on December 18, 2010, 08:27:19 am
      This is really impressive Deon.  I have seen you around the forums, but I had no idea how sweet your mod was.

      Excellent work!

      Is one of your songs "Stones" from the Ultima series?  I remember playing that [ANCIENT SPOILER ALERT] to get Lord British's sandalwood box.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18b ϟ]
      Post by: Samohan25 on December 18, 2010, 11:27:35 am
      Just thought I'd ask, since I couldn't find the reason why. Is there any reason for starting off with no free embark points? It may make some sence but it makes choosing jobs and items extremely difficult.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18b ϟ]
      Post by: Deon on December 18, 2010, 11:36:02 am
      The game assigns them itself. If you want more, just edit the worldgen settings.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18b ϟ]
      Post by: Samohan25 on December 18, 2010, 12:47:48 pm
      Okay, thanks for the responce.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18b ϟ]
      Post by: Carcanken on December 18, 2010, 04:17:57 pm
      So im trying to weave thread, and im on a plant, I try to use the skill, but it says I cant. The same similar thing happens with rocks. Can I get some advice?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18b ϟ]
      Post by: TomiTapio on December 18, 2010, 04:38:12 pm
      So im trying to weave thread, and im on a plant, I try to use the skill, but it says I cant. The same similar thing happens with rocks. Can I get some advice?
      Adventurer mode, right? You can't get plants and trees from the world in adv.mode. Not boulders either.

      Basic rock knapping (sharp rock) is told in http://df.magmawiki.com/index.php/DF2010:Adventurer_mode#Adventure_Mode_Skills

      Genesis adv. crafting: http://df-genesis.wikidot.com/adventure-crafting
      Quote
      "Weave thread from plants
      Reagent: any plant Product: plant thread Description: Makes thread out of plants. Make sure to get the reagent in your hands or on the ground under you. Note that any plant can be used to make a generic "thread", however only those which provide thread in fortress mode provide a real named "thread" material item.
      So first gather plants from "thin air", on any square. Then have plant in hand, or at your feet, and weave.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18b ϟ]
      Post by: Jacob/Lee on December 18, 2010, 09:16:56 pm
      What is that song that plays on the main menu?

      EDIT: Entwives are faggots.
      Two of them charged down my stairs in my newest fledgling fort, they brutally mauled a stoneworker (a founder and our best mason) unto death, then they ran down the stairs even farther towards the fort so I ordered everybody in the dining room and locked the doors. They proceeded to destroy every workshop, smelter, forge and our trade depot. The dwarven caravan arrived, they began attacking the merchants so I created a squad with our adept miners as the leaders, they charged the entwives. The entwives began to run around the fortress in circles, Benny Hill style. We finally cornered them in the coal storage, where we began to break them apart. After killing them, we threw their corpses in the river and dropped the dead founder/mason in the volcano to honor his new role as a distraction.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18b ϟ]
      Post by: Deon on December 19, 2010, 12:51:03 am
      Yeah, ents are quite hard to kill. They bleed ent sap so if you hit them many times they bleed out, but the fact that they are totally made of wood and they are huge makes them hard to kill... Now prepare to meet ents which will ask you "where are our wifes"? :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18b ϟ]
      Post by: Jacob/Lee on December 19, 2010, 01:15:21 am
      Also Deon, why did you make a rock crusher if we can simply atomsmash it?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18b ϟ]
      Post by: Deon on December 19, 2010, 01:19:19 am
      Because you can just set it on repeat and don't bother with bridges/dwarves and pets being crushed by bridge.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18b ϟ]
      Post by: Jacob/Lee on December 19, 2010, 01:25:37 am
      How do training dummies work? I try to add a task but it just shows me a blank list.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18b ϟ]
      Post by: Deon on December 19, 2010, 01:28:57 am
      You need training weapons for them.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18c ϟ]
      Post by: Deon on December 19, 2010, 02:48:12 am
      3.18c, a pretty important patch because now all attack triggers are set properly so you will finally see werewolves again (trigger 0 was "immediately" in 40d and it's "never" in 2010, that's where I was confused).
      Also, there are three new non-edible shrooms and plant tweaks by TomiTapio.

      - 3.18c Attack/siege triggers are fixed, expect to see enemies earlier now; also werewolves will come; plant/plant products tweaked (TomiTapio tweaks).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18c ϟ]
      Post by: TomiTapio on December 19, 2010, 04:39:09 am
      - 3.18c Attack/siege triggers are fixed, expect to see enemies earlier now; also werewolves will come; plant/plant products tweaked (TomiTapio tweaks).
      Nice. Never did get the weres in Gen 3.18.

      Adding to the wiki/workshops, I wonder do we still need
      [REACTION:TRAIN_BOW][BUILDING:TRAINING_OBSTACLE:CUSTOM_B]
      [REACTION:TRAIN_CROSSBOW][BUILDING:TRAINING_OBSTACLE:CUSTOM_C]
      I guess the archery target bug(s) are long patched.

      Altar of war: [REACTION:SACRIFICE_WAR1]
      wait what, wooden weapon, or bone crossbow in, 50% chance steel/gold out??? Too generous! Maybe should only accept iron, bronze, steels. Or just 4% chance of gold.
      And might be nice to rarely get black steel/red steel normal item from the sacrifice. Heh, nature altar giving you a copper bucket perhaps.
      Perhaps altar would take in iron/steel and output red steel, that way Can Not sacrifice the superweapon you got.

      I would like a "burn socks" reaction. More atomsmash-type reactions like "catapult the junk off our map!"
      And maybe a way to free our barrels from zillions of animal fat/tallow. Sacrifice fat on nature altar! Out comes 12% chance coal.

      ps. I don't use the Genesis workshops, except sometimes furnitureshop, grinder, swimmingpool, obstaclecourse. Oh and charcoal furnace is a must and finishing forge is Required.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18c ϟ]
      Post by: Deon on December 19, 2010, 04:52:09 am
      Yeah, too generous, thanks for pointing that out. I will see what I can invent for the fat/tallow.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18c ϟ]
      Post by: TomiTapio on December 19, 2010, 06:03:52 am
      Some more thinking...
      I wanna atomsmash seeds. If one doesn't farm (hunt & herbalism & trade), seeds are junk that takes one floor square or one bag.

      What use could we get for the barrels of blood the caravans bring? Sacrifice, or dry it into a red dye? Barrels are always needed.
      In the real world, blood is a valid cooking ingredient. Us Finns have blood pancakes and (in some regions) blood sausage. UK has blood sausage.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ]
      Post by: Deon on December 19, 2010, 06:37:11 am
      Tomi, your natural skills for all races made them all spawn as wrestlers (because they have a high wrestling skill from the start). I am removing it, let them have the skills the normal way :).

      Also I've fixed the ice/obsidian castes so now both genders get increased proper skills growth.

      - 3.18d Fixed the "everyone is wrestler" issue, obsidian/ice dwarves now get proper skill increase for both genders.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ]
      Post by: Samohan25 on December 19, 2010, 07:46:37 am
      How do training dummies work? I try to add a task but it just shows me a blank list.

      I have the same problem, even with training axes for all soldiers it is blank, do the axes need to just be lying around?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ]
      Post by: Deon on December 19, 2010, 07:48:51 am
      The training axes should be in a stockpile (or any other weapon) because they are used for a reaction.

      Once they have a normal level skill, they train faster by sparring, so dummies are only good for total newbies.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ]
      Post by: Samohan25 on December 19, 2010, 08:14:24 am
      Thanks for that, guess it's down to DF that they can't make a reaction with the item they are currently holding, they have to place it in the workshop first.

      Got a new problem, both sylvan and dusk elf caravans have come at the same time now for two years, does this impact anything? Will they properly use the same depot?

      My mistake, it does give the option to choose the trader, is this mean to happen though? I could see fights breaking out between the elves after a while over tree ethics.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ]
      Post by: Man of Paper on December 19, 2010, 10:21:10 am
      I'm somewhat computer dumb. I've been interested in playing the Genesis mod for a while. I've downloaded it, got the rar file, and tried a few things (obviously not everything), but can't seem to figure out what I have to do. What do?

      Reading some of this thread in search for an answer has made me want to play this so much more.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ]
      Post by: JacenHanLovesLegos on December 19, 2010, 10:29:03 am
      1. Download winrar or 7zip or something like that. (I suggest 7zip)
      2. Right click rar.
      3. Go to (in the case of 7zip) the 7zip button and hold.
      4. Go extract here and click. Or do extract and just hit extract.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ]
      Post by: Man of Paper on December 19, 2010, 10:36:32 am
      Thank you greatly. I had 7zip but it was being retarded.
      Time for me to relearn everything I know!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ]
      Post by: TomiTapio on December 19, 2010, 11:55:27 am
      Tomi, your natural skills for all races made them all spawn as wrestlers (because they have a high wrestling skill from the start). I am removing it, let them have the skills the normal way :).

      I recently lost a few dwarves to a goblin pikeman, using a bardiche. Also barghest pikeman, goblin axeman, orc caravan bowman, imp pikeman, combat log of that ambush squad mentions no demonic wrestlers. So they do not all become wrestlers.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ]
      Post by: Deon on December 19, 2010, 12:15:40 pm
      Come to any fortress to hire people. They are all wrestlers. You still get pikemen/swordsmen etc in ambushes, but those in camps and for hire are mostly wrestlers.

      Quote
      My mistake, it does give the option to choose the trader, is this mean to happen though? I could see fights breaking out between the elves after a while over tree ethics.
      Sylvan elves are more likely to have a war with YOU rather than dusk elves, so it's not a problem, and yeah, they are supposed to come in the same season. Once I add three more races (next release) it will be even more cluttered :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ]
      Post by: Samohan25 on December 19, 2010, 12:54:02 pm
      Fair enough, at least you can choose which trader to trade with.
      Does anyone know how to get iron bars? Not pure iron, just iron - I need some for the blast furnace but don't yet know the ins and outs of the metalworking system.

      /facepalm
      Just found out how to get iron.

      On a related note for planning purposes, how big is the blast furnace?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ]
      Post by: Deviled on December 19, 2010, 01:46:41 pm
      Is there any way I could get genesis in a non rar file
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18b ϟ]
      Post by: Trouserman on December 19, 2010, 02:26:16 pm
      EDIT: Entwives are faggots.

      Was that pun intentional?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ]
      Post by: Rowanas on December 19, 2010, 02:29:09 pm
      All of my quests are to kill entwives and the one time they showed up in fortress mode, my military put them down without so much as a tip of the hat. Why are they everywhere if they can't even beat a poorly armed militia?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ]
      Post by: Ovg on December 19, 2010, 02:33:44 pm
      I dl'd 3.18d but the folder inside was called 3.18c. Misspelled or missarchived?

      EDIT
      Seems like misspell since I now get guys with swords in castles :D. Can't wait for new races.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ]
      Post by: Jacob/Lee on December 19, 2010, 02:34:48 pm
      Entwives can't even beat wrestler recruits, they are problems if your civilians get attacked though, because apparently civilians lack the "martial skill" of a recruit.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ]
      Post by: Samohan25 on December 19, 2010, 04:14:59 pm
      Just lost my first fortress to werewolves after they slaughtered my steel-battleaxe weilding army of six, they trained solidly for about three years.
      Maybe I should have just left the werewolves outside, wait until they leave. This was only the second invasion, are markdwarves better for fortress defence?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ]
      Post by: TwilightWalker on December 19, 2010, 05:09:26 pm
      Fair enough, at least you can choose which trader to trade with.
      Does anyone know how to get iron bars? Not pure iron, just iron - I need some for the blast furnace but don't yet know the ins and outs of the metalworking system.

      /facepalm
      Just found out how to get iron.

      On a related note for planning purposes, how big is the blast furnace?

      5x5 If I remember correctly. Make sure you have stockpiles for all the materials he needs very close by, else your smelter will spend more time running to get them than actually smelting.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ]
      Post by: Jacob/Lee on December 19, 2010, 11:39:11 pm
      Because I'm lazy, is pure iron magma-safe?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ]
      Post by: Deon on December 20, 2010, 12:44:52 am
      Entwives can't even beat wrestler recruits, they are problems if your civilians get attacked though, because apparently civilians lack the "martial skill" of a recruit.
      The problem of ents and entwives (ents are "common" trees like oak, rowan, birch, yew etc. and entwives are fruit trees like apple, peach, pear, plum etc.) is their speed. So once soldiers learn how to dodge, they should deal with them easily. Those who do not know how to dodge though are usually tenderized.

      Quote
      On a related note for planning purposes, how big is the blast furnace?
      A blast furnace is 5x5.

      Because I'm lazy, is pure iron magma-safe?
      [MELTING_POINT:12768]
      Magma temperature is 12000 urists, so it is magma-safe.

      All of my quests are to kill entwives and the one time they showed up in fortress mode, my military put them down without so much as a tip of the hat. Why are they everywhere if they can't even beat a poorly armed militia?
      You probably have a savage forest as one of your map biomes. Ents are pretty frequent in savage forests (frequency 30%), but savage forests are not too frequent on the whole map, so they have a normal population in the world. You were just lucky to settle near them.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ]
      Post by: Jacob/Lee on December 20, 2010, 12:56:58 am
      HARMLESS, HUH?
      (http://i611.photobucket.com/albums/tt194/sgtjacob1/HARMLESSHUH2.jpg)

      (http://i611.photobucket.com/albums/tt194/sgtjacob1/HARMLESSHUH.jpg)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ]
      Post by: Deon on December 20, 2010, 02:04:46 am
      The poor dog was probably in the water where it was slowed down, while the minnows are very fast. So yeah, it sucked all blood out of its throat. And I think there were more than one, right? There are "shaking" attacks on different parts of the dog which follow each other, so it probably had a whole bunch of minnows hanging on its skin.

      P.S. Also this (this is the FIRST thing which comes up when you google harmless minnow pics)
      http://www.bay12forums.com/smf/index.php?topic=71709.msg1755728#msg1755728

      P.P.S. "Harmless minnows: a new CARP of DF" :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ]
      Post by: Deon on December 20, 2010, 02:21:07 am
      Okay, after reading another thread... And considering that there will be 3 more races 2 of which are enemies...

      Would you like an addition of a dwarven Xbow? Yes, AXEbow? An axe which shoots small serrated discs? I will not make it too overpowered but I want to make it stronger than a crossbow and like a mediocre axe in melee. I think I will make a couple of other advanced weapons and they will require a special crafting workshop.

      But still, how is the idea in general?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ]
      Post by: Samohan25 on December 20, 2010, 02:45:46 am
      HARMLESS, HUH?
      {Harmless minnows murdering mastiff}

      Wow. To think all that time I was wondering why all of my dwarves were freaking out when a 'Harmless minnow' came close.

      Oh and an axe that shoots disks? How does that work? I thought it would be come kind of crossbow that shoots these disks, otherwise it sounds fine. What materials will you need for the axe and the ammo?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ]
      Post by: SalmonGod on December 20, 2010, 02:50:36 am
      Okay, after reading another thread... And considering that there will be 3 more races 2 of which are enemies...

      Would you like an addition of a dwarven Xbow? Yes, AXEbow? An axe which shoots small serrated discs? I will not make it too overpowered but I want to make it stronger than a crossbow and like a mediocre axe in melee. I think I will make a couple of other advanced weapons and they will require a special crafting workshop.

      But still, how is the idea in general?

      So it has a serrated disc attached that you sling at enemies by swinging the axe?  Neat idea.  Sounds dwarfy, too.  Make it like a one shot thing that you can put on front line infantry to soften up the enemy before the melee.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ]
      Post by: Deon on December 20, 2010, 02:51:41 am
      Yeah it would be a ranged weapon which chops and shoots discs. I didn't decide what exactly do I want, but it will probably require a HFS bar or some rare gem. I think I will make two workshops, one for a runecrafter dwarf and another for HFS which will require gems/HFS metal to make cool stuff.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ]
      Post by: Samohan25 on December 20, 2010, 02:59:41 am
      Yeah it would be a ranged weapon which chops and shoots discs. I didn't decide what exactly do I want, but it will probably require an HFS bar or some rare gem. I think I will make two workshop, one for a runecrafter and another for HFS, which would require gems/HFS metal to make cool stuff.

      Not sure about that, it's a mix between ballance and not allowing the player to instantly have a good weapon and not only making sence but allowing the player to work towards it, which production lines are normaly only avaliable in a fully-fledged fortress?
      I guess if there were two types of this weapon, a normal one and a magic-based one then that would allow a relativley weak weapon that is just better than the axe to be upgraded at a later stage to a weapon that rivals normal HFS weapons.
      Will these workshops be specific to this single weapon or will they have more uses? It seems a waste to use extra workshops for individual weapons.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ]
      Post by: Deon on December 20, 2010, 03:12:59 am
      As I said I want to make more badass weapons, and I don't want them to be avaliable from the start.

      An "invention" system which was in some mod before was too bulky, so some rare reagents' requirement looks like a better idea to me.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ]
      Post by: TomiTapio on December 20, 2010, 03:44:17 am
      Axebow sounds nice because the morons cannot carry both a crossbow AND a dagger. I made crossbow a better bashing instrument.

      Or, just a worse-shooting crossbow with a BLADE attached. So choose between regular crossbow and half-and-half crossbow. Or with stab-spike half the power of a dagger.
      The bowdorfs die so often because their crossbow is such a horrible melee weapon.

      Hard to make, huh? Hmm... instead of 'tine, could require 4-10 cut gems, or mixing redsteel and blacksteel for the special ammo.

      Rephikul, the trap-component serrated disc is the size of a table.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ]
      Post by: rephikul on December 20, 2010, 03:45:48 am
      Not that hard, you can just reuse the current serrated discs. 1 serrated disc -> 1 lauchable disc. Same size same stat same everything. Since ammos dont tend to log into the body, it'd be ridiculously expensive yet readily accessible.

      EDIT: I dont think you can put many of these in a quiver, either. Never tried, tho.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ]
      Post by: Deon on December 20, 2010, 03:58:41 am
      The dwarves will only carry one stack which is 1 disc so it won't really work... Plus I consider them overpowered for ammo, I will make smaller stuff.

      Anyway, I've decided to make a Phoebus version before I move on to the next version.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Deon on December 20, 2010, 05:41:43 am
      Okay, I've uploaded the version with the Phoebus tileset.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Ovg on December 20, 2010, 10:47:37 am
      Yay! More tilesets is always a good thing.
      Could we ask for a sneak peak of the new races?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Samohan25 on December 20, 2010, 11:14:29 am
      I guess any of the possible weapons will do, but still, my question about the workshops stands, will there be two workshops for several weapons? Is it even possible to add reactions to old buildings?

      The phoebus tileset you packaged uses green trees btw, this means that trees with different colours (or markers for mirthfull forests) don't seem to appear correctly, is this just me?

      Looks like it's probably just me, I changed it and the trees remained the same. Still, why change the tree colour?

      And either you've changed some pictures in both versions with the Phobus release or you've forgottern to take out some new art, there are two files with the dwarf pictures and new race jobs edited over them.

      Some creatures need their tiles redefined, harmless minnows show up as rocks on this one.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: toupz on December 20, 2010, 11:34:25 am
      Steel dwarves are bugged or something, their speed always remains 1290 no matter how much they train it seems. I made demi-god steel dwarf with super agility and i got legendary shield user, legendary armor user, legendary thrower, legendary axe user, legendary fighter, legendary dodge, and i still got my initial speed of 1290.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Deon on December 20, 2010, 01:12:43 pm
      Yay! More tilesets is always a good thing.
      Could we ask for a sneak peak of the new races?
      I plan to move anubites into a race category (with many items derived from ezrakim elves and some new), also I will make centaur raiders. Those two civs will be early-mid menace along with werewolves so the game will become harder.

      Also a race of small critters, I am still designing them. They will trade with you. They will sell gems and trade rare toys which will be convertable into gems.

      I guess any of the possible weapons will do, but still, my question about the workshops stands, will there be two workshops for several weapons? Is it even possible to add reactions to old buildings?
      There will be a runecrafter's workshop which will turn gems into runes. Specific gems will be required for specific runes. Also adamantium will be used to create ANY type of rune. I think I will go with a single workshop. These runes will be used to make "advanced" items.

      Looks like it's probably just me, I changed it and the trees remained the same. Still, why change the tree colour?

      And either you've changed some pictures in both versions with the Phobus release or you've forgottern to take out some new art, there are two files with the dwarf pictures and new race jobs edited over them.

      Some creatures need their tiles redefined, harmless minnows show up as rocks on this one.
      The tree color is white because I have colored trees (green leaves/brown trunk), I dislike green trunks.

      The "rock" is a small dot tile, I replaced some vermin with it I think... Yeah, minnow should look like a fish, I will change it.

      Steel dwarves are bugged or something, their speed always remains 1290 no matter how much they train it seems. I made demi-god steel dwarf with super agility and i got legendary shield user, legendary armor user, legendary thrower, legendary axe user, legendary fighter, legendary dodge, and i still got my initial speed of 1290.
      This is strange, even with low agility they have the same speed. I looked into raws and couldn't find a reason right away, I will look into it :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Samohan25 on December 20, 2010, 02:02:10 pm
      Looks like it's probably just me, I changed it and the trees remained the same. Still, why change the tree colour?
      The tree color is white because I have colored trees (green leaves/brown trunk), I dislike green trunks.

      That's not what I meant, the Phoebus tileset (the original) has completely white trees but in-game the trees actualy have brown trunks, your implemented Phoebus seems to have all trees precoulored with brown trunks and green leaves, meaning that in-game all trees have the same (more or less) colour, as opposed to the some trees having other colours (Full white/full brown)

      Sorry about the description, I'm not so good with explinations.

      btw: I really like the rune idea, it would fit in well with the game, any ideas on the labor to use or the amount of runes?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: SalmonGod on December 20, 2010, 02:48:11 pm
      Sounds like a great way to make gems more relevant to the game.  I'm also glad you're adding some upgraded dwarven weaponry, since it's seemed like the enemy usually has deadlier weapons.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Deviled on December 20, 2010, 02:55:07 pm
      Is there any way I could get Genesis in a non rar file.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Torgan on December 20, 2010, 03:04:11 pm
      Ow werewolves hurt!  (And doors don't stop them) First siege about a year in and they wiped 5 of my 10 man military in steel.  They had bugger all skills though so that might have had had something to do with it.

      Are werewolves meant to arrive on mounts, one of them was on a sand antlion.  Definitely makes it more challenging though, I hadn't found it that hard to survive so far.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Samohan25 on December 20, 2010, 03:32:56 pm
      Same for me, I locked the doors and waited untill they left but even after training a military for 3 years they failed against them, markdwarves might be better against werewolves in a fledgling fortress.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Deon on December 20, 2010, 03:54:29 pm
      Is there any way I could get Genesis in a non rar file.
      Which version do you want?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Deviled on December 20, 2010, 04:09:01 pm
      Is there any way I could get Genesis in a non rar file.
      Which version do you want?
      Phobeous 18d
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Torgan on December 20, 2010, 04:10:45 pm
      Not particularly relevant but I have found the best engraving!

      (http://dl.dropbox.com/u/16763717/Mythical%20Sticks.JPG)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Saetar33 on December 20, 2010, 04:25:55 pm
      'scuse me, but what are towns on the map screen in adventurer?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: TomiTapio on December 20, 2010, 05:01:26 pm
      Same for me, I locked the doors and waited untill they left but even after training a military for 3 years they failed against them, markdwarves might be better against werewolves in a fledgling fortress.

      The weres are made from tough flesh, like the crocodiles and dragons. They are pretty badass, but you can make weapon traps with quality mechanisms, and loooots of wooden cage traps.
      [BODY_DETAIL_PLAN:TOUGHSTANDARD_MATERIALS] and they are 250-300 kilos like bears and small horses... personally I'd reduce their size. Don't think a few steel bolts will slow them down much.
      Summary: they are fast bears with the martial skills of Batman and the muscles, tendons and bones of mythical beasts.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Deon on December 20, 2010, 05:11:58 pm
      'scuse me, but what are towns on the map screen in adventurer?
      The towns look like crosses on the global map and they have yellow "block" tiles (shop districts) on the adventure travel map.

      TomiTapio, do you get why do Steel dwarves have a fixed speed? I still didn't solve this riddle.

      Not particularly relevant but I have found the best engraving!

      (http://dl.dropbox.com/u/16763717/Mythical%20Sticks.JPG)
      ...
      Haha, that's like the most lucky elf ever! Usually balors burn you to ash in a moment.

      Is there any way I could get Genesis in a non rar file.
      Which version do you want?
      Phobeous 18d
      Okay, I will upload a ZIP for you soon.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Deviled on December 20, 2010, 05:19:11 pm
      (insert infinite number of thank yous here)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Torgan on December 20, 2010, 06:13:23 pm
      21st Galena, 253, Late Summer
      At last Swordraces is silent again, the howling is over.  It started seven days ago when the jungles surrounding us echoed with the bestial roars and howls of the werewolf nation at war on the full moon.  Otu Osmozomu, their greatest general, lead the charge, having taken with him at least forty of his folk as well as many sand lions and ant lions from their desert homeland.  Having found them more ferocious than we had been lead to believe in the mountainhomes, we had set up giant axe blade traps in our entrance hall and a kill zone for our marksdwarves.  Having learnt from our previous defence, they had even remembered their orders to take bolts with them.  A volley of granite bolts slowed the assault somewhat before our two squads of axe and spear dwarves were rushed by the horde.  Good dwarven steel proved a match for the slavering fangs for most of us, but two new recruits were torn apart by the beasts.  As the wave broke against our line we pushed forward, making for Otu.  Cog Forestconstruct the Ferocious Society of Gliding felled Otu with an axe to the head, it being her 24th wolf kill in the year and half since she migrated here.  Although the plan was sound, our militia commander Zan Bustcharms the Wilted Limb fell at the last while trying to finish the last sand lion.  Even Cog was driven back by the ferocious beast and it was only finished after the marksdwarves were ordered to leave their fortifications and clear the main gate.

      Now after our celebratory feast of sand lion biscuits we will rebuild, the loss of their General should slow the wolves for now...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Saetar33 on December 20, 2010, 06:25:39 pm
      I'm just wondering, is there a smaller tileset?  I like seeing more of the map than I can right now.
      Please answer and thanks in advance.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Jacob/Lee on December 21, 2010, 12:59:43 am
      Damn you Deon and your fire-proof dwarf fixes.

      Half of my 40 steel-clad dwarf military just died because one of them thought it would be a great idea to shoot a fireball at a turkey in the middle of a war. The resulting inferno pot-roasted 17 of the soldiers and did jack to the sieging Snakemen.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Deon on December 21, 2010, 01:13:59 am
      Damn you Deon and your fire-proof dwarf fixes.

      Half of my 40 steel-clad dwarf military just died because one of them thought it would be a great idea to shoot a fireball at a turkey in the middle of a war. The resulting inferno pot-roasted 17 of the soldiers and did jack to the sieging Snakemen.
      Hehe, obsidian dwarves are better underground in their furnaces. I don't use them aboveground.

      I'm just wondering, is there a smaller tileset?  I like seeing more of the map than I can right now.
      Please answer and thanks in advance.
      There is none but I could work on one. Do you mean graphic set, tileset or both?

      (insert infinite number of thank yous here)
      http://www.mediafire.com/download.php?fomonuuyxo4y9hh
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: TomiTapio on December 21, 2010, 04:30:01 am
      Hehe, obsidian dwarves are better underground in their furnaces. I don't use them aboveground.
      So.. no herbalism, outdoor fishing, item or wood or refuse hauling for them either? Don't go to the depot?

      Steel dwarf speed, no idea what, but I think with their supermuscles they should not be the agilest caste, maybe only 3rd agilest caste. I had icers as the speedy ones.

      I'm just wondering, is there a smaller tileset?  I like seeing more of the map than I can right now.
      How does zooming in and out with mousewheel work for you?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Lancensis on December 21, 2010, 06:48:04 am
      Damn you Deon and your fire-proof dwarf fixes.

      Half of my 40 steel-clad dwarf military just died because one of them thought it would be a great idea to shoot a fireball at a turkey in the middle of a war. The resulting inferno pot-roasted 17 of the soldiers and did jack to the sieging Snakemen.

      But did they get the turkey?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: TomiTapio on December 21, 2010, 07:13:56 am
      Epic fowl: "real-life hobbits might have been hunted by giant storks, scientists find."
      http://www.livescience.com/animals/hobbit-like-humans-hunted-by-giant-storks-101208.html
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Samohan25 on December 21, 2010, 09:07:28 am
      Will giant storks be added to the game soon then? Or are they already in  :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Saetar33 on December 21, 2010, 11:19:43 am
      Damn you Deon and your fire-proof dwarf fixes.

      Half of my 40 steel-clad dwarf military just died because one of them thought it would be a great idea to shoot a fireball at a turkey in the middle of a war. The resulting inferno pot-roasted 17 of the soldiers and did jack to the sieging Snakemen.
      Hehe, obsidian dwarves are better underground in their furnaces. I don't use them aboveground.

      I'm just wondering, is there a smaller tileset?  I like seeing more of the map than I can right now.
      Please answer and thanks in advance.
      There is none but I could work on one. Do you mean graphic set, tileset or both?

      (insert infinite number of thank yous here)
      http://www.mediafire.com/download.php?fomonuuyxo4y9hh

      I'd like a graphical one.
      A few suggestions, if I may, for the next update;
      a no-fuel furnace that has to be operated in scorching temperatures (if possible.) Random, I know, but if you made a race of fire dwarves (Not fireball throwers. :P) they could use those somewhat.

      And just curious, because in adventurer I see tons of towns on the map, but none of them, when I visit, have inhabitants.  This results, very quickly, in death by bogeymen.
      (I did have a steel dwarf that killed off like 10, but then I died. :l)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Deon on December 21, 2010, 01:16:52 pm
      I am afraid we can't tie it to the area, but I'll see what can I invent.

      There's a new video from PlumpHelmetPunk (aka Dwarven Smokeologist): http://www.youtube.com/watch?v=s6_-dzsVF2A&feature=recentu
      An hour length! Guys you are gonna enjoy that.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Samohan25 on December 21, 2010, 01:35:44 pm
      Are Nith (unsure of plurality) actualy harmless, one is walking around my fort scaring people, description makes it seem harmless.

      Killed it anyway since itt was disrupting fortress work, still wondering if I should have capturesd it for a zoo.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Saetar33 on December 21, 2010, 01:43:08 pm
      Also, I have concerns about aboveground farming.  I have designated a farm plot, and I have plenty of plants, but does gathering plants give you seeds or the plant itself?  And if it's just the plant, how do I get seeds?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Deon on December 21, 2010, 01:59:20 pm
      Niths are quite small so they are better for a zoo than for a fight hehe.

      And you gather plants. Process them, eat them or brew them to get their seeds. Cooking does not give seeds.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Saetar33 on December 21, 2010, 02:03:10 pm
      Shoot.  Just cooked all my collected plants.
      This might be a problem.

      EDIT:  'tis all good, they actually brewed most of it.  :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Samohan25 on December 21, 2010, 03:03:11 pm
      Dragon raptors, everywhere.

      Then my unarmed military miners walkes up and it ran away...
      Only to be pulverised over the cource of about a month, 110 pages in the log at current, still alive and my millitary of two took no hits.

      Are they weak or are miners very strong?

      Oh and they started hitting it on the 15th, finished on the 21st and it died after 143 pages of torn tendons.
      I need to give them some weapons.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: TomiTapio on December 21, 2010, 03:08:11 pm
      Dragon raptors, everywhere.
      Then my unarmed military miners walkes up and it ran away...
      Only to be pulverised over the cource of about a month, 110 pages in the log at current, still alive and my millitary of two took no hits.
      Are they weak or are miners very strong?
      The raptors are strong and perhaps they have smarts (Fleequick?). One of your miners might be steel caste, a superhero mightier than Batman.
      If the d-raptors are still alive, your weapons totally suck, as copper&cobalt spears are enough to slay 20-ton dragons.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Samohan25 on December 21, 2010, 03:11:58 pm
      [My post]
      The raptors are strong and perhaps they have smarts (Fleequick?). One of your miners might be steel caste, a superhero mightier than Batman.
      If the d-raptors are still alive, your weapons totally suck, as copper&cobalt spears are enough to slay 20-ton dragons.

      They just punched it, repetetivley.
      One punched his spleen, through his skin.
      So I guess he eventually bled out after all of his tendons were torn.

      Oh and one is an obsidian dwarf, the other is a moss dwarf. No steel dwarfs at all.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Daywalkah on December 21, 2010, 03:39:41 pm
      Yay! More tilesets is always a good thing.
      Could we ask for a sneak peak of the new races?
      I plan to move anubites into a race category (with many items derived from ezrakim elves and some new), also I will make centaur raiders. Those two civs will be early-mid menace along with werewolves so the game will become harder.

      I have Centaurs made already if you wanted to use them. If you want to, credits go to piecewise. Also, I have nerfed Anubites significantly over the past few months. I can provide the new version for you as well if you wish.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Torgan on December 21, 2010, 03:53:47 pm
      21st Galena, 253, Late Summer
      Now after our celebratory feast of sand lion biscuits we will rebuild, the loss of their General should slow the wolves for now...
      And it's over by winter, I had another siege in autumn and now winter, meaning no migrants or caravans.  Couldn't replenish my losses from my military and even Cog fell after taking down 54 werewolves, not bad for a jade dwarf.  I think she struggled with the gigantic/fat werewolves, they always seemed to knock her back and stun her which I noticed happening a lot with most of my soldiers.  Not sure if the werewolves need toned down or I just need a larger military earlier on (12 out of 50 dwarves).  Could just rely more on traps but I always feel you might as well turn off attackers then as they're so powerful.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: TuefelHundenIV on December 21, 2010, 04:11:02 pm
      Not sure if I am doing something wrong or if I have stumbled on to a bug but it seems the fireball arrows/bolts are behaving like normal arrows and bolts whether thrown or fired.  Maybe I am missing a step somewhere but I checked the wiki and other sources and don't seem to be.  The raws have the ignitions stuff set and everything.

      Tried with adventure mode with two different worlds.  I am using the latest graphical copy.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Deon on December 21, 2010, 04:39:58 pm
      Do you have your temperature on?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Deviled on December 21, 2010, 05:51:00 pm
      I've heard about people charming pesents in this, how do you do this?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: TomiTapio on December 21, 2010, 05:56:42 pm
      the werewolves need toned down or I just need a larger military earlier on (12 out of 50 dwarves).  Could just rely more on traps but I always feel you might as well turn off attackers then as they're so powerful.
      I think we could have the weres at 150% human size, not 500% (350kg). Flayers got mounts and ogre slaves, and they have their basic "mind control" stun toxin. Might be fun to have a flayer caste that has 15 bow skill.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Saetar33 on December 21, 2010, 06:01:46 pm
      Speaking of temperature....

      How fast does it take magma to heat up the surface if it's a good 100 blocks down (probably less)
      Or does the heat have to travel straight up?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: TuefelHundenIV on December 21, 2010, 06:24:02 pm
      Checked the d_int file and sure enough temperature was turned off.  It works now thanks for the pointing that out.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: WraithLord24 on December 22, 2010, 01:46:01 am
      Hello Deon ive been reading this thread for some time but this is the firdt time ive posted, but anyway i like to take a quick look through legends mode and ive noticed that that the Thunderbird dies out in the first 20 years of gen. Is that just me or was that a mistake?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: TomiTapio on December 22, 2010, 05:18:03 am
      ive noticed that that the Thunderbird dies out in the first 20 years of gen. Is that just me or was that a mistake?
      Thanks for favoring the Genesis mod!
      It's a mistake, it has [MAXAGE:10:20] like a normal animal. Should be 1000+ years :)

      How fast does it take magma to heat up the surface if it's a good 100 blocks down (probably less) Or does the heat have to travel straight up?
      I don't think the heat will travel that far, would take too much CPU time for that. I suspect magma's heat travels like 2-6- squares, and less than that up/down.
      Try "dfprobe" hack utility to see temperatures to find out.
      Check http://df.magmawiki.com/index.php/DF2010:Magma and you can ask in its discussion tab http://df.magmawiki.com/index.php/DF2010_Talk:Magma


      Current 2x2 fort's log:
      Spoiler (click to show/hide)

      When in doubt, wall off the outside world. Or put 30 weapon traps (150-300 weapons total) in a row.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Samohan25 on December 22, 2010, 05:59:03 am
      I have some captured werewolves that I'm thinking of using as training for a military force, but I can't strip them of their weapons (As they have none) and I don't know how to get the military to attack one in a secure enviroment.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Torgan on December 22, 2010, 07:30:50 am
      Ha, nice write up Tomi.

      Samohan all I did with my werewolves was build the cages in a barracks, link a few to a lever, put all my military in the barracks, lock the door then pull the lever.  Bear in mind I had some skilled solider migrants to beef up my military, I wouldn't try this with only newly drafted recruits.  There seems to be a definite advantage to numbers so having 2 werewolves and 10 melee soldiers seemed to work fine.

      Or you could just deconstruct their cage inside a pit and let them be target practice for your marksdwarves.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Samohan25 on December 22, 2010, 07:37:32 am
      Fair enough, still got my 2 hardcore miners, their kill total includes four forgotern beasts but even still I think I need more military soldiers.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: EvilJawa on December 22, 2010, 10:56:56 am
      wow phoebus tileset for genesis! =D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: TomiTapio on December 22, 2010, 11:00:42 am
      Here's my suggestion for tuning the Warlock caste of the demonic alliance:
      No wrestler skill bias, but fights like a mean funker. Thanks to his magicks.

      Code: [Select]
      [CASTE:WARLOCK]
      [DESCRIPTION:This evil sorcerer traded his soul for powerful magicks. Beware of his fireballs!]
      [POP_RATIO:35]
      [MALE]
      [SPEED:700] --mystic speed
      [FLEEQUICK] --warlock also means "coward".
      [CASTE_NAME:warlock:warlocks:warlock]
      [FIREBREATH][FIREIMMUNE]

      --NATURAL_SKILL:WRESTLING:2]
      [NATURAL_SKILL:DODGING:9] --mystic spell
      [NATURAL_SKILL:GRASP_STRIKE:2]
      [NATURAL_SKILL:STANCE_STRIKE:1]
      [NATURAL_SKILL:SITUATIONAL_AWARENESS:8]
      [NATURAL_SKILL:MELEE_COMBAT:2]
      [NATURAL_SKILL:RANGED_COMBAT:7] --skill and dexterity buff
      [NATURAL_SKILL:SNEAK:6] --mystic cloak

      [PHYS_ATT_RANGE:STRENGTH:1450:1950:2150:2250:2350:2550:3250]
      [PHYS_ATT_RANGE:ENDURANCE:1450:1950:2150:2250:2350:2550:3250]
      [PHYS_ATT_RANGE:AGILITY:1450:1950:2150:2250:2350:2550:3250] --mystic buff
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Thundercraft on December 22, 2010, 12:26:04 pm
      Expanded bestiary

      ...
      - New wild critters: penguin, ent, giant sandworm, eland, seal, kangaroo, dama gazelle, ostrich, parrot, python, boa, asp, rattlesnake, sand cobra, giant otter, forest cat, wild turkey, seagull, albatross, pelican, swan, eagle, dire wolf, silver fox, giant ant, sand antlion, skunk, black crow, hercinia, firebird, leech, minnow, anubite, white lion, mammoth, rock lion, sand lion, jackal, raptor, dragon raptor, bronze statue, rhino, giraffe, eagle, nith...

      Not to nitpick too much, but eagle is mentioned twice in the list. Or are there two different eagle types?

      Edit:
      HARMLESS, HUH?
      {Harmless minnows murdering mastiff}

      The poor dog was probably in the water where it was slowed down, while the minnows are very fast. So yeah, it sucked all blood out of its throat. And I think there were more than one, right? There are "shaking" attacks on different parts of the dog which follow each other, so it probably had a whole bunch of minnows hanging on its skin.
      ...
      P.P.S. "Harmless minnows: a new CARP of DF" :)

      Seems to me that minnows are too dangerous. They are tiny little fishes that are supposed to be harmless, correct? (And not evil, blood-sucking, alien xenotype parasites.) Why not slow their speed way down and make them pacifists? I mean, in real life you wouldn't see a dog or a human eaten alive by, say, a bluejay or a cardinal, would you? While this is a fantasy game, this seems to break realism. Not every critter in the game has to be a challenging fight.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Samohan25 on December 22, 2010, 02:29:22 pm
      It could be irony I guess... And the description only says that it 'looks' harmless. Despite what you said being completely true (there should be some non-agressive creatures) DF (and Genesis in particular) are about chalenges for players who want a more diverse and exciting game as well as (more relevant to DF in general) those 'What on earth just happened?' moments, like when a new player discovers Carp, or !!Dwarves!!.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ]
      Post by: Jacob/Lee on December 22, 2010, 02:40:11 pm
      P.P.S. "Harmless minnows: a new CARP of DF" :)
      Oh no, sturgeon are the new carp of DF. Those bastards can fight.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Samohan25 on December 23, 2010, 07:20:37 am
      (http://img.ie/images/b1ab6.png) (http://img.ie/)

      Is that meant to happen?  :o
      either there is something wrong with DF or turkeys have really awkward spleens.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: rephikul on December 23, 2010, 07:28:52 am
      ya that's standard DF anatomy for you.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Samohan25 on December 23, 2010, 09:37:00 am
      Was his spleen actualy in his foot of is this just a slight bug feature.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Deon on December 23, 2010, 10:24:09 am
      What's wrong with a spleen in a lower body?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Torgan on December 23, 2010, 10:56:54 am
      Was his spleen actualy in his foot of is this just a slight bug feature.
      The dwarf is bruising the spleen and muscle of the turkey, not his own. :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: TomiTapio on December 23, 2010, 12:33:47 pm
      Upper body has the heart and lungs, lower body has all the other bits. Nice chain pants extend up and up to protect lowerbody too.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Samohan25 on December 23, 2010, 01:10:46 pm
      Oops, my fault, the reason is I remember the kick being to the foot, it was to the lower body, I thought the chicken't spleen had been hit by a kick to the foot.

      Did once have a miner moss dwarf punch a person's spleen through the skin.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: lifehole on December 23, 2010, 05:19:22 pm
      Why can't I breath fire playing as a Salamander?  >:(
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Kc_spot on December 23, 2010, 07:32:08 pm
      so... what do you just DL and play it? is DF required? because looking at the OP... I don't see whats what..
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: dragonshardz on December 23, 2010, 09:27:39 pm
      Just download and play - it includes a modifed version of DF.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: TomiTapio on December 24, 2010, 05:29:00 am
      Why can't I breath fire playing as a Salamander?  >:(
      Toady has not added a "use firebreath" command to adventurer mode. Because Toady's civs do not have firebreath. We have extra fun and bushfires in Genesis.

      Just download and play - it includes a modified version of DF.
      Well technically the DF program has not been modified, only the objects (plants, weapons) and creature definitions and the default graphics.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Jacob/Lee on December 24, 2010, 10:52:08 am
      So... Is a balor dangerous? One is currently standing outside my door but seems content moving between two tiles forever. Nothing works currently, the only thing we have for defense is a drowning trap which isn't even properly hooked up.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: kilakan on December 24, 2010, 02:22:03 pm
      yes extremely dangerous, it comes with built in whips, alot of them, and they hit bloody hard.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Jacos on December 24, 2010, 03:24:33 pm
      I'm playing as an obsidian dwarf, yet all my spells are "summon food/ arrow / bolt". How do I use spells only used by one race, etc?

      EDIT: As in, how do I create fireballs?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: TomiTapio on December 24, 2010, 05:12:59 pm
      I'm playing as an obsidian dwarf, yet all my spells are "summon food/ arrow / bolt". How do I use spells only used by one race, etc?

      EDIT: As in, how do I create fireballs?

      Why can't I breath fire playing as a Salamander?  >:(
      Toady has not added a "use firebreath" (or "shoot a web" or "use dragonfirebreath") command to adventurer mode. Because Toady's civs do not have firebreath. We have extra fun and bushfires in Genesis.
      Spells added by Deon are the create food, create hot or cold "ball" for throwing. And plant and wood "from thin air harvesting" can be done without any plants/trees nearby.

      Beer-filled Midwinter Feast to everybody!

      ps. I have a new Rock Salt crystal lamp. From father-in-law who doesn't know I play Dwarf Fortress.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Angel Of Death on December 24, 2010, 10:08:23 pm
      So... Is a balor dangerous? One is currently standing outside my door but seems content moving between two tiles forever. Nothing works currently, the only thing we have for defense is a drowning trap which isn't even properly hooked up.

      I once had a balor fight a bronze collosus.

      The balor melted the bronze colossus.  :o

      (P.S, balors have flaming blood that will kill everything near it almost instantly. DO NOT ATTACK IN MELEE)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Saetar33 on December 24, 2010, 10:43:45 pm
      So... Is a balor dangerous? One is currently standing outside my door but seems content moving between two tiles forever. Nothing works currently, the only thing we have for defense is a drowning trap which isn't even properly hooked up.

      I once had a balor fight a bronze collosus.

      The balor melted the bronze colossus.  :o

      (P.S, balors have flaming blood that will kill everything near it almost instantly. DO NOT ATTACK IN MELEE)

      A persistent person could turn this to his advantage.  Anti-everything moat.  Just fill it with balor blood.  Or water contaminated with balor blood if possible, whatev.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Deon on December 25, 2010, 02:25:26 am
      ps. I have a new Rock Salt crystal lamp. From father-in-law who doesn't know I play Dwarf Fortress.
      That sounds great :). Did you make any photos?

      Quote
      A persistent person could turn this to his advantage.  Anti-everything moat.  Just fill it with balor blood.
      Just fill it with a balor.

      Actually you can still be lucky and headshot it with a masterwork weapon, but usually people melt and die horrible deaths.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: DarkSinnerzZz on December 25, 2010, 07:38:49 am
      Why does all soldier in ALL the fortress that i go is a WRESTLER!no spearmen no swordman,THERES ONLY WRESTLER! why ?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Deon on December 25, 2010, 07:40:47 am
      Did you get the latest patch?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: DarkSinnerzZz on December 25, 2010, 07:44:26 am
      patch? where ? on the first page ?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: dragonshardz on December 25, 2010, 08:36:46 am
      Latest patch = most recent version
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: DarkSinnerzZz on December 25, 2010, 09:28:53 am
      yup!just download it,FIXED!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: TomiTapio on December 25, 2010, 03:15:50 pm
      Why does all soldier in ALL the fortress that i go is a WRESTLER!no spearmen no swordman,THERES ONLY WRESTLER! why ?
      My bad, I gave all civs some baselines skills and DF counts wrestling as a main military skill and not a secondary skill like dodging.

      Here try some Groove Salad for you fortressing chillout. http://somafm.com/groovesalad/


      Latest fort happenings:
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Jacob/Lee on December 25, 2010, 07:52:38 pm
      So if I dropped a balor in water, would it extinguish it or just boil off all the water?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Flaede on December 26, 2010, 01:08:00 am
      So if I dropped a balor in water, would it extinguish it or just boil off all the water?

      Balors by themselves aren't the problem (well, they are, but they're not a boiling problem. Balors bleeding are the problem. If a Balor gets so much as a papercut, then your bits will start melting off. I wouldn't recommend biting one.
      I don't know if contaminants can boil the water they're in, though. In adventure mode, the blood from thrown balor parts don't make steam, but that is a weird case.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Sanjeetsuoh on December 26, 2010, 03:10:14 am
      TomiTapio, Noticed the Fps degradation above in the "Latest fort happenings" and just figured I would mention to give your dwarfs a forced bath, because on another FPS improving topic the amount of stuff (dirt, blood etc. etc.)that accumulates on your dwarfs will cause a huge hit in what your comp has to process.

      I'll just leave this here cause slow FPS annoys the heck outta me, and I hope you didn't already know this. Yeah, long time lurker, recently random poster.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: rephikul on December 26, 2010, 03:19:42 am
      I hope you didn't already know this
      That really stick out in an otherwise helpful post O.o
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Sanjeetsuoh on December 26, 2010, 03:39:40 am
      I hope you didn't already know this
      That really stick out in an otherwise helpful post O.o
      Typed it with the best of intentions, just a half-polish slip'o da keyboard.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: TomiTapio on December 26, 2010, 04:58:56 am
      Yea I know contaminants, but I think object and stockpile count is hurting more. And rotting enemy limbs. Right, I should rockgrinder-atomsmash some dacite and limestone
      Probably magma workshops would save some fps, less wood stockpiling or lignite mining. Then again stairs down to the magma sea would be Long.
      The main penalty in a 2x2 map is too few trees, so a small embark should rely on magma.


      Trading away excess meals... (sort by value) (36 ginseng extract swirlcakes, 14000)
      (http://dl.dropbox.com/u/8967397/Foods%20Untitled.jpg)

      The state of the militia, have a total of 54 citizens. (mtr=militia trainee)
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: dennislp3 on December 26, 2010, 09:15:46 am
      So if I dropped a balor in water, would it extinguish it or just boil off all the water?

      I tested it in the arena by becoming a balor and hoping in the water. You get tons of steam and eventually they get rid of the water.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: GaxkangtheUnbound on December 26, 2010, 11:55:35 am
      What happens if you pit a balor and a frost wyrm to fight?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: LordShotGun on December 26, 2010, 06:35:45 pm
      What happens if you pit a balor and a frost wyrm to fight?

      Well in my experience Frost wyrms are pretty wussy. I had my troop of 3 miners with skilled ax dwarfship and redsteel equipement totally distroy a frost wyrm. I mean it managed to bruise one guy on his TOE before being bisected.

      Either way fire plus frost equals lots of steam so you may not be able to see what happens.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: SalmonGod on December 26, 2010, 07:10:29 pm
      One of my soldiers just hacked an illithid in the head, tearing apart the muscle and shattering the.... fleshwarped spear?

      Edit:  He just did the same to another one, shattering its fleshwarped mace.  This is the first that I've seen this.

      Edit Edit:  Ok apparently one illithid has been knocked down and several dwarves are striking it repeatedly in the head.  Every time it reports that they've shattered some variety of fleshwarped weapon.  They seem unable to kill it, even though they're all wielding adamantine or red steel weapons.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: BackgroundGuy on December 26, 2010, 07:30:39 pm
      One of my soldiers just hacked an illithid in the head, tearing apart the muscle and shattering the.... fleshwarped spear?

      Edit:  He just did the same to another one, shattering its fleshwarped mace.  This is the first that I've seen this.

      Edit Edit:  Ok apparently one illithid has been knocked down and several dwarves are striking it repeatedly in the head.  Every time it reports that they've shattered some variety of fleshwarped weapon.  They seem unable to kill it, even though they're all wielding adamantine or red steel weapons.
      yeah, illithids wear their special abilities on their faces.  Void Masters do this as well, so if you ever hit them in the head and smash their Dimension Zero or Reaper Sword, now you know why.  I am surprised that your weapons aren't killing the illithid though.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: CaptainKobold on December 26, 2010, 08:30:46 pm
      Anyone know whether it's easy to combine Genesis with Kobold Camp?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: GaxkangtheUnbound on December 26, 2010, 08:35:07 pm
      Anyone know whether it's easy to combine Genesis with Kobold Camp?
      AFAIK the only problems would be with conflicting workshops and reactions(For training camps, anatomical theatres, etc.) Everything else should transfer nicely.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: CaptainKobold on December 26, 2010, 08:37:35 pm
      Anyone know whether it's easy to combine Genesis with Kobold Camp?
      AFAIK the only problems would be with conflicting workshops and reactions(For training camps, anatomical theatres, etc.) Everything else should transfer nicely.
      Beautiful!  I'll take a look at workshops and such to try to sort through those things then.  Thanks, Gaxkang!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: TomiTapio on December 27, 2010, 10:07:23 am
      Things are not well in Bridgerim.

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Kogut on December 27, 2010, 05:28:27 pm
      First image in second post is lost.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Fleeb on December 27, 2010, 08:43:20 pm
      Things are not well in Bridgerim.

      Wow... no kidding  :o
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Jacob/Lee on December 28, 2010, 12:37:15 am
      I noticed if you cut off a human's testicles they don't seem to mind that much, in real life I'm pretty sure it would bring down the strongest of people easily. Well, of course this is Dwarf Fortress. Land of the insane dwarves where their leaders converse about how to catch and butcher mermaids and how to catch babies and make a zoo with them.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Deon on December 28, 2010, 12:47:05 am
      I can raise the pain there, but I don't want it to be an instant KO. In real life a spear through the brain usually brings down the strongest too, but in DF you can sometimes just shrug it off (oh RNG).

      Some people in real life live fine without them >.>
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Jacob/Lee on December 28, 2010, 01:18:08 am
      Obviously people can live fine without them, although their chances of children afterwards are ruined. I've never actually seen somebody survive a spear to the brain, the only time I saw something survive a sharp object to the head was a dragon.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Deon on December 28, 2010, 01:51:03 am
      I was testing centaurs yesterday and a leader of their squad had two spears sticking out of his head after the fight. He also caught 7 arrows, so I think I should make them less hardcore (they were naked centaurs vs. bronze clad dwarves, 5x5, and they won with 2 casualties).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Jacob/Lee on December 28, 2010, 01:52:34 am
      He CAUGHT the arrows? Damn.

      Anyway, what is the music that plays at the beginning? I know i've heard it before.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Nether on December 28, 2010, 01:56:06 am
      He CAUGHT the arrows? Damn.

      Anyway, what is the music that plays at the beginning? I know i've heard it before.
      Is the wrestler only thing-problem also in the genesis 3.18a/b version? I'd hate to have to start all over again with modding my minimum fort.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Deon on December 28, 2010, 03:46:42 am
      Yeah, the problem is that generated warriors are wrestlers because it's their natural skill which is pretty big. Otherwise it's okay.

      P.S. Also it fixes skills for obsidian/ice dwarves, and it should be save game compatible with 3.18c, so you shouldn't worry about starting over.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Nether on December 28, 2010, 03:59:43 am
      Yeah, the problem is that generated warriors are wrestlers because it's their natural skill which is pretty big. Otherwise it's okay.

      P.S. Also it fixes skills for obsidian/ice dwarves, and it should be save game compatible with 3.18c, so you shouldn't worry about starting over.
      I have modded a lot of the raws for the minimalist fort I have now :)
      Does this mean a problem with skills or anything or is it purely aestetic? (In which case I dont mind :))
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Deon on December 28, 2010, 04:15:54 am
      A problem with skills. You only need to change the creature_genesis.txt, it's the only update for 3.18d.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Nether on December 28, 2010, 04:52:59 am
      A problem with skills. You only need to change the creature_genesis.txt, it's the only update for 3.18d.
      I do have a macedwarf in my squad right now. Does that mean I have no problem with getting the guys to train/stuff?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Deon on December 28, 2010, 02:16:41 pm
      Well, "the problem with skills" relates to the fact that only male ice and obsidian dwarves got increased skill growth for their special skills in 3.18c.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: abadidea on December 28, 2010, 11:55:36 pm
      After feeling like I have vanilla DF down to a science, but screwing up my last fort by having soldiers with too many friends (the spinning (+pig tail fiber shoe+) heralds the start of the tantrum spiral!), I am finally gutsy enough to download Genesis and give it a shot.

      Why do I have this ominous feeling that I am gonna fail hard  :-X
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Ibid Straydrink on December 29, 2010, 05:06:53 am
      After feeling like I have vanilla DF down to a science, but screwing up my last fort by having soldiers with too many friends (the spinning (+pig tail fiber shoe+) heralds the start of the tantrum spiral!), I am finally gutsy enough to download Genesis and give it a shot.

      Why do I have this ominous feeling that I am gonna fail hard  :-X

      The tentacles will do that to you.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Flaede on December 29, 2010, 11:52:42 am
      After feeling like I have vanilla DF down to a science, but screwing up my last fort by having soldiers with too many friends (the spinning (+pig tail fiber shoe+) heralds the start of the tantrum spiral!), I am finally gutsy enough to download Genesis and give it a shot.

      Why do I have this ominous feeling that I am gonna fail hard  :-X

      The tentacles will do that to you.

      Oh, I thought it was the horrifying breath weapons random poisons Velociraptor riders.
      At least now we wont be getting brush-fires every time an obsidian dwarf sees a rabbit.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Saetar33 on December 29, 2010, 02:24:21 pm
      Deon, something catches me every time I'm making a world;  Ice on the planet extends well into the range of where it SHOULD have melted.  Is this a bug?
      NOTE:  I found a patch of iceland on the very hottest part of the planet.  Odd? Yes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: EddyP on December 29, 2010, 03:11:26 pm
      Just lost one of my starting seven - a swordsdwarf - to harmless minnows. I think it was because I ordered him to move to attack something else, and he saw the minnows, jumped right in and sank like a stone. Is it possible for minnows to be removed? As far as I can tell, they serve no purpose other than comedy (Urist cancels construct bridge: Interrupted by harmless minnow) which becomes old real fast (Urist cancels construct bridge: Interrupted by harmless minnow x 14)

      EDIT: Managed to find and delete them from the raws.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Deon on December 29, 2010, 04:03:11 pm
      Deon, something catches me every time I'm making a world;  Ice on the planet extends well into the range of where it SHOULD have melted.  Is this a bug?
      NOTE:  I found a patch of iceland on the very hottest part of the planet.  Odd? Yes.
      It's just the way you set up your world generation. Check the temperature variance parameter and the amout of tundra/glacier biomes in the world region count.

      Just lost one of my starting seven - a swordsdwarf - to harmless minnows. I think it was because I ordered him to move to attack something else, and he saw the minnows, jumped right in and sank like a stone. Is it possible for minnows to be removed? As far as I can tell, they serve no purpose other than comedy (Urist cancels construct bridge: Interrupted by harmless minnow) which becomes old real fast (Urist cancels construct bridge: Interrupted by harmless minnow x 14)

      EDIT: Managed to find and delete them from the raws.
      I plan to call them piranhas and limit their biomes a bit. The problem is the lack of swimming skill on your dwarves as you pointed out. Why don't you train your military in swimming? It's one of the first things I do with my military guys.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: TomiTapio on December 29, 2010, 04:22:06 pm
      I am finally gutsy enough to download Genesis and give it a shot.

      Why do I have this ominous feeling that I am gonna fail hard  :-X
      Well, a nice row of 5-10 weapon traps, with 5-10 spears each, does wonders for home defense. Except that the most bad-ass flayers should ignore traps due to Having Force Fields. They probably don't in Genesis. Stone fall traps are a joke since .31.01 came.

      And there is always the super boring (and fps death) option of walling off the outside world and training soldiers for 5-10 YEARS.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: TomiTapio on December 29, 2010, 04:24:20 pm
      Deon, something catches me every time I'm making a world;  Ice on the planet extends well into the range of where it SHOULD have melted.  Is this a bug?
      Let's say the cold winds from Cold Region A keep that area cold. Or the magicks and gods of the realm will it so. And there's the X-axis (left-right) temperature variance parameter in worldgen. And higher elevations are colder like mountaintops.


      Ponds and pools killing your dorfs? Dig safety ramps so people can Climb Out without having swimming skill. Or masonry practice: floor on top of pool, less junk stone lying around.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: TuefelHundenIV on December 29, 2010, 06:01:13 pm
      There is one thing I have noted are a serious pain.   I have tested this in 4 different worlds and various locations from untamed wilderness to a relatively calm area.  Why am I getting 4 were wolf invasions a year.  In one fort by the end of the second year there were over 100 of them running around the map and not leaving.  Think you could maybe scale back the were wolves a little.  Seriously its hard to start a fort when an invasion force is knocking on your door within 2-3 seasons of embark.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Deon on December 29, 2010, 06:10:09 pm
      Yeah, with the addition of centaurs werewolves will come only in winter (and centaurs in summer) so you will have a spring and an autumn to breathe. I will also move traders towards those seasons so you do not get every caravan ambushed.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: TuefelHundenIV on December 29, 2010, 06:18:01 pm
      Ok cool.  I like a challenge as much as the next lunatic but that is a bit much.  On the plus side the difficulty makes adventurer mode much more fun.  Once I got one that survived enough fights to gain skill.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Thundercraft on December 29, 2010, 08:24:09 pm
      Deon, something catches me every time I'm making a world;  Ice on the planet extends well into the range of where it SHOULD have melted.  Is this a bug?
      NOTE:  I found a patch of iceland on the very hottest part of the planet.  Odd? Yes.
      Whatever excuses are made for this, I'd call it a bug. At the very least, I doubt this was intentional. And it definitely breaks suspension of disbelief for me.

      Just lost one of my starting seven - a swordsdwarf - to harmless minnows...
      I plan to call them piranhas and limit their biomes a bit. The problem is the lack of swimming skill on your dwarves as you pointed out. Why don't you train your military in swimming? It's one of the first things I do with my military guys.
      It's good advice to training swimming. (Lock them inside a "Swimming Pool (http://df.magmawiki.com/index.php/DF2010:Swimming)" room with 4/7 to 6/7 water.)
      However, I'm not convinced that simply renaming them "piranha (http://en.wikipedia.org/wiki/Piranha)" makes them fit the role. For one thing, minnows are tiny and piranhas (http://en.wikipedia.org/wiki/Piranha) need to be bigger. At least, piranha (http://en.wikipedia.org/wiki/Piranha) should be big enough to eat. Wikipedia reports they are usually 6 to 10 inches long and can grow up to 18 inches long. Also, it is common for people to eat them.

      (Incidentally, Wikipedia also mentions some research that dispels the Hollywood hype and myths about piranha (http://en.wikipedia.org/wiki/Piranha) attacking anything in the water and devouring stuff in seconds. Apparently, they "may occasionally" attack humans, but this is unusual. But then, vanilla DF already had man-eating Carp!)

      Yeah, with the addition of centaurs werewolves will come only in winter (and centaurs in summer) so you will have a spring and an autumn to breathe. I will also move traders towards those seasons so you do not get every caravan ambushed.
      Ok cool.  I like a challenge as much as the next lunatic but that is a bit much.  On the plus side the difficulty makes adventurer mode much more fun.  Once I got one that survived enough fights to gain skill.
      Yeah... It's probably good that Deon is changing the werewolves and caravans to give dwarves a fighting chance. However, even then, I will still edit them out as I'm not so much the the lunatic type.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Deon on December 29, 2010, 08:31:47 pm
      Quote
      It's good advice to training swimming. (Lock them inside a "Swimming Pool" room with 4/7 to 6/7 water.)
      Ahem, what about the "swimming pool" workshop?

      Quote
      However, I'm not convinced that simply renaming them "piranha" makes them fit the role. For one thing, minnows are tiny and piranhas need to be bigger.
      Ahem.   [BODY_SIZE:5:0:40000]. It's bigger than a cat.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: TuefelHundenIV on December 29, 2010, 08:46:41 pm
      Lol calling them tiny minnow is kinda misleading.  Carnivorous minnow or something menacing that you would not normally associate with Minnows would be more fitting.

      It's df who says we need to follow logic that is half the fun.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: LordShotGun on December 29, 2010, 09:41:05 pm
      Lol calling them tiny minnow is kinda misleading.  Carnivorous minnow or something menacing that you would not normally associate with Minnows would be more fitting.

      It's df who says we need to follow logic that is half the fun.

      Heh well some people like myself find it fun to try and try and make sense of the insanity. For example I belive that dwarves are actually a subconciously hive minded people and "Armok" is what they name the urges that make them do nonsensical things like chasing flaming socks all over the place.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: abadidea on December 29, 2010, 10:45:11 pm
      Well, my first Genesis fort came to an end. Not because of the simultaneous sieges before I had the iron industry underway, but because my FPS dropped to 1(1) when an entire z-level caught on fire.  :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Jacob/Lee on December 30, 2010, 02:29:46 am
      Giant dwarven BB-Q anyone?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Deon on December 30, 2010, 02:30:30 am
      Yes, that's a problem which I will remove. It was better before, I wonder why does it take so much FPS now.

      I avoid it by turning temperature off when that happens, then turning it back on :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Max White on December 30, 2010, 04:39:24 am
      Hey Deon, I was just lazly modding in twin headed monkeys with scales that breath toxic stench and thought of you... You never return my calls anymore, when are we going to go on that date you mentioned?  :P

      But anyway, back on topic, something about monkeys? Oh thats right, I was just thinking about the old spider dwarfs. You should totaly make then as a new caste in genisis. I thought for a second about maybe putting it in marble, the little mod that never realy existed, but then remembered I wasn't going to do the 'multiple dwarf types' because I don't want to...

      Web spinners, strong physical stats, poor mental stats, dosn't equipt. Standard 'great for early defence, useless for all but making web later on' type creature. But your mod, your rules, your choice...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Igginator on December 30, 2010, 04:54:53 am
      Can sum1 please tell me the difference between the tilesets?
      I already know what ASCII looks like (duh  :P ) but im not sure about the others and my download cap is limited atm.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: EddyP on December 30, 2010, 06:05:36 am
      I plan to call them piranhas and limit their biomes a bit. The problem is the lack of swimming skill on your dwarves as you pointed out. Why don't you train your military in swimming? It's one of the first things I do with my military guys.

      It was early summer of the first year - he didn't even have any armour yet. I was sending him to kill some gazelles which had become stuck in a part of the map I wanted for the fortress.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: TomiTapio on December 30, 2010, 09:02:26 am
      Well, my first Genesis fort came to an end. Not because of the simultaneous sieges before I had the iron industry underway, but because my FPS dropped to 1(1) when an entire z-level caught on fire.  :P
      The bushfires, even on 3x2 embark, tend to drop the fps, especially when they touch frozen pools. Just let the game run 1-2 hours while you do something else, the fps will climb back up after the fire is gone.

      ps. don't store logs, coal, coke, lignite outdoors.

      Can sum1 please tell me the difference between the tilesets?
      Ironhand: http://df.magmawiki.com/index.php/File:Ironhandtileset.png
      Phoebus without DF game files: http://dffd.wimbli.com/file.php?id=2430

      Deon, how would I make a reaction to atomsmash cloth and leather junk the invaders brought?
      Would be nice to have a creature variation template "likes to fight" (predator, remove benign and pet, remove savage?)


      Bridgerim is recovering, but the werewolves come again:
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Deon on December 30, 2010, 10:16:15 am
      Do you mean CLOTHES, not cloth? If so you would want to be careful not to destroy your own cloth...

      I plan to make a cleanup for the next version (remove socks/mittens from invaders, make werewolves to come only in winter and centaurs only in summer, remove fireballs etc.).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: BigD145 on December 30, 2010, 10:33:24 am
      Where in the heck are these werewolves? I make sure they exist in the world and they never come visit me. Worst neighbors ever.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Deon on December 30, 2010, 11:33:56 am
      You need 20 dwarves, and they will come.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: freeformschooler on December 30, 2010, 11:40:13 am
      Deon, I really like the races in Genesis. So I drew some Ezrakim Elves, going off of descriptions in-game. Behold, male and female, taking slight liberties in not drawing a turban for the male one:

      (http://i55.tinypic.com/25rmezp.png)

      better and more dorfy than vanilla elves!
      well okay maybe not so dorfy for the first one
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: EddyP on December 30, 2010, 01:09:52 pm
      Got a balor in my first winter (19 dwarves, with no deaths so far) and he got across the bridge before anyone could be arsed to raise it. I cursed and prepared all dwarves for a final stand, believing that this would be it, but to my surprise it went down pretty easily. The only casualty was a pet cave tortoise and my starting carpenter (he's only got a broken ankle, but due to nerve damage I don't think he'll walk again). Could I suggest a) making them stronger and b) making them come later?

      And assuming the Balor needs a soulgem to survive, this 'towering humanoid' died when it was kicked in the head by an untrained dwarf.

      There's going to be some fine engravings in this fort, I tell you.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Flaede on December 30, 2010, 02:29:13 pm
      Wow. Balor went down like a punk.
      They're hell-on-wheels to kill in adventure mode (provided you aren't a fireproof dwarf or something). I'll have to remember that "boot to the head" method next time.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: GaxkangtheUnbound on December 30, 2010, 02:45:09 pm
      I've got a lost Ezrakim merchant, a lost Keeper merchant, an argorian caravan inside my barricade, three dead babysnatchers(Two are demons, the last is Illitihd), a werewolf siege, and a whole lotta corpses.
      EDIT:Now it looks like a messed up version of Twilight with a metric ton of werewolves and a goblin ambush. The goblins stood no chance against elite wrestlers backed up by like 20 werewolves.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: TomiTapio on December 30, 2010, 02:58:38 pm
      Do you mean CLOTHES, not cloth? If so you would want to be careful not to destroy your own cloth...

      I plan to make a cleanup for the next version (remove socks/mittens from invaders, make werewolves to come only in winter and centaurs only in summer, remove fireballs etc.).
      I mean cloth junk and leather junk. Invader clothes. Wooden armors too would be on the "burn list". And unwanted animal fats and seeds. A fort with 1200 meals might as well burn all its seeds if they do no farming.
      How about one icon for basic were and other icon for the non-gray weres? And one centaur caste might have natural bow&crossbow skill at 10.


      Speaking of ezrakim...  http://ebaueris.blogspot.com/2010/11/elf-dune-strider.html
      http://mangapunksai.deviantart.com/art/Desert-Elf-158564470
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: CaptainKobold on December 30, 2010, 03:01:35 pm
      Damn, kobolds die quickly in this mod.  Maybe I should try playing it how it's meant to be played first.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Deon on December 30, 2010, 03:03:41 pm
      Got a balor in my first winter (19 dwarves, with no deaths so far) and he got across the bridge before anyone could be arsed to raise it. I cursed and prepared all dwarves for a final stand, believing that this would be it, but to my surprise it went down pretty easily. The only casualty was a pet cave tortoise and my starting carpenter (he's only got a broken ankle, but due to nerve damage I don't think he'll walk again). Could I suggest a) making them stronger and b) making them come later?

      And assuming the Balor needs a soulgem to survive, this 'towering humanoid' died when it was kicked in the head by an untrained dwarf.

      There's going to be some fine engravings in this fort, I tell you.
      It's a problem with "punching", which goes through armor and tough tissues. The balors are already huge (unless you've encountered a young one) and have many dangerous attributes. If you used guys with swords/axes, you would get MUCH more problems due to the melting blood. You are right, if you use hammerdwarves it's easier. Plus, a headshot to the brain is a method which kills anything. People reported multiple occasions of kicking dragons in the head and killing them. It's not a problem of a creature, it's an issue of the game combat system. They are already quite dangerous if you are not too lucky, so I don't want an overkill (as you've noticed they come pretty early, consider them "greedy bastard demons" which want your souls and gems).

      I've got a lost Ezrakim merchant, a lost Keeper merchant, an argorian caravan inside my barricade, three dead babysnatchers(Two are demons, the last is Illitihd), a werewolf siege, and a whole lotta corpses.
      EDIT:Now it looks like a messed up version of Twilight with a metric ton of werewolves and a goblin ambush. The goblins stood no chance against elite wrestlers backed up by like 20 werewolves.
      Werewolves will be less common in the next versions, I already noted that they are too frequent.

      Do you mean CLOTHES, not cloth? If so you would want to be careful not to destroy your own cloth...

      I plan to make a cleanup for the next version (remove socks/mittens from invaders, make werewolves to come only in winter and centaurs only in summer, remove fireballs etc.).
      I mean cloth junk and leather junk. Wooden armors too would be on the "burn list". And unwanted animal fats and seeds. A fort with 1200 meals might as well burn all its seeds if they do no farming.
      How about one icon for basic were and other icon for the non-gray weres? And one centaur caste might have natural bow&crossbow skill at 10.


      Nice desert elf: http://ebaueris.blogspot.com/2010/11/elf-dune-strider.html
      I gave centaurs improved bows already and it should be okay to give a certain caste a high archery skill. I won't give it to everyone because as you already know it will make everyone into bowmen :).

      What do you mean by "icon" for a werewolf? We cannot assign different icons to castes, otherwise it would be my dream (I would make separate male/female graphics and the game would feel much more different).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: TomiTapio on December 30, 2010, 03:07:19 pm
      It's a problem with "punching", which goes through armor and tough tissues. The balors are already huge (unless you've encountered a young one) and have many dangerous attributes. If you used guys with swords/axes, you would get MUCH more problems due to the melting blood. You are right, if you use hammerdwarves it's easier. Plus, a headshot to the brain is a method which kills anything. People reported multiple occasions of kicking dragons in the head and killing them. It's not a problem of a creature, it's an issue of the game combat system.

      What do you mean by "icon" for a werewolf? We cannot assign different icons to castes, otherwise it would be my dream (I would make separate male/female graphics and the game would feel much more different).
      I think... select skin and bone layer on head, add thickness 10x, might help the megabeast survive a few spear stabs to the head. We do have the ability to command tissue layer thicknesses!
      Something similar to    
      Code: [Select]
      [USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]
      [USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]
      [TISSUE_LAYER:BY_CATEGORY:FINGER:CLAW:FRONT]
      [TL_RELATIVE_THICKNESS:10] but to the skull.

      Right, no caste-specific icons.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: EddyP on December 30, 2010, 04:18:49 pm
      Just got a balor bone scepter from a mood. $48000, even with the bone mood bug.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: freeformschooler on December 30, 2010, 06:46:08 pm
      Man, I haven't "seriously" played DF adventure mode in a while. Decided to try it again, realized it's nicer than I thought. Deon, you have added a LOT of mineral types.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: abadidea on December 30, 2010, 07:04:28 pm
      Well, my first Genesis fort came to an end. Not because of the simultaneous sieges before I had the iron industry underway, but because my FPS dropped to 1(1) when an entire z-level caught on fire.  :P
      The bushfires, even on 3x2 embark, tend to drop the fps, especially when they touch frozen pools. Just let the game run 1-2 hours while you do something else, the fps will climb back up after the fire is gone.

      ps. don't store logs, coal, coke, lignite outdoors.


      The fort was doomed anyway. The 1FPS just meant I didn't have the patience to wait for every single last one of them to die.

      edit: I had a werewolf fall into magma multiple times and was still healthy enough to run around and kill people (and yes, temperature is on). Is this intended behavior? Because that's pretty hardcore.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: WraithLord24 on December 30, 2010, 08:09:05 pm
      What type of werewolf was it? 0_0
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: abadidea on December 30, 2010, 08:24:34 pm
      What type of werewolf was it? 0_0

      Just a normal gray one I think...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: WraithLord24 on December 31, 2010, 01:47:25 am
      wow thats one badass gray i though it would be a dread.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: EddyP on December 31, 2010, 06:49:10 am
      Well, my first Genesis fort came to an end. Not because of the simultaneous sieges before I had the iron industry underway, but because my FPS dropped to 1(1) when an entire z-level caught on fire.  :P
      The bushfires, even on 3x2 embark, tend to drop the fps, especially when they touch frozen pools. Just let the game run 1-2 hours while you do something else, the fps will climb back up after the fire is gone.

      ps. don't store logs, coal, coke, lignite outdoors.


      The fort was doomed anyway. The 1FPS just meant I didn't have the patience to wait for every single last one of them to die.

      edit: I had a werewolf fall into magma multiple times and was still healthy enough to run around and kill people (and yes, temperature is on). Is this intended behavior? Because that's pretty hardcore.

      I've been having the same problems with visitors to the fort. If one of my dwarfs or pets falls into water or magma, it's over for them. But if a visitor falls in, nothing happens. I've had outpost liasons in water and magma with no effect - not even drowning - and on my most recent fort I pitted a macaque and thief down a 6 z drop to a river. They both broke a lot of bones, but never started to drown (not even when unconscious). The macaque eventually died from infection (the river ran yellow with pus) and the thief eventually swam upstream and climbed out.

      I haven't seen any problems with this in the normal game, so I think it has something to do with Genesis.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: krell215 on December 31, 2010, 01:50:39 pm
      Out of my 31 dwarves, 26 are female. Only 2 of the 5 males are adults, both immigrents who came married. Is the male:female ratio screwed up or do I just have really bad luck? (I dislike baby-bearing armored chainsaws of doom, useing their baby-shields and tantraming after getting their offspring murdered.)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Grax on December 31, 2010, 02:08:52 pm
      HAPPY NEW YEAR GUYS!  ;D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: abadidea on December 31, 2010, 02:31:49 pm
      Out of my 31 dwarves, 26 are female. Only 2 of the 5 males are adults, both immigrents who came married. Is the male:female ratio screwed up or do I just have really bad luck? (I dislike baby-bearing armored chainsaws of doom, useing their baby-shields and tantraming after getting their offspring murdered.)

      A quick look at mine suggests they're equal... I did once get a vanilla embark with 6 female and 1 male, so I guess it's possible by sheer luck.

      Of course, I would love to have your fort, because I play the matriarchy  ;D  :-*
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Rumrusher on December 31, 2010, 03:13:43 pm
      dang I got two Black bears who follow a deity attack me, I Got MissionBearies.
      there still alive and I recruited them using DFusion, but is it common for wild animals to follow gods?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: abadidea on December 31, 2010, 06:40:55 pm
      dang I got two Black bears who follow a deity attack me, I Got MissionBearies.
      there still alive and I recruited them using DFusion, but is it common for wild animals to follow gods?

      Missionbearies... hilarious.

      It appears that a lot of animals have been promoted to sentient monster status in this mod, I'm new at it so I dunno for sure.

      Aaaaaand I just savescummed that siege six times.  :-X
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Rumrusher on December 31, 2010, 07:19:38 pm
      dang I got two Black bears who follow a deity attack me, I Got MissionBearies.
      there still alive and I recruited them using DFusion, but is it common for wild animals to follow gods?

      Missionbearies... hilarious.

      It appears that a lot of animals have been promoted to sentient monster status in this mod, I'm new at it so I dunno for sure.

      Aaaaaand I just savescummed that siege six times.  :-X
      talking animals never pop up but I guess this is some forest spirit that can talk to these beast in their language. Though this doesn't stop me from gutting them apart so I see this as a feature. The journey was for to see if I can retire or visit a (hacked)fort in the middle of an ocean.
      seeing Bear's of god might be a sign... I did walk over an ocean to get here.

      hmm bogeyHumans and Missionbearies I don't know what I'm going to get next for companions.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: abadidea on December 31, 2010, 09:28:40 pm
      The front page says to check the readme about the new workshops buuuuuut there doesn't seem to BE a readme included in the download, soo.... which of the new workshops actually do something? And can dwarves at least "admire" my nice library, even if they're all illiterate?  :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Rumrusher on December 31, 2010, 11:11:10 pm
      wait just check the genders I got a Bearist and a NunBear.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: BackgroundGuy on December 31, 2010, 11:27:09 pm
      The front page says to check the readme about the new workshops buuuuuut there doesn't seem to BE a readme included in the download, soo.... which of the new workshops actually do something? And can dwarves at least "admire" my nice library, even if they're all illiterate?  :P
      So, for the library, first you go to your tannery.  If you have some spare leather, you should see a reaction which says "Make vellums".  That'll make 5 vellums out of 1 leather, and vellums are classified as toys.  Then you build a scriptorium, and if you have vellum you should get a whole bunch of reactions available to have your dwarf write a skill guide.  Any sort of book will require two vellums.  Then once you have a book, the associated skill reaction should appear at the library.  They should admire it if the combined value of the materials and architecture multiplier is high enough.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: abadidea on January 01, 2011, 12:14:32 am
      The front page says to check the readme about the new workshops buuuuuut there doesn't seem to BE a readme included in the download, soo.... which of the new workshops actually do something? And can dwarves at least "admire" my nice library, even if they're all illiterate?  :P
      So, for the library, first you go to your tannery.  If you have some spare leather, you should see a reaction which says "Make vellums".  That'll make 5 vellums out of 1 leather, and vellums are classified as toys.  Then you build a scriptorium, and if you have vellum you should get a whole bunch of reactions available to have your dwarf write a skill guide.  Any sort of book will require two vellums.  Then once you have a book, the associated skill reaction should appear at the library.  They should admire it if the combined value of the materials and architecture multiplier is high enough.

      Thanks so much :D I was thinking, that if there wasn't a way to use this library, I was going to mod it myself...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: thrithwig on January 01, 2011, 05:59:47 am
      Where can I find this mod for .31.16?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Saetar33 on January 01, 2011, 11:06:53 am
      Deon, something catches me every time I'm making a world;  Ice on the planet extends well into the range of where it SHOULD have melted.  Is this a bug?
      NOTE:  I found a patch of iceland on the very hottest part of the planet.  Odd? Yes.
      It's just the way you set up your world generation. Check the temperature variance parameter and the amout of tundra/glacier biomes in the world region count.


      I never edit the temperature or tundra/glacier part of the worldgen.  :l
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: WraithLord24 on January 01, 2011, 11:59:37 am
       Hey Deon Would it be possible for you to add a  Basilisk megabeast? I'd try it my self but i suck at modding.It you do thanks i always wanted to fight a Basilik.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: TomiTapio on January 01, 2011, 06:11:06 pm
      Where can I find this mod for .31.16?
      I think Genesis for .31.16 has been overwritten by the latest in the DFFD site.  I think the current raws might work for .31.16, give it a try.

      Hey Deon Would it be possible for you to add a Basilisk megabeast? I'd try it my self but i suck at modding. If you do thanks i always wanted to fight a Basilik.
      Sounds like fun but that would be another dragon-type beast. There's medusa and stonegazer in the lizardfolk enemies, they have a paralysis (can't breathe) attack.

      When using Dwarf Therapist, I too have 80-90% females. Haven't checked in-game sex counts.

      For workshops info, check Genesis' wiki at http://df-genesis.wikidot.com/workshops
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: WraithLord24 on January 01, 2011, 07:07:31 pm
      Tomi yeah i kinda figured that but i was thinking of the kind of Basilik from the second Harry Potter movie. You know the Gaint 400ft Snake that was as thick as two elephants with a posion that knocks the socks off of a medusa and or stonegazer. You know something to spice up Genesis even more. You know cause while there are a lot of semi megabeasts but only 6 (including the soon to be roc) megabeats are in Genesis. Sorry but i though i should seak my mind a bit.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: TomiTapio on January 01, 2011, 07:41:40 pm
      I was thinking more about the NetHack basilisk (aka cockatrice)..
      For my world i made a megabeast that comes any time, any land biome, at frequency 1 (very rare), without needing the actual megabeast trigger (and announcement). It's a Gray Dragon, a red dragon the size of two elephants. That I consider spicing it up, as megabeasts come very rarely.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: WraithLord24 on January 01, 2011, 08:55:19 pm
      Hmmmm that idea could work it would be very funny to add to a mod like this. You know just Making your fortress when sudnelly all your dwarfs are freaking out over a Gaint snakelike Basilisk or a smaller cousin to a dragon visting your fortress for a snack. I LOVE the idea! that's spicing it up man! God i want one right now! dude the more i think about it the more i like it. You don't get a warning so it can go to hell before you can stop it. Tomi thats a great idea to me.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: abadidea on January 01, 2011, 09:22:15 pm
      Thank you for the wiki link. <3

      Darnit, my new fort caught fire too... and there's a leatherworker running away with a "who me?" sort of look...

      Right, time to get some hot chocolate.

      edit: the leatherworker turned around and ran back into the blaze he'd set with all the werewolves right there. Poor him.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: TomiTapio on January 02, 2011, 08:00:26 am
      Luckily there are no fire-breathing werewolves.. or weredragons/dragonkin.

      Here's my comes-anytime Gray Dragon:
      Spoiler (click to show/hide)
      which can go into my creature_custom_tt.txt
      and can put
      [CREATURE_GRAPHICS:DRAGON_GRAY]
              [DEFAULT:STANDARD:0:11:AS_IS:DEFAULT]
      into graphics/graphics_animals_standard.txt  to have same icon as red dragon. Shouldn't mess up an existing fort, it's just a new creature.
      At first I had it be Pet&Mount but then a flayer siege came riding on 28 gray dragons and everybody BURNED.
      Playtesting is required, heh.

      ps. It's a shame that the randomly gigantic & muscular werewolf or flayer voidmaster are the toughest possible creatures in Genesis, with the exception of Bronze Colossus. Gigantic gives it more and more tissue thickness protecting the brain and organs.
      That is, a siege can contain a few hostiles that are absolutely tougher than dragon/titan. A megabeast is rare and too easily handled by five metal-edged-weapon soldiers.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Deon on January 02, 2011, 08:56:15 am
      Happy new year guys!

      The "all females" issue in the Therapist comes from the fact that ANY non-"stone-dwarf-male" caste is considered to be female (because it checks not for real gender settings but for the caste name). In the game I usually get a balanced amount of males and females. Also it's pretty random, because even in vanilla I've got 6F 1M embark profiles pretty often. If anything, in the raws males are more frequent than females, so it's your favourite RNG.

      I consider making weres a bit smaller as TomiTapio said. I also made centaurs a bit smaller than horses, because of the same issue: in armor and with weapons they become stronger than megabeasts if they are "muscular" and "gigantic" which is totally random.


      I also consider adding quarter-megabeasts if you can call them like that. I mean creatures like semimegabeasts which come really early, to spice up the game a bit.

      Hey Deon Would it be possible for you to add a  Basilisk megabeast? I'd try it my self but i suck at modding.It you do thanks i always wanted to fight a Basilik.
      There are already Basilisks (cockatrices) as a type of serpentfolk. I can make a semimegabeast like that though... I am thinking of an eight-legged crocodile with a paralyzing breath. I agree that more semimegabeasts/megabeasts would be great, but I don't want all of them to be "dem dragons". More ideas are welcome :).

      Sooo, I am still hanging out in the coutryside, but soon I will be back into the city and we'll get a release. Also I will work on Dwemer Fortress.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: TomiTapio on January 02, 2011, 12:01:11 pm
      Peace and prosperity in 2011!

      The battles of the settlement Bodicenight...
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: GaxkangtheUnbound on January 02, 2011, 02:43:05 pm
      Should I be concerned about a lone outpost mind wrestler in the caverns? He was there when I embarked.
      EDIT:Specified what type of illithid it is.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Spartan-67 on January 02, 2011, 03:33:55 pm
      Is there a way to have Mayday graphics, and still have all the new unit graphics in this?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: TomiTapio on January 02, 2011, 08:39:04 pm
      Is there a way to have Mayday graphics, and still have all the new unit graphics in this?
      Yep. Command DF to use the Mayday tileset, and adjust all trees and plants to use the tiles Mayday's provides. It's a bit of a chore, would take Deon 1-2 hours as he's familiar with the tiles.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Alkhemia on January 02, 2011, 10:21:56 pm
      hmmm I having a odd problem not sure it you mod or my computer but it crashes when i use world gen history over 1050 mostly at 1850 or so going to try it with out the mod and see

      Also how do you add weapon skill? I notice that there no skill for whips at all in adventure mode

      *Edit* Normal game to I guess windows 7 doesn't like advance parameters
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Torgan on January 03, 2011, 10:42:14 am
      So I thought I was getting on ok after managing to withstand the first few werewolf sieges in year two, however during a siege I left the miners happily tunnelling away and broke into a cavern I had already discovered so no announcement message.  Cue a deadly dust forgotten beast getting in through that tunnel later on, I didn't check what the beast was like, sent my twenty melee military at him.  There are now only two of them alive, both steel dwarves after the rest rotted to death.  As have all my babies, children, nearly all my animals and another dozen or so civilians.  Most of the survivors from the rot are now blind, which I've just realised will be why most of my marksdwarves aren't shooting at the current siege!  Also found a game breaking bug!!  Blind dwarves can still use the library, unless the books are also written in braille?

      And I noticed something a bit odd, several of my cage traps contained mutilated werewolf bodies or just skeletons - I thought once creatures were trapped they were sort of in suspension but I could be wrong, I haven't used cage traps in ages.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Samohan25 on January 03, 2011, 11:10:37 am
      My windows 7 is fine with both advanced parameters and Genesis worldgen, maby it's a RAM problem?

      Oh and Deon, does the Phoebus tileset use the stone layers feature? Just I know Genesis has some new soil/minerals and was wondering if the icons were adjusted.

      Edit: I'd also like to know if it is possible to make picks out of bismuth, lead, nickel, nickel silver, lay pewter or zinc
      Kind of sorted it, would still like to know, just I couldn't find weapon-grade metals for embark, did find copper nuggets though.

      Too many spaced-out questions, anyway - Does being on a tiny island away from mainland with no civilisation but dwarves shown prevent seiges? Or traders for that matter.

      And I just saw an Asp that said and I quote: 'It is very fat. It is very fat.'
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: D_E on January 03, 2011, 12:19:09 pm
      Should I be concerned about a lone outpost mind wrestler in the caverns? He was there when I embarked.
      EDIT:Specified what type of illithid it is.

      Don't think so.  Outpost minds are pretty weak.  It does depend on how old it is, though.  The really ancient ones get quite large.  But even in the worst case it shouldn't be too big a threat.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Torgan on January 03, 2011, 01:09:40 pm
      Too many spaced-out questions, anyway - Does being on a tiny island away from mainland with no civilisation but dwarves shown prevent seiges? Or traders for that matter.
      Yes it probably will apart from dwarven traders.  When you are on the map screen while choosing your location if you press tab a few times the panel with the biome details will change to show different info, one of the panels shows all the civilisations that can reach you at the location you're looking at right then.  That's a vanilla feature so should work ok.  I think traders from your home civ can always reach you as long as dwarves haven't been killed off in world gen.

      Hmm been under siege so long thieves have stolen items from a dead soldier outside my fortress and are now appearing as ambush squads outside, I only know they are there because they are announced by the werewolf siege squads and illithid ambushes who wipe them out.  Kobolds did kill a few illithid wrestlers though.  On the plus side I haven't seen any snakemen or demonic units yet even though they apparently do exist in this world.  Are sieges meant to appear while I am being sieged?  Even more werewolves have appeared I think three times now so I've got about six pages worth of them.  I might have to make some sort of death tunnel to lure them into rather than fight them with my military of five.  Or miltarise my entire population of 42 and train for two years.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: GaxkangtheUnbound on January 03, 2011, 01:28:38 pm
      Should I be concerned about a lone outpost mind wrestler in the caverns? He was there when I embarked.
      EDIT:Specified what type of illithid it is.

      Don't think so.  Outpost minds are pretty weak.  It does depend on how old it is, though.  The really ancient ones get quite large.  But even in the worst case it shouldn't be too big a threat.
      A forgotten beast ended up killing it. And my fort.
      Time to start an Ezrakim fort.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Shootandrun on January 03, 2011, 01:34:34 pm
      When I download the phoebus version and use winzip, it's never in the good docs... I mean, data, raw and sdl are not extisting, but everything else is here. What's the problem?

      EDIT: I did it again and everything is working fine. Nevermind.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Jacob/Lee on January 03, 2011, 04:17:29 pm
      Apparently throwing 30 untrained wrestlers with a couple of miners and axedwarves mixed in against ~20 werewolves actually works, and only 4 losses!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Torgan on January 03, 2011, 04:37:18 pm
      Are you supposed to be able to butcher illithids?  Just noticed I have some illithid soap, which I'm sure is very good as an anaesthetic as well as for cleaning.  I haven't noticed this happen much before so I guess it might be just a certain caste needs a small correction?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Deon on January 03, 2011, 04:39:54 pm
      Werewolves are smaller for the next version and will come in winter only. Also they will mix with centaurs if you drag to long and should kill each other, so your fortress will have more variety of enemies and more survivability.

      Quote
      And I noticed something a bit odd, several of my cage traps contained mutilated werewolf bodies or just skeletons
      They were probably wounded before they got caught and they bled to death.

      Quote
      Oh and Deon, does the Phoebus tileset use the stone layers feature? Just I know Genesis has some new soil/minerals and was wondering if the icons were adjusted.
      Yes, all tiles are adjusted so you won't get bats and turtles in walls or something like this.

      Is there a way to have Mayday graphics, and still have all the new unit graphics in this?
      Yes, but I am a bit busy now (I do some pixel art, I start to make Dwemer fortress, I am going to release 3.18e and what is the most important, I have my last (ever!) exam in a few days :D) so it will take a while unless you do it yourself.

      Quote
      Are you supposed to be able to butcher illithids?  Just noticed I have some illithid soap, which I'm sure is very good as an anaesthetic as well as for cleaning.  I haven't noticed this happen much before so I guess it might be just a certain caste needs a small correction?
      I'll check, a non-intelligent caste would do it, but I can't check now since I didn't come over to the city yet.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Lancensis on January 03, 2011, 05:35:43 pm
      Should I be concerned about a lone outpost mind wrestler in the caverns? He was there when I embarked.
      EDIT:Specified what type of illithid it is.

      Don't think so.  Outpost minds are pretty weak.  It does depend on how old it is, though.  The really ancient ones get quite large.  But even in the worst case it shouldn't be too big a threat.
      A forgotten beast ended up killing it. And my fort.
      Time to start an Ezrakim fort.

      Hey Deon, what's the difference between a Dusk elf and an Ezrakim (elf)?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Deon on January 03, 2011, 05:37:03 pm
      Besides for the differences mentioned in the first post/wiki?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: GaxkangtheUnbound on January 03, 2011, 05:40:45 pm
      Ezrakim has sun gold; their version of black/red steel.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: EddyP on January 03, 2011, 06:12:54 pm
      Are poisons working in this version? I caught the werewolf lawgiver during a siege (werewolves are something else, some of them only had one limb left and still needed to have their brains split in half) and decided to make an extra special treat for him, in the form of a 6 z-level pit with a bloodspider, two rattlesnakes and a python at the bottom. I chucked another wolf down to test it, and while the creatures did alot of damage to him, I didn't see any sign of poison. He was vomiting, but I think that was because the fall bruised his guts. I didn't see anything about injecting poison in the combat log.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Lancensis on January 03, 2011, 06:47:23 pm
      Besides for the differences mentioned in the first post/wiki?

      Maybe I just got hung up on the whole "rebel/outcast" elf aspect they seem to have in common. Or maybe I just thought "Dusk -> Dust -> Sand -> Desert"
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: BackgroundGuy on January 03, 2011, 09:02:45 pm
      Are you supposed to be able to butcher illithids?  Just noticed I have some illithid soap, which I'm sure is very good as an anaesthetic as well as for cleaning.  I haven't noticed this happen much before so I guess it might be just a certain caste needs a small correction?
      I've noticed that Outpost mind illithids are always butcherable, though I don't know why.  hope that helps in localizing the problem.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: D_E on January 04, 2011, 03:33:25 am
      Random unsupported guess:

      They may be lacking the [INTELLIGENT] and [CAN_SPEAK] tags.  I believe that would flip them over into being treated like animals.  I'll follow up on this eventually (probably day after tomorrow) if no one else does first.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Deon on January 04, 2011, 05:12:52 am
      Random unsupported guess:

      They may be lacking the [INTELLIGENT] and [CAN_SPEAK] tags.  I believe that would flip them over into being treated like animals.  I'll follow up on this eventually (probably day after tomorrow) if no one else does first.
      Eh, don't you remember your own illithids? :) None of them are intelligent or can speak, but they all can learn... except for the outpost brain. I've fixed it.

      Also "harmless minnow" had a strong paralyzing venom, I somehow missed it... That's why they were killing people easily. Thank you, Stolide, for modding it in :D. If others don't understand what I am talking about: once I asked people to participate in creature donation and has got a few critters from the community. Apparently I didn't look well because I allowed a "harmless minnow" of a size of a cat with paralyzing venom to slip through :D.

      Now they are piranhas and their biomes are much more limited. Tropical areas are a dangerous place now (not temperate too :))). I've also added a mosquito with a poisonous sting (vermin), so tropical areas are less friendly now.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Torgan on January 04, 2011, 05:17:45 am
      Awww, no more illithid leather cloaks.  8)

      Sorry found another wee bug, some illithids are called Nothing Wrestlers, from the description on them I think it's the void masters.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Deon on January 04, 2011, 05:27:28 am
      Thank you, they lacked a CASTE_NAME. It's fixed now.

      By the way, I will want your opinion on mosquitos later. Their bites deliver malaria which causes dizziness, fever and headache... It may be another "black lung" haha. Well, there is no bleeding, coughing blood or something like that so people won't die or cover everything with blood, but still it's quite severe... Catsplosions will be a GOOD thing in evil swamps.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 04, 2011, 07:04:17 am
      - 3.18e Werewolves are smaller and come only in winter; new enemy: centaurs; thunderbird max.age fixed; new mosquito vermin (delivers malaria); harmless minnow -> piranha; illithid fixes; other minor fixes.

      The mod now comes in ZIP format (just 1 mb more, but I will get less "what is .rar" questions this way :D.

      New minor race and new megabeasts have to wait, I don't have much time now to finish them (I will turn chimera and griffon from fanciful to real critters).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: TomiTapio on January 04, 2011, 07:57:07 am
      Does being on a tiny island away from mainland with no civilisation but dwarves shown prevent seiges? Or traders for that matter.
      Yes, other civs will not come is you're on an island that doesn't have them. Use tab key to check "visiting" civs on embark map choosing.

      Are you supposed to be able to butcher illithids?  Just noticed I have some illithid soap
      There's a basic illithid cavern monster that is not sentient. Soap's probably from that.

      Nice changes, Deon!


      Fort at Bodicenight falls to the Void Master Flayers and their capable mounts..
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Ahra on January 04, 2011, 11:19:31 am
      UNICORNS!!!!!??? oh man shit just got real
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Qinetix on January 04, 2011, 11:34:03 am
      whoa o.o , testicles and breasts , No comment , I just like it in adventure mode that I can craft things =3 (but I think cutting off testicles is fun )
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Blackdutchie on January 04, 2011, 12:16:32 pm
      UNICORNS!!!!!??? oh man shit just got real

      They better have posed as a team or there'll be hell to pay!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: BigD145 on January 04, 2011, 01:02:34 pm
      Is a 'd' save okay to copy over? I'm guessing copying 'e' raw to the 'd' save wouldn't harm anything?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Thundercraft on January 04, 2011, 08:08:02 pm
      I find it weird that Genesis has the raptor, dragon raptor, monitor lizard, and warthog (among other exotic, dangerous creatures) as [TRAINABLE] (hunting and war), yet neither the alligator, nor cave crocodile, nor saltwater crocodile have [TRAINABLE] tokens. Granted, these were never trainable in Vanilla DF, either. But I see that as either an oversight or poor research. Anyway, why would the monitor lizard be trainable for hunting or war, where alligators and crocs would not?

      For those who believe crocodilians are way too savage and primitive to learn trained behavior consider this:

      Man swims with 17 foot Crocodile (http://www.youtube.com/watch?v=tlz6iNw0Qes)
      Quote from: sariel52
      I know about these guys.
      Chito saved Pocho when he was near death. He was shot in the eye and left for dead. But Chito saw him and well pretty much took care of him til he got better. He feed him only fish and chicken. Once he got better they been friends ever since. And as you can see Pocho won't harm him because He knows that Chito saved his life.
      Quote from: SlenderTroll
      ...Especially, because of the fact that the croc allows the man to flip him over, which portrays passive submission, something dogs will show to their owners when they lie on their backs.

      Also:

      ReptileBehavior.com > Crocodile Training (http://reptilebehavior.com/crocodile_training.htm)

      Quote
      Crocodile Training is a useful tool in management of crocodilians in captivity and in the wild.  The most common behavioral problem that occurs and can be corrected with training is aggression.  Slight changes in feeding crocodilians in captivity is a start.

      ReptileBehavior.com > Target training to reduce aggression in captive juvenile albino American alligators (http://reptilebehavior.com/target_training_to_reduce_aggres.htm)

      Yahoo! Answers > Is there such thing as a "Trained Alligator" ? (http://answers.yahoo.com/question/index?qid=20081125015739AA9YF1h)
      Quote from: gimmenamenow
      ...Gatorland in Kissimmee Florida has been working on voice commands with crocodiles for years... it works, but note, trainers do not enter the pen empty handed.

      Any animal will learn to do "tricks" for food. Even crocodilians.
      Source(s):
      20 years working with alligators.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Karakzon on January 05, 2011, 09:12:28 am
      Nac Mac Feegles.

      bring on the boozing and the fighting and the stealing!

      their one race i will always be requesting in this game.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 05, 2011, 01:25:08 pm
      Is a 'd' save okay to copy over? I'm guessing copying 'e' raw to the 'd' save wouldn't harm anything?
      Hm, this may need a tweak... You may want to add a placeholder HARMLESS_MINNOW creature because I renamed them to CREATURE:PIRANHA. Otherwise it's okay.

      Nac Mac Feegles.

      bring on the boozing and the fighting and the stealing!

      their one race i will always be requesting in this game.
      hehe, I am adding a new skulking race but I didn't find a good name. I didn't want to go "casual dnd" wigh gnolls or gibberlings... So this could work! I wouldn't use the whole name because it's too long for display, but feegles or pictsies should work, what do you think? :)
      I won't be able to make their swords to glow blue when they see lawyers though :(.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: draconis307 on January 05, 2011, 01:42:30 pm
      I'm relatively new to Dwarf Fortress and I just registered on the forums to let you know I think this mod is awesome! Especially the Adventure mode crafting (I play DF mostly for the adventure mode, though I have dabbled with fortresses from time to time).

      I have noticed a few weird things, such as certain craftables not being usable by some races. This may be intentional in some cases, such as all armor (in my experience) made by a werewolf character being too small (because they're suppose to rely on their hide and natural weapons, if I'm not mistaken?). But I noticed that naga characters can't wear the bone gauntlets or leather gloves they make. Maybe it has something to do with the multiple arms?

      Also very amused to see that serpent folk could were a single boot on their tail. Makes me wonder if high boots also protect their lower bodies (assuming no, based on the wiki's description of the UPSTEP tag)

      Oh, and some of the custom races seem to be lacking throats. Makes it rather difficult to strangle a salamander outlaw before he breaths fire on you =p
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: TomiTapio on January 05, 2011, 02:21:53 pm
      hehe, I am adding a new skulking race but I didn't find a good name. I didn't want to go "casual dnd" wigh gnolls or gibberlings... So this could work! I wouldn't use the whole name because it's too long for
      Pictons? Ittites?
      How about a half-alligator/croc caste to the lizardfolk? With wrestling and biting skills.

      The Barghest goblins are skulking enough I think, might add a giant barghest.
      Oh and an ogre civ might be fun but there is so much sieges already.
      Also... mint tea and beet juice showed up in "extracts" category, I think they should be drinks.

      being too small (because they're suppose to rely on their hide and natural weapons, if I'm not mistaken?). But I noticed that naga characters can't wear the bone gauntlets or leather gloves they make. Maybe it has something to do with the multiple arms?

      Oh, and some of the custom races seem to be lacking throats. Makes it rather difficult to strangle a salamander outlaw before he breaths fire on you =p
      I think with nagas it is their total body size that is the main issue.
      Have you played ADoM, a fine roguelike game?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: draconis307 on January 05, 2011, 03:51:35 pm
      Honestly? Dwarf Fortress's Adventure mode is the first roguelike I've ever played. =\  I've heard of several in the past, but DF was the first to make me want to pick it up and try it out. Blame stories like the one about the BC and the fluffy wambler, and to a lesser extent epic figures like Cacame from Fortress mode games. =p
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Karakzon on January 05, 2011, 04:25:07 pm
      Is a 'd' save okay to copy over? I'm guessing copying 'e' raw to the 'd' save wouldn't harm anything?
      Hm, this may need a tweak... You may want to add a placeholder HARMLESS_MINNOW creature because I renamed them to CREATURE:PIRANHA. Otherwise it's okay.

      Nac Mac Feegles.

      bring on the boozing and the fighting and the stealing!

      their one race i will always be requesting in this game.
      hehe, I am adding a new skulking race but I didn't find a good name. I didn't want to go "casual dnd" wigh gnolls or gibberlings... So this could work! I wouldn't use the whole name because it's too long for display, but feegles or pictsies should work, what do you think? :)
      I won't be able to make their swords to glow blue when they see lawyers though :(.

      :D

      i think, so long as their better fighters than kobolds, have short swords, not always hostile -so you could say get along well with a clan, definatly an interesting goblin defence-, steal livestock when you have more than a breeding pair/its old and you add in the description line their swords glow blue at the presence of lawyers, im all for it ^^ and ide go for Pictsies for the civ name, feegles for the creature name. since feegles are a shortening of nac mac feegle. http://en.wikipedia.org/wiki/Nac_Mac_Feegle
      having some of terry pratchets descriptions of them would be the best i think though.
      mind, thats just my thoughts, you probably cant do some of them. but a skulking race fits the bill perfectly.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: TomiTapio on January 05, 2011, 04:48:59 pm
      What I know, is cattle stealing can't be done, and if a civ is thieving, it gets hated by everybody. So no "sometimes hostile" kobold-lookalikes :(
      Edit: And embarking on friendly civ's town is no longer possible -- not a goblin defense anymore.
      Edit: might be nice if the lizardfolk were sometimes friendly, I had that happen in DF 40dXX, they were hostile only on some worlds, thanks to ethics clashes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Karakzon on January 05, 2011, 04:51:36 pm
      buggery.
      wish i knew how to make creatures or ide try muck about and do this myself. try and get as much of their culture in without compromising on them.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: D_E on January 05, 2011, 06:46:19 pm
      Random unsupported guess:

      They may be lacking the [INTELLIGENT] and [CAN_SPEAK] tags.  I believe that would flip them over into being treated like animals.  I'll follow up on this eventually (probably day after tomorrow) if no one else does first.
      Eh, don't you remember your own illithids? :) None of them are intelligent or can speak, but they all can learn... except for the outpost brain. I've fixed it.

       ::), everyone's a critic... ;)

      ...

      In Pratchett's books the wee free men have a pretty fearsome reputation, so it wouldn't be too surprising if you just weren't able to get along with them.

      Does the tag that makes creatures drink your booze jive with the intelligent creature AI?  Because the feegles should definitely be able to get into your booze.  Also, they're really strong, so you might even consider giving them a buildingdestroyer tag.

      If you did, people'd really regret it if they let them get their hands on anything valuable.  One or two thieves is not a problem, but crowds of sword wielding, booze drinking, building smashing ambushers would be a fearsome sight for just about any fortress!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Morwaul on January 05, 2011, 10:18:24 pm
      hehe, I am adding a new skulking race but I didn't find a good name. I didn't want to go "casual dnd" wigh gnolls or gibberlings... So this could work! I wouldn't use the whole name because it's too long for display, but feegles or pictsies should work, what do you think? :)
      I won't be able to make their swords to glow blue when they see lawyers though :(.

      Heh, I like the Nac Mak idea.  (Not sure how much of this is actually doable but....) Instead of making them to where they walk in through the front gate and get spotted by the dogs and ran into the traps like all the other boring thieves, change it up. 

      I would like to see a race that teleports into the middle of your fort steals a beer and takes it somewhere like the Meeting Hall or Kings Throne and drinks it there and then goes and grabs another.  Occasionally he could go down to your stockpiles and grab some really pretty bauble (read artifact or high quality / high value,) or maybe your best axemans shiny new axe, and carry it around for a while only to leave it laying on the floor or something when he needs another beer.  When you send your military after him he should scream insults at them and randomly teleport somewhere else in your fortress.  What would be really cool is if you could make them to where if you are nice to them and if you make really good beer they could help harass enemies and steal their weapons and armor, etc.  Maybe they will even call their friends and whole families will move in, breed, reproduce, and maybe, just maybe....they could eat cats?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: BigD145 on January 06, 2011, 01:30:34 am
      Is a 'd' save okay to copy over? I'm guessing copying 'e' raw to the 'd' save wouldn't harm anything?
      Hm, this may need a tweak... You may want to add a placeholder HARMLESS_MINNOW creature because I renamed them to CREATURE:PIRANHA. Otherwise it's okay.

      I didn't want to start from scratch too quickly. I like my current seaside tower. Three seasons with 30-40 dwarfs and I still wasn't getting werewolves. I know they're in the world.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
      Post by: Miko19 on January 06, 2011, 05:15:14 am
      Random unsupported guess:

      They may be lacking the [INTELLIGENT] and [CAN_SPEAK] tags.  I believe that would flip them over into being treated like animals.  I'll follow up on this eventually (probably day after tomorrow) if no one else does first.
      Eh, don't you remember your own illithids? :) None of them are intelligent or can speak, but they all can learn... except for the outpost brain. I've fixed it.

       ::), everyone's a critic... ;)

      ...

      In Pratchett's books the wee free men have a pretty fearsome reputation, so it wouldn't be too surprising if you just weren't able to get along with them.

      Does the tag that makes creatures drink your booze jive with the intelligent creature AI?  Because the feegles should definitely be able to get into your booze.  Also, they're really strong, so you might even consider giving them a buildingdestroyer tag.

      If you did, people'd really regret it if they let them get their hands on anything valuable.  One or two thieves is not a problem, but crowds of sword wielding, booze drinking, building smashing ambushers would be a fearsome sight for just about any fortress!
      As far as I know, dwarves are already in the game.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Darion on January 06, 2011, 10:40:47 am
      Is that just with me, or the fireball arrows aren't burning?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Karakzon on January 06, 2011, 11:13:11 am
      lets see:
      if feegles were implamented they would be an skulking type creature.
      can_talk can_learn -fast lerners as well-, building destroyer 1, can open doors, would be appropiet. as for the theift tag, is their any way to chance the kidnapping tag to kidnapp animals/none sentients? if not then should probably leave theft out and just have it as move your stuff about, woul certiainly make vaults more vauble for your artifacts, and eat your food/booze.
      giving them small knifes as their weapons, maby a unique bag called a spog for 1 item, good dodge ability as standard because theyll never use sheilds, 1 kelda: 1 bigman: 1 gonnagle: 20 or 40 feegle clanmen. maby 1 duaghter as a random who when grows up leaves the map if kelda is still alive and has a 80% chance to take over a neighbour clan and a 20% chance to start a new one, with a new kelda arriving if the one on the map dies within a few years or so, -or if can be linked ot outside world the better-. -unless turned into a civ who could at some point be played then these ratios are just guidelines, since a clan can be from 40 to 150 individuals in one feegle mound-
      random civ politics like: can read or dont wash would be good descriptors for likes/dislikes in dorfs.
      have thier corpses leave no miasma as well, since their small and thiers so many of them and they dont wash normaly the smell would be neglagable.

      i would suggest that your expedition leader can have an option to open diplo talks with the kelda if their on the map. -since a kelda dosent leave the mound unless said mound is attacked- or the clan gonnagle/ have the clan gonnagle or bigman act as the feegle diplo and have an option for a clan to move in with you? depending if you have a memorial hall or a tomb of a sufficent level/size for them to move into -since feegles live in burial mounds as usual-. hell, you could have is so that you can offer x amount of booze or the feegles join your dorfs partys to try and make freinds with them. and if you dont do anything they are neutral and will nick your food/booze. if attacked get ambushes untill you have talks wiht their diplo again for a settlement deal. probably of booze. players could easly plan for feegles by stepping up their booze production to about 1/3 more than they need and making some kind of mound outside of the fortress for them to inhabit/pour forth forth in an angry tide to attack seigers who get too close to the mound.

      as for their life style: ide say, born, 6 months as baby, then 3 years as child, then can live up to about 30 or so. -since they reproduce fast, this will make sure they dont overrun every other civ- ide also say born in groups between 4 and 12. with a pregnancy period of about a year.

      theyde be no eat sentients as well. so: Nac mac feegle vs elves war anyone? ^^
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 06, 2011, 11:41:04 am
      Random unsupported guess:

      They may be lacking the [INTELLIGENT] and [CAN_SPEAK] tags.  I believe that would flip them over into being treated like animals.  I'll follow up on this eventually (probably day after tomorrow) if no one else does first.
      Eh, don't you remember your own illithids? :) None of them are intelligent or can speak, but they all can learn... except for the outpost brain. I've fixed it.

       ::), everyone's a critic... ;)

      ...

      In Pratchett's books the wee free men have a pretty fearsome reputation, so it wouldn't be too surprising if you just weren't able to get along with them.

      Does the tag that makes creatures drink your booze jive with the intelligent creature AI?  Because the feegles should definitely be able to get into your booze.  Also, they're really strong, so you might even consider giving them a buildingdestroyer tag.

      If you did, people'd really regret it if they let them get their hands on anything valuable.  One or two thieves is not a problem, but crowds of sword wielding, booze drinking, building smashing ambushers would be a fearsome sight for just about any fortress!
      As far as I know, dwarves are already in the game.
      It would also murder your FPS. I've tried to have multiple building destroyer races, and they DO slow the game down a lot. So I guess booze-drinking ambushers with TRAPAVOID and very high strength and dodging should work.

      Is that just with me, or the fireball arrows aren't burning?
      I haven't checked adv. mode for a few versions, but I don't know why shouldn't they, I didn't change anything since the version where they were burning. I will check it today, might be some new DF version issue.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Karakzon on January 06, 2011, 11:46:32 am
      ^^

      eather way. im still glad the pictsies are in x) im going to dl the modd when/if their added. and start a fort in it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: draconis307 on January 06, 2011, 12:46:47 pm
      Is that just with me, or the fireball arrows aren't burning?

      Check your d_init file and make sure temperature is turned on. It seems that the current version has temperature and weather default to off.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 06, 2011, 02:28:32 pm
      Oh, that must be it. The temperature should be on :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Rumrusher on January 06, 2011, 04:27:35 pm
      oh I was wondering seeing how you are nerfing the wolves are the other creatures filling up the spot on the raids? so will I get rushed right from the start?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 06, 2011, 04:57:08 pm
      They have the same triggers: when you hit 20 dwarves they should come. However since 3.18e they come only in winter (before that they came any and every season). However there will be centaurs in the summer (only), again after 20 dwarves, and they have some weapons and armor, and nice bows.

      So you should have spring and autumn free from sieges (until you get demonic/illithid sieges), I've made it this way so you could get traders and migrants.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: WraithLord24 on January 06, 2011, 08:50:10 pm
      Hey Deon if your still looking for animals for the desert what about lizardmen like werewolves but maybe like the enemy of the desert eleves and make them like 9-10ft tall with something like dragonscale for skin but a little weaker it would be intersting, but make them if you can like small tribes of them you know cause they we already have so many seigers you know cause it would be fun for things more than an ambush but less than a siege that happen ramdomly.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deus ex Machina on January 06, 2011, 08:52:14 pm
      I'd play this mod if it wasn't for the dwarven castes. :( Everything else is awesome, except for them. (Not saying they aren't well done, just don't like them as a concept. :p)

      I suppose I'll have to mod them out.

      Can I just replace them with the default dwarves?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: WraithLord24 on January 06, 2011, 09:21:46 pm
      Deus ex Machina, yes you can just change them back to the default ones .
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Ibid Straydrink on January 07, 2011, 12:06:19 am
      Deus ex Machina, yes you can just change them back to the default ones .

      Would the converse work? Just cutting the castes out and pasting them into a copy of vanilla?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 07, 2011, 12:39:26 am
      Deus ex Machina, yes you can just change them back to the default ones .

      Would the converse work? Just cutting the castes out and pasting them into a copy of vanilla?
      Yes. You will also miss breasts/genitalia this way, but you won't get any castes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Ibid Straydrink on January 07, 2011, 01:32:31 am
      Deus ex Machina, yes you can just change them back to the default ones .

      Would the converse work? Just cutting the castes out and pasting them into a copy of vanilla?
      Yes. You will also miss breasts/genitalia this way, but you won't get any castes.

      Oh, no, I meant: What if I copy castes from Genesis into the files of vanilla DF? Will I have working castes, but not everything else?

      Sorry for the mix-up.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Rumrusher on January 07, 2011, 01:58:52 am
      They have the same triggers: when you hit 20 dwarves they should come. However since 3.18e they come only in winter (before that they came any and every season). However there will be centaurs in the summer (only), again after 20 dwarves, and they have some weapons and armor, and nice bows.

      So you should have spring and autumn free from sieges (until you get demonic/illithid sieges), I've made it this way so you could get traders and migrants.
      so all I need to do is change the come in winter to come when ever and embark hack the number of dwarfs to 20 and enjoy my werewolf burgers with my werewolf table in the hall of werewolf which has a statue of a stuff Jacob in a fetal position.
      though I shouldn't go too insane on the wolf attacks until I find out how to turn a abandon fort into a retirement site with out removing all the work I put into it while still be able to retire in it again.
      it got to be the perfect flux of reusable site for the merging of both adventurer mode and fort mode. hopefully I can find this out before toady makes due with the caravan mod and makes my discovery pointless.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: draconis307 on January 07, 2011, 02:00:36 am
      Deus ex Machina, yes you can just change them back to the default ones .

      Would the converse work? Just cutting the castes out and pasting them into a copy of vanilla?
      Yes. You will also miss breasts/genitalia this way, but you won't get any castes.

      Oh, no, I meant: What if I copy castes from Genesis into the files of vanilla DF? Will I have working castes, but not everything else?

      Sorry for the mix-up.
      I'm pretty new to DF in general, but I'm fairly sure that would cause an error, since all the dwarf castes (and pretty much everything else applicable) in the mod call on the MALEGEN and FEMALEGEN body parts defined in the body_faerun.txt file. You'd need to at least copy that file over as well, or delete those body parts from the creature tags, I think. Granted I haven't checked, so there may be more things like that which would make copying it over difficult.

      Also, Deon I noticed how you expanded metals and metal working for dwarf mode and I started wondering if you were planning on expanding it further. Other alloys and such. Maybe add in bog iron gathering to round out that huge selection in iron production. Though I wouldn't know exactly how that would be accomplished... Maybe a 'farm' style building that requires outdoors which produces unrefined bog iron.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Qinetix on January 07, 2011, 07:14:55 am
      wait why temperature and weather are disabled?

      I saw those with a No in the d_int file (ye i was trying to disable cave ins  :P)

      EDIT: I think its disabled because of the possible fps drop on older machines
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 07, 2011, 10:20:09 am
      Well they were disabled because I was testing the changes with siegers and without temp. and weather the game runs faster :). I just forgot to set it back.

      Deus ex Machina, yes you can just change them back to the default ones .

      Would the converse work? Just cutting the castes out and pasting them into a copy of vanilla?
      Yes. You will also miss breasts/genitalia this way, but you won't get any castes.

      Oh, no, I meant: What if I copy castes from Genesis into the files of vanilla DF? Will I have working castes, but not everything else?

      Sorry for the mix-up.
      I'm pretty new to DF in general, but I'm fairly sure that would cause an error, since all the dwarf castes (and pretty much everything else applicable) in the mod call on the MALEGEN and FEMALEGEN body parts defined in the body_faerun.txt file. You'd need to at least copy that file over as well, or delete those body parts from the creature tags, I think. Granted I haven't checked, so there may be more things like that which would make copying it over difficult.

      Also, Deon I noticed how you expanded metals and metal working for dwarf mode and I started wondering if you were planning on expanding it further. Other alloys and such. Maybe add in bog iron gathering to round out that huge selection in iron production. Though I wouldn't know exactly how that would be accomplished... Maybe a 'farm' style building that requires outdoors which produces unrefined bog iron.
      Yes, you copy-paste the whole "dwarf" creature, replacing the vanilla ones. Then you have to deal with genitals and breasts.
      1) If you want to get rid of them, remove MALEGEN, FEMALEGEN and 2BREASTS from the body definitions within castes.
      2) If you're okay with them, just copy body_faerun.txt along and it should work as it is.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: D_E on January 07, 2011, 03:28:33 pm
      Hey Deon,

      I'm trying to get a handle on the graphics options. 

      First, it looks like it's impossible to have different graphics for different castes, which means I'm going slightly crazy, 'cause I thought it could be done.

      Second, do you know if the graphics stuff accepts custom noble positions (by the way, in the graphics_example file you have DUNGEON_NASTER instead of DUNGEON_MASTER)?

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Karakzon on January 07, 2011, 03:34:46 pm
      i had my first fort on this modd.

      the kobolds ambushes and the dungeon keeper invasions fight each other most of the time they attack me. ie: the kobolds ambush my seigers.
      i find this highly amusing. mind: it is a 2x2 tile map im on, because i needed to cut down alot of land to preserve the precious FPS since im just figuring stuff out on this version. so might be that they are just bound to run into each other. eather way, nice work Deon its definatly a good modd.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: WraithLord24 on January 07, 2011, 06:14:53 pm
      deon i was using the arena messing around when i noticed somthing about the asp aparently they have no genders.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Qinetix on January 08, 2011, 01:18:36 am
      will we be able to mine in adventure mode =3 ?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 08, 2011, 04:27:11 am
      Hey Deon,

      I'm trying to get a handle on the graphics options. 

      First, it looks like it's impossible to have different graphics for different castes, which means I'm going slightly crazy, 'cause I thought it could be done.

      Second, do you know if the graphics stuff accepts custom noble positions (by the way, in the graphics_example file you have DUNGEON_NASTER instead of DUNGEON_MASTER)?


      Yes, it does. And thanks for the info, it was a typo :).

      will we be able to mine in adventure mode =3 ?
      It only depends on Toady, because it's not moddable.

      deon i was using the arena messing around when i noticed somthing about the asp aparently they have no genders.
      Yes, they are supposed to have a queen "somewhere" but normally they are genderless, "drones".
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Torgan on January 08, 2011, 07:48:48 am
      Thought I'd give the new version a try so have embarked on a warm location that should have access to all races which should be interesting.  I will report back with my findings if any. :P  The game did crash several times when I tried to gen a world with the highest amount of civs, don't know if that's a Genesis thing or just a vanilla issue again?

      Just checked the wiki and I think the links for some of the images have expired, the plant and ironwork tables are only showing the file names to me.  Sorry if I'm being dense but they've worked fine for me previously, and the bronzeworking image shows ok.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 08, 2011, 09:18:47 am
      Weird, it may be some access issue.
      Can you see this: http://xmages.net/storage/10/1/0/9/3/upload/3a023913.png ?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: TomiTapio on January 08, 2011, 10:04:28 am
      Two settlements make their home near the magma sea...
      (Deon: that image's server "is taking too long to respond". 15 minutes later it works.)

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Torgan on January 08, 2011, 11:37:25 am
      Weird, it may be some access issue.
      Can you see this: http://xmages.net/storage/10/1/0/9/3/upload/3a023913.png ?
      I just get

      "The connection was reset     

      The connection to the server was reset while the page was loading." with firefox both on that link and on the wiki page.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Rumrusher on January 08, 2011, 12:05:12 pm
      oh goog I never had my pc blue screen this much attempting to play fort mode.
      some how werewolves with military commander (and some other Military nobles) that I can control a invading army of the creatures keeps killing my pc, or was it the adventurer case I made from the display case? Either reason what I didn't expect is my pc to crash than just DF failing to play.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 08, 2011, 12:29:08 pm
      I don't know, there must be something wrong with your system, I don't get a single crash :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Rumrusher on January 08, 2011, 01:12:35 pm
      I don't know, there must be something wrong with your system, I don't get a single crash :).
      did you test any of the attacker entities or make any other race playable in fort mode?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Torgan on January 08, 2011, 01:24:12 pm
      So I was under siege by demons in summer year two and I'd bravely locked my doors and huddled underground.  Then a centaur siege turns up and heads straight for the demons, wiping them out with one loss and some wounded as far as I can tell.  The centaurs are hostile to me, I guess it's unintended for them to attack other evil races?  Usually they all seem happy to gang up on me. :( The centaur leader is also mounted which doesn't quite fit with what I think of centaurs galloping around on their own hooves but maybe he's just lazy. :P

      Embarked on a warm map but haven't had any problems with mosquitoes yet, I don't usually go outside at all though so that might have something to do with it.  I've only got one ferret kid at the moment so I don't think they would be wiping out the mossies.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 08, 2011, 01:38:09 pm
      So I was under siege by demons in summer year two and I'd bravely locked my doors and huddled underground.  Then a centaur siege turns up and heads straight for the demons, wiping them out with one loss and some wounded as far as I can tell.  The centaurs are hostile to me, I guess it's unintended for them to attack other evil races?  Usually they all seem happy to gang up on me. :( The centaur leader is also mounted which doesn't quite fit with what I think of centaurs galloping around on their own hooves but maybe he's just lazy. :P

      Embarked on a warm map but haven't had any problems with mosquitoes yet, I don't usually go outside at all though so that might have something to do with it.  I've only got one ferret kid at the moment so I don't think they would be wiping out the mossies.
      Oh god, I don't think I can remove mounting... Now imaging a centaur MOUNTING A HORSE is a terrific view... And with all those genitals flopping around it really sounds terrible. They probably do it for fun and to discourage your dwarves from attacking.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Thundercraft on January 08, 2011, 01:45:41 pm
      Considering that various races in Genesis already get to use the Giant Desert Scorpion as a mount, perhaps it would only be fair to add [MOUNT] to them to allow the player to do the same?

      For that matter, while they can already be tamed as a pet, while not also make them TRAINABLE? And how about making them breed-able by adding this?:
         [CHILD:1]
         [GENERAL_CHILD_NAME:giant desert scorpion hatchling:giant desert scorpion hatchlings]
         [CHILDNAME:giant desert scorpion hatchling:giant desert scorpion hatchlings]

      Edit: According to wikipedia, the proper name for baby scorpions is "scorplings"...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: kilakan on January 08, 2011, 01:47:39 pm
      I think if you remove their usage of animals and animal products, along with the mount tag, it will stop them from riding things.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Rumrusher on January 08, 2011, 01:49:31 pm
      So I was under siege by demons in summer year two and I'd bravely locked my doors and huddled underground.  Then a centaur siege turns up and heads straight for the demons, wiping them out with one loss and some wounded as far as I can tell.  The centaurs are hostile to me, I guess it's unintended for them to attack other evil races?  Usually they all seem happy to gang up on me. :( The centaur leader is also mounted which doesn't quite fit with what I think of centaurs galloping around on their own hooves but maybe he's just lazy. :P

      Embarked on a warm map but haven't had any problems with mosquitoes yet, I don't usually go outside at all though so that might have something to do with it.  I've only got one ferret kid at the moment so I don't think they would be wiping out the mossies.
      Oh god, I don't think I can remove mounting... Now imaging a centaur MOUNTING A HORSE is a terrific view... And with all those genitals flopping around it really sounds terrible. They probably do it for fun and to discourage your dwarves from attacking.
      urist: is that their leader!?
      Gish: yes Urist it be, by Armok it's riding a horse?!
      Urist: I don't think it's riding it Gish
      *Gish Vomits*

      wait keep it in and say the leaders are honored that they don't need to use their hooves to walk around for they already proven to their clan.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: BigD145 on January 08, 2011, 01:50:29 pm
      Oh god, I don't think I can remove mounting... Now imaging a centaur MOUNTING A HORSE is a terrific view... And with all those genitals flopping around it really sounds terrible.

      How else did you expect centaurs to be produced?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 08, 2011, 01:50:41 pm
      It will also remove leather/bone items if I remove products... The usage of animals is not there. I think it may be hardcoded.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: TomiTapio on January 08, 2011, 03:38:05 pm
      I don't know, there must be something wrong with your system, I don't get a single crash :).
      did you test any of the attacker entities or make any other race playable in fort mode?
      Illithids and demonic alliance (gobbos) and werewolves have been tested a lot by us Genesis players.
      This week, centaurs work okay on my DF, but illithid sieges come sooner than centaurs :(
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Torgan on January 08, 2011, 04:09:36 pm
      Woah, just had my first ever balor attack a fort, took him down then he blew up killing my 11 military and slagging my weapon traps at the main gates!  Ouch.  And most of the outdoors is now a burnt out wasteland. 

      No crashes in fortress mode here either, DF crashed a few times during world gen when I put the number of civs up to max but it worked out at medium civ numbers.

      Edit: And here comes the werewolf siege on grizzly bears. ><   And then only saved from a kobold ambush by a caravan. Going well so far!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Karakzon on January 08, 2011, 06:30:14 pm
      just one thing:

      sky tiles that are coated with hovering blood. ie when you fill turkeys up with bolts in the sky since they fly around all the time and generaly get in the way, i found the sky tiles get coated in blood splatters?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: kilakan on January 08, 2011, 07:34:26 pm
      hey um... there's something messed up in the DF program you've got uploaded for the ASCII, it's extremly slow for no real reason, and dwarves do nothing but haul.  They won't pick up equipment, build or anything.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Detonate on January 09, 2011, 12:28:55 am
      My game crashed right after a centaur siege appeared. That was my first Fun fortress. Water was frozen year-round so I had to live off the caravans. Anyway, great mod. Goodbye Beachedchambers, hello Keepertongs.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Qinetix on January 09, 2011, 02:00:41 am
      Just one question : What is a dungeon keeper (assigned from the nooble menu) , and yet why there are so many pigeons >.< (nah my fps didn't dropped but they filled a page from the unit list , and If so are they tamable ? )
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: somebody on January 09, 2011, 02:17:04 am
      (http://img98.imageshack.us/img98/8967/fixedx.jpg) (http://img98.imageshack.us/i/fixedx.jpg/)
      Deon, are mountain gnomes supposed to be fish or have dwarfs taken to calling everything in water a fish?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 09, 2011, 03:43:03 am
      It's a DF problem, press TAB to see the correct lists. You can see horses and other weird stuff there too, I don't know what causes it, but it happens in every mod I played.

      Just one question : What is a dungeon keeper (assigned from the nooble menu) , and yet why there are so many pigeons >.< (nah my fps didn't dropped but they filled a page from the unit list , and If so are they tamable ? )
      I may want to tweak pigeons down, but I think you just settled in a very favorable biome for them.

      hey um... there's something messed up in the DF program you've got uploaded for the ASCII, it's extremly slow for no real reason, and dwarves do nothing but haul.  They won't pick up equipment, build or anything.
      That's weird. I will reupload with a clean install soon, there could be some problem from constant copypasting over versions :). But you're wrong here, I've just tested a small world on ASCII version and they dig and build normally.

      I really wonder where do you dig SUCH problems, guys. They are totally not mod-related.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Torgan on January 09, 2011, 07:37:58 am
      Just one question : What is a dungeon keeper (assigned from the nooble menu) , and yet why there are so many pigeons >.< (nah my fps didn't dropped but they filled a page from the unit list , and If so are they tamable ? )
      Yep they are tameable.  The dungeon keeper used to be needed before 31.x Dwarf Fortress to tame exotic animals, it's broken in the current vanilla version.  He just trains animals if you appoint him, needs a couple of rooms later but doesn't make any demands I think.

      As I said in my other post, a centaur siege appeared during a demonic siege and attacked them.  Just in the middle of a demonic siege and get 'An ambush! Curse them!' message which is an illithid ambush, which goes and attacks the demons.  Is this a bug or can evil races be at war with each other?  I haven't had any other ambushes/sieges coincide so not sure if it's just demons that everyone hates or if other races will attack each other.  Haven't had any problems with multiple caravans meeting each other.

      On another note, made a balor, thunderbird and chocolate roast worth 100k dwarf bucks.  Mmmm, tastes like burning.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: EddyP on January 09, 2011, 11:01:36 am
      Just one question : What is a dungeon keeper (assigned from the nooble menu) , and yet why there are so many pigeons >.< (nah my fps didn't dropped but they filled a page from the unit list , and If so are they tamable ? )
      Yep they are tameable.  The dungeon keeper used to be needed before 31.x Dwarf Fortress to tame exotic animals, it's broken in the current vanilla version.  He just trains animals if you appoint him, needs a couple of rooms later but doesn't make any demands I think.

      As I said in my other post, a centaur siege appeared during a demonic siege and attacked them.  Just in the middle of a demonic siege and get 'An ambush! Curse them!' message which is an illithid ambush, which goes and attacks the demons.  Is this a bug or can evil races be at war with each other?  I haven't had any other ambushes/sieges coincide so not sure if it's just demons that everyone hates or if other races will attack each other.  Haven't had any problems with multiple caravans meeting each other.

      On another note, made a balor, thunderbird and chocolate roast worth 100k dwarf bucks.  Mmmm, tastes like burning.

      Looking through legends at demons which escape from hell, I see quite a few who take over an evil civ and attack other civs with it. I remember one who took over a demon civ, slaughtered roughly 2000 snakemen before being killed by an illithid voidmaster. So it seems that evil civs do fight each other.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 09, 2011, 11:27:06 am
      They fight each other. They are too different and evil to agree :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Flaede on January 09, 2011, 12:09:46 pm
      Oh god, I don't think I can remove mounting... Now imaging a centaur MOUNTING A HORSE is a terrific view... And with all those genitals flopping around it really sounds terrible.

      How else did you expect centaurs to be produced?

      Can a singe caste of a species be made pet and trainable? Because then that could work.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Dutchling on January 09, 2011, 12:20:35 pm
      I'm trying it now (the mod :P), I plaued it before but I had no idea what I was doing than...

      I like most things in the OP, except the castes :S It would be better if DT could recognize them so I can actually use them (and the aspid, gloom, moss and ice all seem kinda the same to me.. plus the fact that steel dwarves sound like:''everything else now sucks in fighting'')

      But I'm still gonna try it :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: BackgroundGuy on January 09, 2011, 12:33:08 pm
      On Ice Dwarves: Are Ice dwarf migrants supposed to arrive with medical skills, or just learn them quickly?  Same question applies to Obsidian, but with Furnace Operating and etc.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Dutchling on January 09, 2011, 12:49:34 pm
      Wait, did I just hear RuneScape music ? nice (the music, not RuneScape :P) reminds me of my cake making days :S
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: TomiTapio on January 09, 2011, 01:43:58 pm
      My game crashed right after a centaur siege appeared. That was my first Fun fortress. Water was frozen year-round so I had to live off the caravans. Anyway, great mod. Goodbye Beachedchambers, hello Keepertongs.
      Set the autosave on, that way crashes make you lose less.

      init/d_init.txt
      [AUTOSAVE:SEASONAL]
      [AUTOBACKUP:YES]


      http://df.magmawiki.com/index.php/DF2010:Dungeon_Master
      is the noble who enables you to tame and train PET_EXOTIC animals. But PET_EXOTIC is bugged, doesn't work, so exotics are set to PET in Genesis.

      BTW, which civ should only send ambush squads, and never siege?
      Also, it's apparently possible to get a DWARF SIEGE from merchant/diplomat killing. http://df.magmawiki.com/index.php/Talk:Invader
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Detonate on January 09, 2011, 01:45:46 pm
      Yeah. I thought I had autosave on.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: kilakan on January 09, 2011, 02:12:26 pm
      got a fresh install works normally now.  Awesome mod... just wish I didn't die before all the races showed up :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 09, 2011, 02:57:03 pm
      Wait, did I just hear RuneScape music ? nice (the music, not RuneScape :P) reminds me of my cake making days :S
      You confused me here... The menu music is from Ultima Online (Stones, a bit edited + other soundtracks from Ultima follow it) and the game music is from Warcraft 2.

      I'm trying it now (the mod :P), I plaued it before but I had no idea what I was doing than...

      I like most things in the OP, except the castes :S It would be better if DT could recognize them so I can actually use them (and the aspid, gloom, moss and ice all seem kinda the same to me.. plus the fact that steel dwarves sound like:''everything else now sucks in fighting'')

      But I'm still gonna try it :)
      Steel dwarves are rare and they have a fixed speed, so actually some of other dwarves may be better because of a great speed. Also ice dwarves are only learn medical skills faster; moss dwarves though heal really quick.

      On Ice Dwarves: Are Ice dwarf migrants supposed to arrive with medical skills, or just learn them quickly?  Same question applies to Obsidian, but with Furnace Operating and etc.
      Migrant skills are pretty random. Those castes learn appropriate skills with 250% rate.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: BackgroundGuy on January 09, 2011, 03:16:57 pm
      Yeah I just peered through the raws and checked on that.  By the way, I also noticed that jade dwarfettes had a learning rate of:
      138::60:12:120.  Now I have no idea what this means, but in the interests of gender equality I changed it to :
      180:60:12:120 the same as the males.  I also noticed that male gloomer naturally appeared almost twice as often as female gloomers, ( 9 to 5 respectively). 
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Torgan on January 09, 2011, 04:52:20 pm
      BTW, which civ should only send ambush squads, and never siege?
      Well kobolds already do that I guess.   ;D  Although they seem pretty useless at fighting, I had a civilian get ambushed and he just ran around dodging their blows until my novice/average skilled military turned up and tore them apart.  Though it's nice to have something that's not too hard to fight. :P

      Just wanted to say I quite like the castes, makes stuff a bit more interesting.  I have been playing on a grassy/forested zone though for the first time in ages and have managed to set the outdoors on fire several times and melting some of my military.  On the plus side one time I did that to a kobold ambush squad and the flames took out enough of a demonic siege that turned up at the same time to make them retreat off the map \o/

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Jacob/Lee on January 09, 2011, 08:14:28 pm
      Just generated a smaller world with minimum sites/beasts, low civs, very long history and max savagery.

      There were 5 Ezrakim Elf ages, 9 Dwarven ages and 11 Golden Ages. The Elves mentioned earlier and the Dwarves are the only surviving races apparently. The worldgen ended on the Ninth Age of Dwarves. I love this game so much, the overlooked things (legends ftw) are actually some of the richest things in the game.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: kilakan on January 09, 2011, 08:15:18 pm
      ya obsidian dwarf archers+captured wildlife to be released for the purpose of starting a map wide fire, works extremely well against sieges.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: TomiTapio on January 09, 2011, 08:18:21 pm
      ya obsidian dwarf archers+captured wildlife to be released for the purpose of starting a map wide fire, works extremely well against sieges.
      I still would like a "bonfire" workshop that is built with coal and wood, and it's reaction would create something really hot (magma? magic heatball from adventurer mode?) that burns away the workshop.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: abadidea on January 09, 2011, 10:49:41 pm
      Whoever was saying they were getting Blue Screens... that is definitely your computer. It is impossible for a user-mode program like DF to cause blue screens in Windows 2k or later. (So unless you're on Win98...)

      I can't get the Altar of War to work. I put in the Sacrifice Weapon task, I have tons of the things lying around, but it has sat there for over a year with no takers. Pretty sure I have someone of every skill... I even enabled alchemy on some people to see if that was it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Angel Of Death on January 09, 2011, 11:46:22 pm
      Whoever was saying they were getting Blue Screens... that is definitely your computer. It is impossible for a user-mode program like DF to cause blue screens in Windows 2k or later. (So unless you're on Win98...)

      I can't get the Altar of War to work. I put in the Sacrifice Weapon task, I have tons of the things lying around, but it has sat there for over a year with no takers. Pretty sure I have someone of every skill... I even enabled alchemy on some people to see if that was it.

      Try activating alchemy on everybody. It uses alchemy.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Samohan25 on January 10, 2011, 02:34:56 am
      ya obsidian dwarf archers+captured wildlife to be released for the purpose of starting a map wide fire, works extremely well against sieges.
      I still would like a "bonfire" workshop that is built with coal and wood, and it's reaction would create something really hot (magma? magic heatball from adventurer mode?) that burns away the workshop.

      I know Warlord made a bonfire mod once, it created a high-temperature piece of wood like the fire arrow/bolt and could be used to boil water. Not sure if it could be used to ignite areas outside, since the fire may be local to the workshop.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Qinetix on January 10, 2011, 07:41:36 am
      Ok wath the heck , pigeons keep intrerupting my dwarfs , this is getting annoing , im going to hunt them
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Dutchling on January 10, 2011, 09:15:53 am
      Wait, did I just hear RuneScape music ? nice (the music, not RuneScape :P) reminds me of my cake making days :S
      You confused me here... The menu music is from Ultima Online (Stones, a bit edited + other soundtracks from Ultima follow it) and the game music is from Warcraft 2.

      I'm pretty sure I heard some of the in-game music before in RuneScape, I'm gonna try to login in my old account and find the music and see if it the same now.

      EDIT: I just logged in, and I noticed 2 things:
      1) Somehow my character is a girl -.- what the hell was I thinking back thenthan when I played RS
      2) There are over 700 songs and there is no way I'm gonna listen to them all...

      btw: I played Warcraft II for a week or so because I like warcraft II so I think I just remembered the music but because it sounds like a rs music clip and I've listened to a ton of those when I still played it
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: TomiTapio on January 10, 2011, 12:47:32 pm
      Deon, how about the next revision of Genesis have ALL the metals be scarce (small clusters like platinum is)?
      That might be more fun. Or include an "alternate patch file" of the minerals txt so can try the all-metals-rare worlds!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 10, 2011, 04:58:11 pm
      Ok wath the heck , pigeons keep intrerupting my dwarfs , this is getting annoing , im going to hunt them
      I imagine it like that: a dwarf hauls an item... "Oh look pigeon! Really, it's a pigeon! I better run back to the fort and tell guys there're pigeons! Maybe they have bread for them!" And so he drops his hauled item and runs back, but then decides to finish the job first. And then... "Oh look pigeon!" Yeah...

      Deon, how about the next revision of Genesis have ALL the metals be scarce (small clusters like platinum is)?
      That might be more fun. Or include an "alternate patch file" of the minerals txt so can try the all-metals-rare worlds!
      This may be a good idea. I get way too many iron and gold in ALL of my forts.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: TomiTapio on January 10, 2011, 05:40:03 pm
      Minor embarking problem... prices seem quite unbalanced.

      lignite and bituminous coal cost only 3, same as cheap wood.
      cobaltite ore: 3!!
      tetrahedrite (copper&silver): 9
      junk leather like boar: 10
      junk metal like lead: 15
      copper metal: 25
      cobalt metal: 50 (3 + charcoal + work = 50)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: abadidea on January 10, 2011, 05:49:49 pm
      Please don't take away my metals. I haven't even found ANY iron in this new fort  :-[ Just a little bit of copper and cobalt. My recruits feel naked.

      I noticed that the new download (18e?) had pretty different embark pricing. I liked it though.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: D_E on January 10, 2011, 07:20:02 pm
      Now introducing: The Spotter' Guide to Illithids!

      The illithid spotter's guide gives each of the advanced illithid castes their own unique tile in Graphics mode, allowing you to tell the castes apart by eye instead of having to check their descriptions.  It does this by taking advantage of the illithid's reliance on their natural weapons, coupled with the NATURAL_SKILL token and ability to specify unit-type specific graphics, to work around the lack of the ability to specify caste-specific graphics.

      At least, I think it does, because despite about 6 hours of playtime, I was unable to attract an illithid siege and find out  >:(.  I blame Ilsensine.  However, tests in adventure mode showed that the system works on player-controlled illithids, and also works on any illithid soldiers that are generated in that mode, so looks like it works....

      I also took the opportunity to introduce two of the illithid-specific weapons from Illthid Empire V2, to add some diversity to the base caste, as well as the natural combat skill modifiers from the same.

      I've put up two versions up.  This one  (http://dffd.wimbli.com/file.php?id=3671)doesn't modify the illithid entity (so the new weapons aren't enabled) and is meant to patch existing worlds.  I from my test, you should be able to patch active saves with it, but I'd make a backup first ;).  If used to patch an active save, the changes won't affect any illithids already on the map, but should affect any new illithids generated after the patch is applied.

      This version  (http://dffd.wimbli.com/file.php?id=3672)does alter the illithid entity, and should be placed in the main raw folder before generating a new world.

      Couple of lingering issues:
      1)  Illithid snatchers should be displayed as a shadowy illithid.  There is no way to make thief graphics caste-specific, so you'll have to check their descriptions to find out what caste they belong to.

      2)  The void master tile is a bit of a train-wreck (too complex), I included two alternate tiles at the bottom of the file, if anyone wants to try them instead.  I'm not amazingly thrilled with how the Gith tile looks, either.

      3)  Also, this does not work with Illithid Empire V2, although you can see some unused tiles meant for that mod.  Dealing with the illithids being (Fortress mode) playable will require a different workaround.

      @Deon: other than tweaking the natural combat skills and adding the melee weapons, the illithids are the same as they were in .18e, so if you want to include this (or some variant of this) in your next release, it shouldn't be too disruptive! :)

      Edit:  Oh yeah, I tested/developed this on Genesis .18e Ironhand graphics.  I assume the phoebus tileset uses the same aberation tiles?  *Goes to check...*

      DoubleEdit:  Yeah, looks like it does.  Should be compatible with both, then!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 10, 2011, 09:56:13 pm
      Hm, nice workaround. It is a bit weird but it works, I will incorporate it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: abadidea on January 10, 2011, 10:08:20 pm
      By the way, the other day I built a Red Steel chair and it turned out gray. Other things I made of red steel turned out, well, red. Is this a bug?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Interesting on January 10, 2011, 11:14:33 pm
      Deon,

      When I try to embark a newly created world (right after pressing "e"), my computer restarts (blue screen). Adventure and Legend mode work flawlessly. It doesnt matter if I create a pocket world either, it simply crashes.

      I have 1GB vid memory, 3GB memory, 3.2ghz i7 920 processor, so its not my hardware.
       
      The same doesnt happen with the normal Dwarf Fortress in ASCII or an older version with tiles I downloaded in a "guide for noobs".

      edit: I just downloaded and tried "deons genesis 3.18e ASCII" : COMPUTER RESTARTED.

      edit 2: I just downloaded and tried "Ironhand 0.494": It worked.

      Basically, I tried normal version, older version of normal version, normal version with ironhand tilesets, all worked.
      Now Im going to test Phoebus.

      I think it has something to do with the camera/resolution/view. What does your mod does differently regarding this? Where do I tweak resolution configs for the game? It seems that your version "centralizes" things, while other versions remain kind of raw.

      My monitor is 22", widescreen with 1920x1080 resolution.

      Here is a picture of the difference between the normal version with ironhand tileset and genesis with ironhand tileset. The window sizes/resolution are scaled differently, specially if I scroll mouse up and down. In ironhand, there seems to be a cap at how much I can zoom/center the image, in your mod it centers/zoom to the limit of my resolution. Also, your mod has the movie intro and the different soundtracks, these might lead to the crash too.

      (http://img121.imageshack.us/img121/135/testbhn.th.jpg) (http://img121.imageshack.us/i/testbhn.jpg/)

      (http://img593.imageshack.us/img593/4010/test2kx.th.jpg) (http://img593.imageshack.us/i/test2kx.jpg/)



      Ok. I made it work. When trying the phoebus version, messing around with the game files:
      C:\Novos Downloads\deons genesis 3.18e phoebus\data\init
      I changed init.txt and d_init.txt.

      I changed it to this:
      Spoiler (click to show/hide)

      Basically, I lowered stuff to test. I think it was either removal from "Windowed" YES, to "Windowed" NO that did the trick, but it might have been this >
      [ARB_SYNC:YES] that I changed to NO... it didnt smelled right... I will narrow it down soon.

      edit 3.: Ok, now I know what was making the game crash. The sound.
      When I turn the sound setting on init.txt OFF, the game doesnt crash.
      The sound doesnt crash the game in normal version, but it does in genesis mod. Why is that? What the mod does differently? Deon, what is the sound related modifications you made? Help me fix this.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Interesting on January 10, 2011, 11:21:39 pm
      oh goog I never had my pc blue screen this much attempting to play fort mode.
      some how werewolves with military commander (and some other Military nobles) that I can control a invading army of the creatures keeps killing my pc, or was it the adventurer case I made from the display case? Either reason what I didn't expect is my pc to crash than just DF failing to play.

      I have the same problem here. Did you solved your problem yet?

      What is your operation system/memory?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Qinetix on January 10, 2011, 11:58:14 pm
      I think this may sound abit of weird or to futuristic ...
      uranium and acid?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 11, 2011, 12:57:25 am
      Yeah, I have a music for my mod, Interesting. Try to run the sound files from the /data/sound/ folder. Can you hear them? You probably don't have needed codecs or something, the RESTARTING computer is definitely a windows problem (switch off system restarts on critical errors in your windows perfomance settings).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Rumrusher on January 11, 2011, 01:46:16 am
      oh goog I never had my pc blue screen this much attempting to play fort mode.
      some how werewolves with military commander (and some other Military nobles) that I can control a invading army of the creatures keeps killing my pc, or was it the adventurer case I made from the display case? Either reason what I didn't expect is my pc to crash than just DF failing to play.

      I have the same problem here. Did you solved your problem yet?

      What is your operation system/memory?
      problem solved no I just gone back to my non-war ready versions of centaurs and werewolves and try to get an adventurer in to a fort... which I found out is IMPOSSIBLE when the game will no matter which civ you choose will dump you in any random town. god the Ezsalivention elves have a thing for shoving 40 hamlets/forts per tile the map shows ends up like this.

      Code: [Select]
      oooooooooooooooo
      oooooooooooooooooooooo
      ooooooooooooooooooooo
      ooooooooooooooooooooo
      oooooooooooooooooooo
      o=forts

      =========
      ==========
      =========
      ==========
      =============
      ==========
      ===========
      ======
      = equal hamlets
      that shouldn't be a annoyance if it wasn't for the fact the first dwarf was in a keeper town and I plan on using a adventurer to move the first adventurer dwarf into the abandon NPC fort to start this test... 
      god the one thing floating in my mind "is there got to be a way to Travel on water.
      There go to be If I can possess, charm, zombify, and strip soul from a body then ask who kill it for a quick quest, then fast walking through water should be possible." oh well better just rng the spot close enough to the spot I need to move the primary adventurer.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: TomiTapio on January 11, 2011, 10:11:15 am
      2)  The void master tile is a bit of a train-wreck (too complex), I included two alternate tiles at the bottom of the file, if anyone wants to try them instead.  I'm not amazingly thrilled with how the Gith tile looks, either.

      I think the Void master's specialty is the force fields (steel tissue to simulate magic), which in my worlds enables them to ignore all traps, and the flying. So I'd prefer their icon to show the forcefields.

      When I try to embark a newly created world (right after pressing "e"), my computer restarts (blue screen). Adventure and Legend mode work flawlessly. It doesnt matter if I create a pocket world either, it simply crashes.
      I had two "DF quits unexpectedly" crashes yesterday on pressing e for embark! I have a world that seems to crash on embark. Made a world with no magma nor bottom layer. Maybe it is the new centaurs. Maybe centaurs require demon rulers, do they have leadership positions defined? Hmm what's centaur history txt look like..
      Oh man it's a new ruler every year for (one civ of) centaurs! full of "*** New Line, Never Married No Children" too. They have a max-age problem or what?
      Oh well, other centaur town had longer-lived lawgivers.

      I always have sounds off, and never had an embark crash until merged 3.18e's changes into my folder.

      god the Ezsalivention elves have a thing for shoving 40 hamlets/forts per tile the map shows ends up like this.
      Those symbols indicate the town's surrounding farmland. It's not actually that many hamlets. In vanilla DF the humans got the farmland.

      ps. Deon... might be nice if the altar of nature had a 20% chance to give a plant that can be brewed, instead of "mandrake root seed". I suck at reactions modding.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: D_E on January 11, 2011, 02:32:13 pm
      2)  The void master tile is a bit of a train-wreck (too complex), I included two alternate tiles at the bottom of the file, if anyone wants to try them instead.  I'm not amazingly thrilled with how the Gith tile looks, either.

      I think the Void master's specialty is the force fields (steel tissue to simulate magic), which in my worlds enables them to ignore all traps, and the flying. So I'd prefer their icon to show the forcefields.


      Good point. 

      The current tile is a passable rendition of this guy (http://finalfantasy.wikia.com/wiki/Enuo_%28Final_Fantasy_V_Boss%29), which is what the Void Masters were originally based on. But the tile is too complex to look like much of anything unless you know what it's supposed to be.

      Do you want to do a rendition of the current Genesis Void master?  Or I can, doesn't matter.  An aura of some kind seems the easiest way to show force fields, but I don't know.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Interesting on January 11, 2011, 10:11:54 pm
      The world age can start at year 2, and end at year 1050. That is before you start playing on it.

      If you create a young world, at year 2, for example, the game will not generate data for their parents, their sons, daughters and stuff. Not just yet.
      It might be affected by "Cull Unimportant Historical Figures" or something on World Creation.

      Basically, as you start playing, they start making friends, enemies, marrying, making children and so on. That is procedurally generated on world creation automatically, but if  you play on adventure mode, I dont think the game keeps procedurally generating history like it would in world creation. If you play Dwarf Fortress, then I think it does, the world evolves, everything changes and so on.

      So a good idea, is to start in an old world, where everybody has its genealogic tree, who they met, who they killed, what they did, what group they were part of, who they married, who were their children, etc.

      But, you can also start in a young world, with just 2 years. at this point civilizations are just starting to flourish, and as you play Dwarf Fortress mode, after many years (like 200 or so playing hours through one or multiple different fortresses) eventually civilizations will reach each other boarders and start their socialization. I generated many worlds with the same settings but distinctions in the age, and I noticed that civilization will grow steadily and at around year 25-50 their territories should start encompassing each others. At around year 100, I got many conflicts going on.

      At year 1050, you run the risk of having multiple races extincted, thats why I prefer to start in worlds with just 2-25 years, unless thats what you want.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Interesting on January 12, 2011, 05:11:43 am
      Deon, I have a question regarding the resolution/tilesets.

      I started reading about Bisasam tilesets. I know that your mod has 3 tileset versions, phoebus, ironhand (the most popular) and the ASCII one.

      I notice that when I scroll up and down with the mouse, the text and tilesets get very tiny, more stuff is covered on the screen, but still, I cant read the text.

      So I read those init.txt files and there is mention of resolutions and stuff. I saw that the ironhand version and phoebus version currently uses:
      Spoiler (click to show/hide)

      Could you please tell me if there is a way to increase it? I have no FPS problems with the game whatsoever and I can run it at 1920x1080, etc.
      I would like to run the game and the biggest/best resolution/graphics. Is there any way for me to currently improve/tweak these inits while still playing your awesome mod? Is there any Ironhand/Phoebus 24x24 version or something?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 12, 2011, 07:14:40 am
      No, phoebus is 16x16 and ironhand is 18x18, so it's hard to read when it's small.

      Once Baughn fixes the .ttf support and incorporates tileset switching with zoom it won't be a problem.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Rumrusher on January 12, 2011, 02:58:10 pm
      it's a little good to see other folks having the same problem. it just that now my old version of genesis is preventing me from fort mode.

      so I wonder should it be safer to brand the new version of genesis an Adventure only mod until someone fix this?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Lamphare on January 13, 2011, 12:26:27 am
      One problem, i cant seem to find a readme file of genisis in any of the three current prepackages, that is not from the original unmodded version.
      could someone post it somewhere please?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 13, 2011, 12:31:26 am
      Do you mean the .xml file with plant/creature/metal stats? I updated the mod a lot (thanks to TomiTapio, he narrowed a lot of problems and suggested a lot of fixes) so the old XML files would lie to you :). However the wiki has some useful info, did you check it?

      it's a little good to see other folks having the same problem. it just that now my old version of genesis is preventing me from fort mode.

      so I wonder should it be safer to brand the new version of genesis an Adventure only mod until someone fix this?
      I'm pretty sure that you two are the only guys who have the blue screen problem. I personally didn't EVER see any mod to cause a BS on any of my PCs and laptops, so it sounds pretty specific.

      Anyway, I am trying to say that "someone" won't fix it until it's a clear bug report on my raws (and I so far see no errors in raws at all) or submit this as a software/hardware conflict with system specs on Mantis. I would suggest submitting your bluescreening save on Mantis so Toady could see it, it may be something which comes from the code but is not noticeable for some reason in vanilla.

      I must say that there were a few mod-only related bugs after DF2010 release and Toady One already fixed them because I submitted them, so you may try your luck here.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Interesting on January 13, 2011, 03:48:52 am
      Deon,

      between: Hemp, Nightshade, Ginseng, Rat Weed or Bloated Tuber cloth, wich one protects more against all kinds of damage?

      I made 3 trousers and wear all of them at once, because Im at a freezing area... Does it increase protection by three times per area/cloth type?

      Also, wich attributes increase by swimming? What about the Weaver, Clothier, WoodCutter, Herbalist, Brewer, WoodCrafter, Bone Carver skills? Wich attributes do they increase. I cant find clear information on it. Nothing on the wiki about adventure mode attributes/skills increase specifically.

      What are the ways to increase Recuperation attribute? If I play with the fire bolts, hurt myself, heal after a while, repeat... should I increase recuperation? What are the garanteed ways to do so?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 13, 2011, 08:37:24 am
      Currently all plant materials are the same. I thought about making different kinds of wood/cloth, but didn't come so far. Just let me tell you, that all of them are inferior against more or less serious weapons :). Yes, a multiple layers of cloth better protect vs. hits, but I am not sure about cold... I think a single layer is usually enough.

      Before DF2010 each time you leveled up a skill you got a chance to level up one of your attribute.

      After the appearance of many new attributes there is a connection between skill levels and attributes leveling.

      It's on the wiki: http://df.magmawiki.com/index.php/Attribute
      Look at the "Skills and associated attributes" section.

      Quote
      I cant find clear information on it. Nothing on the wiki about adventure mode attributes/skills increase specifically.
      Huh, the first place I checked was the "attribute" page, I guess you didn't try to search it long enough :).

      Quote
      What are the ways to increase Recuperation attribute?
      It's on the wiki: "Nothing trains Disease Resistance, Recuperation, or Musicality". So you have to start with them high if you want them high.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 13, 2011, 09:33:35 am
      By the way, I've made a new kobold graphics. I plan to revise some other tiles too, but didn't make it yet.

      Basically my old kobolds looked like teddybears or something... It didn't capture the "vile", "rodent" and "skulking" feel at all.

      Here are the new kobolds. They are partially inspired by Fault's design in his awesome comic (effigies, you gotta see that http://effigies.smackjeeves.com/).

      (http://i54.tinypic.com/eaguf8.png)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: BigD145 on January 13, 2011, 11:47:41 am
      Kobolds are so cute and cuddly. What have you done?!
      (http://chattydm.net/wp-content/uploads/2008/08/kobold1.jpg)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 13, 2011, 12:06:49 pm
      Actually they are still rodents. And they are not cute, read some of ThreeToe stories :D.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Yuzuke on January 13, 2011, 03:31:54 pm
      Mighty Deon:
          Can i mining ore in Adventure mode in this MOD?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Ahra on January 13, 2011, 03:38:23 pm
      i never got it straight and now i see kobolds are lizards? i thought they were WoW style rat-bolds, ah well
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 13, 2011, 03:53:48 pm
      i never got it straight and now i see kobolds are lizards? i thought they were WoW style rat-bolds, ah well
      Who said they are lizards? They are furry rodents with big ears, glowing eyes and sharp teeth who hurl bugs and poisonous insents at adventurers.

      Also their eyes are originally yellow, so I should fix it.

      Mighty Deon:
          Can i mining ore in Adventure mode in this MOD?
      I think about adding creatures which drop ore. Is it worth of a search for adventure mode?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Yuzuke on January 13, 2011, 04:13:09 pm
      And can i creat a metal weapon or get my previous one enchanted with those dropping-ore/jewels ?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Interesting on January 13, 2011, 10:26:16 pm
      Currently all plant materials are the same. I thought about making different kinds of wood/cloth, but didn't come so far. Just let me tell you, that all of them are inferior against more or less serious weapons :). Yes, a multiple layers of cloth better protect vs. hits, but I am not sure about cold... I think a single layer is usually enough.

      Before DF2010 each time you leveled up a skill you got a chance to level up one of your attribute.

      After the appearance of many new attributes there is a connection between skill levels and attributes leveling.

      It's on the wiki: http://df.magmawiki.com/index.php/Attribute
      Look at the "Skills and associated attributes" section.

      Quote
      I cant find clear information on it. Nothing on the wiki about adventure mode attributes/skills increase specifically.
      Huh, the first place I checked was the "attribute" page, I guess you didn't try to search it long enough :).

      Quote
      What are the ways to increase Recuperation attribute?
      It's on the wiki: "Nothing trains Disease Resistance, Recuperation, or Musicality". So you have to start with them high if you want them high.

      I have read that thing about recuperation/disease resistance, but to me, most of the wiki applies to dwarf mode, and thats why I disregard it for adventure mode. It feels like I have to discover everything from 0 and people keep insisting on vomiting the wiki every time I ask something. Thats how I generally feel "dude, Ive read the wiki already, it doesnt answer my questions and thats why Im asking here, so please, do not ignore the detailed question and copy paste wiki... to me this behavior is insulting". We are still building knowledge, and people post the wiki as the end all source, ignoring the whole point, wich is to discuss, share, test, verify... Im not trying to offend people who paste wiki links, but it feels like a never ending cycle of stagnation, where people dont bother reading/thinking what the op wants to know, they just generically think they read something about it somewhere, go to the search area on wiki, type something, get the link and paste on the repply and entitled it as the pinacle of knowledge.  Im just opening up, because this week it was like the 5th time someone comes up with the "wiki card". Wiki for adventure mode is non existant, that attribute page does not apply to adventure mode... at some point I remember reading ambusher affects Focus... http://df.magmawiki.com/index.php/DF2010:Ambusher , then I leveled up Ambusher to legendary and Focus remained at very low... or Herbalist increasing memory... clothier giving creativity, most of the skills that the wiki say it increase willpower and spatial sense actually increase physical attributes as well...most of this info on the wiki holds no truth on adventure mode.

      I kind of memorized that attribute page two days ago. But you know, it doesnt tell you how to specifically train for each thing. Its not intuitive either.

      Im currently trying each different activity for extended periods of time, while analysing its effects on the attributes/skills.

      I have a fair idea of what skills affect certain attributes such as strenght, agility, endurance

      (http://img683.imageshack.us/img683/9822/skillsma.th.jpg) (http://img683.imageshack.us/i/skillsma.jpg/)

      (http://img259.imageshack.us/img259/1167/attributes.th.jpg) (http://img259.imageshack.us/i/attributes.jpg/)

      I wonder if you can see their attributes/skills relation in some game file.

      Im selectivelly testing everything. The attributes progression on adventure mode doesnt happen the same way as in fortress mode.

      In adventure mode what happens is that everytime a skill gets a rank, it gives a fixed increase to pre-determined attributes. That was verified through dinamic speed changes in short term and attribute changes related to speed in long term. There is no reason to think that its different for other attributes.

      An example, throwing an item increases 2 skills, and 6 atributes. The ammount of increase seems to be the same for all attributes, they all increase attributes at the same rate, although if one of these six attributes is at a higher level, then its increase will take more repetitions, similarly to what happens to skills, even though you can say for sure unless you have been keeping track of its progress.

      I notice that many skills dont affect attributes at all. So cross training is worthless in their case. The skills that seem to be worthless are some of the ones related to the crafting mod. Some craftings do affect attributes, other dont.

      I started that character at very low in all stats, except recuperation and disease resistance. So if you check the skills I tested to legendary, you will notice that most of them ended up favoring strenght (leveled up 5 times), followed by agility, toughness, willpower, spatial sense, kinesthetic sense (leveled up 4 times), and then endurance (leveled up two times).

      As it stands now... with the current skills improved: recuperation/disease resistance (two phisical skills), analytical ability, focus, creativity, intuition, patience, memory, liguistic ability, musicality, empathy, social interaction REMAINED UNTOUCHED. This means that they were not used, regardless of many skills reaching the legendary level.

      Im very hopefull that swimming will provide a garanteed way to improve endurance, and maybe toughness and other physical attributes.

      Also, it seems that even after reaching legendary at /7100 in two skills, their respective governed attributes kept increasing. This means that if I keep increasing those skills, to legendary levels of /10000, /20000 or over, it will keep leading to increases in those attributes.

      I just want to understand the game mechanics.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 13, 2011, 11:49:48 pm
      That attribute page DOES apply to adventure mode. The attribute growth systems is the same for both modes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: TomiTapio on January 14, 2011, 07:12:15 am
      At year 1050, you run the risk of having multiple races extincted, thats why I prefer to start in worlds with just 2-25 years, unless thats what you want.
      I think 1050 is not a limit, you can set it higher too. But longer history means bigger save files too.
      I usually make 150-220 year old worlds.


      There are two schools on Kobolds: the part-dog and part-reptilian.
      http://en.wikipedia.org/wiki/Kobolds_in_gaming#Canine_aspects
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Zifnab on January 14, 2011, 09:06:39 am
      Depending on the size of the world I use different length histories.
      I also usually crank up the # of civilizations and tweak the worldgen to give less ocean areas when using genesis.  Otherwise I find that someone will have gotten killed off during worldgen.  Usually 75 civs for medium.  Maybe 100 for large.

      More civilizations + more land area + more time = A greater likelyhood that a given site will have access to all other civilizations and possibly even be at war with 1 or 2 of them.

      I usually do 500 year medium worlds but sometimes do 100-200 year large worlds, 1000 year small worlds, or even 2000-5000 year smaller or pocket worlds.  I used to do the 2 year history worlds when the megabeasts would all die off during world generation, but since they don't really do that anymore I prefer a longer history so my engravings are more colorful.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 14, 2011, 11:54:48 am
      At year 1050, you run the risk of having multiple races extincted, thats why I prefer to start in worlds with just 2-25 years, unless thats what you want.
      I think 1050 is not a limit, you can set it higher too. But longer history means bigger save files too.
      I usually make 150-220 year old worlds.


      There are two schools on Kobolds: the part-dog and part-reptilian.
      http://en.wikipedia.org/wiki/Kobolds_in_gaming#Canine_aspects
      And I think that DF kobolds are closer to the "original" meaning (that is, a vile humanoid who taunts and plays tricks with miners).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Jacob/Lee on January 14, 2011, 01:54:51 pm
      Darn it, that's the third time today I lost a fort to a pack of werewolves.

      Werewolves: 9 Me: 1/2
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Lamphare on January 14, 2011, 03:35:59 pm
      using world viewer, it turns out that werewolf civs alway  extinct first, or simply reduced to a couple hundreds of them after merely few hundred years (preexist world gen called "MEDIUM REGION")
      so i made them slightly stronger with better initial skills, to guarantee at least one werewolf civ would survive
      and thusly they are greater woe in fort mod
      well, civilisations rise and fall is rather common, but is there a workaround so the infamous werewolf dont vanish almost every time the game goes over a thousand year?

      by the way, i cant find the mentioned readme file on the top post in any of the three prepackages, that does not belong to the original unmodded version. can someone enlighten me please? i', so confused with all those new buildings.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: SalmonGod on January 14, 2011, 04:19:13 pm
      using world viewer, it turns out that werewolf civs alway  extinct first, or simply reduced to a couple hundreds of them after merely few hundred years (preexist world gen called "MEDIUM REGION")
      so i made them slightly stronger with better initial skills, to guarantee at least one werewolf civ would survive
      and thusly they are greater woe in fort mod
      well, civilisations rise and fall is rather common, but is there a workaround so the infamous werewolf dont vanish almost every time the game goes over a thousand year?

      Clearly vampires are overpowered.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 14, 2011, 04:30:01 pm
      Actually it was a "feature" that a natural race dominates the world if you generate it for a few decades, and much later is outrun by "civilized" races. I tweaked it for a few versions, so I am glad it works as intended. I plan to add a few other beast races later, I didn't decide the design yet.

      Quote
      by the way, i cant find the mentioned readme file on the top post in any of the three prepackages
      It was removed because it was out of date, check the wiki for the recent info.

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Icee77 on January 14, 2011, 08:09:45 pm
      Werwolves slaughtered my fortress.....
      they attacked RIGHT when my axedwarves were away.
      then when the axedwarves came home, they saw their dead friends, along with 15 werewolves.....
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: TomiTapio on January 14, 2011, 09:34:31 pm
      Darn it, that's the third time today I lost a fort to a pack of werewolves.
      Werewolves: 9 Me: 1/2
      20 stones into 20 mechanisms, 20 log stacks into 20 wooden cages. 20 cage traps should add quite a bit of safety. Until you get 32 flayers on 32 elephants. Then it would be nice to have 6 elite weapon traps (I prefer copper and cobalt *spears*).

      So Genesis kobolds are more like goblinoids who like mining?
      More beast races? I think it's time for heavy quadrupeds! Not centaurs but rhino/elephant/slow-ogre civ! "The were-rhino sprays nauseating goo at you! The rhino-snot smells awful!"

      Quote from: Icee77
      I gave dogs [CAN_LEARN]. WHAT HAVE I DONE?!?!
      Your enemies will bring dog surgeons and dog gemsetters into battle  ;D (I used to get trolls with professions as siege animals.)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Mechlin on January 14, 2011, 10:49:33 pm
      When do the first sieges normaly come? I haven't been playing Genesis since 31.13 (iirc) so I downloaded the latest version, built a heavily defended fort, trained three squads - all badass legendary and in red red steel from head to toe... And all got in four years was a couple of pesky kobolds. Damn. The world has two hostile civs and one at war but they just seem to have forgotten about me.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 14, 2011, 11:08:42 pm
      Are you sure they can get to you (you can check it during the embark phase only)? I usually get werewolf sieges as soon as I hit 20 dwarves.

      P.S. Either you live in the east, or you pulled an all-nighter as I did :P.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Mechlin on January 14, 2011, 11:33:54 pm
      Are you sure they can get to you (you can check it during the embark phase only)? I usually get werewolf sieges as soon as I hit 20 dwarves.
      I've abandoned the fort and re-checked the same embark site. Yep, they can but it's near a mountain range so I suppose it's a vanilla bug (direct route blocked or something else... oh nevermind).

      Btw what are slabs for (except looking cool in Ironhand)? And what's generally better - artifact steel weapons or good old red steel axes? Better edge + worse steel or vice versa?

      P.S. It's already 9.30 AM ))
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Lamphare on January 15, 2011, 12:01:04 am
      Btw what are slabs for (except looking cool in Ironhand)?
      Slab is the substitution for coffin once engraved at a craftsdwarf's workshop for any deceased with its body gone (not doing so would result something horrible(literally), or statue for designating a sculpture garden after been built.
      i suppose this (http://df.magmawiki.com/index.php/Slab) is what you asked?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Mechlin on January 15, 2011, 12:04:38 am
      Btw what are slabs for (except looking cool in Ironhand)?
      Slab is the substitution for coffin once engraved at a craftsdwarf's workshop for any deceased with its body gone (not doing so would result something horrible(literally), or statue for designating a sculpture garden after been built.
      i suppose this (http://df.magmawiki.com/index.php/Slab) is what you asked?
      Yes ))
      New versions are released faster than I read wiki, sorry.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Flaede on January 15, 2011, 03:35:42 am
      Btw what are slabs for (except looking cool in Ironhand)?
      Slab is the substitution for coffin once engraved at a craftsdwarf's workshop for any deceased with its body gone (not doing so would result something horrible(literally), or statue for designating a sculpture garden after been built.
      i suppose this (http://df.magmawiki.com/index.php/Slab) is what you asked?
      Yes ))
      New versions are released faster than I read wiki, sorry.
      Note: I am finding they do not work for merchants' escorts. Get their bodies into a coffin before they rot away or there will be nothing you can do about it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Icee77 on January 15, 2011, 08:01:17 am
      Are you sure they can get to you (you can check it during the embark phase only)? I usually get werewolf sieges as soon as I hit 20 dwarves.

      P.S. Either you live in the east, or you pulled an all-nighter as I did :P.
      If that's true, im really lucky. I got the siege when i had 50 dorfs. Unfortunately, i forgot to train more  squads.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 15, 2011, 11:24:03 am
      There's also a small trade trigger, so if you didn't trade, you get a chance to gather more immigrants. Also they come in winter only, so that gives you some more time too.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Mechlin on January 15, 2011, 12:23:46 pm
      My next fortress got a cute little Thunderbird right in the middle of the first autumn. Which literally ripped apart all my rookie militia.

      Well at least that was a quick end  ???
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Saunatonttu on January 15, 2011, 01:02:55 pm
      Little fun story:

      I combined this mod with lazy new pack. Turns out the launcher does some modifications to raws... I genned word, and while looking for embark site, i was wondering why i had no dwarfen civ anywhere, and why i had complete layers of native gold, silver, platinum, frozen spores and ichor. Okay, maybe something with the new version of DF... Selecting equipment, i had 5 different types of sand named "rock", and picks and other equipment made of "fireball". When i embarked, i was looking at big ball of smoke... Turns out, i was playing as yetis, and my fat was melting:D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 15, 2011, 01:27:38 pm
      Yes, wrong and duplicate raws cause it. LNP modifies quite a lot of raws.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Saunatonttu on January 15, 2011, 02:41:06 pm
      But i have to admit, terrifying tundra whose topmost layer is composed of frozen ichor was kinda cool...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 15, 2011, 03:02:05 pm
      Yeah. Also I love random ctd :D.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Saetar33 on January 15, 2011, 03:05:02 pm
      Why did my dwarf just die in a colossal explosion that took out half my fort?!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: kilakan on January 15, 2011, 04:19:18 pm
      Balor?  Obsidian dwarf shooting a deer?  Obsidian Dwarf dieing?  There's lots of ways to make giant explosions in Genesis, that's why I love it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Saetar33 on January 15, 2011, 04:23:37 pm
      Oh, he was an obsidian dwarf.
      And he shot at a deer in the booze stockpile.  He was in the stockpile as well.   :o
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Tyler6498 on January 15, 2011, 09:34:16 pm
      Just got obliterated by Centaurs a little after the first year, about 18 I'd say in a siege and all I had was a makeshift military of 5 that didn't even have anything good to fight with. To make it more "fun" there were elves and keeper humans at my trade post which were slaughtered on the spot by them. Horrific horse freaks.

      Didn't help that every season I got more people, with most of them being children for some reason.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: dennislp3 on January 15, 2011, 11:46:47 pm
      Any chance the mod could be adjusted to so that when you assign capes and stuff they dont wear a ton of em...unless thats been fixed since I checked last...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Torgan on January 16, 2011, 07:54:58 am
      Any chance the mod could be adjusted to so that when you assign capes and stuff they dont wear a ton of em...unless thats been fixed since I checked last...
      This doesn't happen to me in Genesis and I'm fairly sure I've never seen it happen in vanilla.  So problem solved I guess.  Possibly you want to set uniforms to replace clothing rather than have it worn on top of clothing as you're maybe seeing items repeated as they are in the uniform and the dwarf's normal clothing?

      Locking my main doors kept out the centaurs so I just did that for a while until I had some decently equipped military.  Centaur don't seem too hard other than the numbers, they aren't too heavily armoured so that helps a lot, I've found it easier luring them underground into my fortress so their numbers aren't quite as much of an advantage.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: dennislp3 on January 16, 2011, 10:36:01 am
      No I always replace clothing. And its a well known thing in vanilla atleast...people grabbing upwards of like 7 capes at a time and crap...last time it happened to me I made sure to assign specific clothing and it still happened...course this was before the left/left glove/boot issue was fixed...maybe it got fixed in the same update?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: TomiTapio on January 16, 2011, 12:19:07 pm
      Also, wearing three chain mails at once is valid but low-speed armor. Too bad it's the "leg nerve severed" wounds that are worse than fatal. Livers and guts do heal.
      Wish Toady would fix the "crutch-walking doesn't work."

      Too many kids in the dangerous fort?
      init/d_init.txt I have 3 kids max, 7% max of population.
      [BABY_CHILD_CAP:3:7]
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 16, 2011, 01:05:20 pm
      You cannot wear 3 chainmails in Genesis. Only 2 chainmails/a shirt, a chainmail and a breastplate/a shirt, a leather armor and a chainmail/a shirt, a leather armor and a breastplate.

      Shirt:
      [LAYER_SIZE:10]
      [LAYER_PERMIT:50]

      Leather armor:
      [LAYER_SIZE:20]
      [LAYER_PERMIT:50]

      Chainmail:
      [LAYER_SIZE:20]
      [LAYER_PERMIT:50]

      Breastplate:
      [LAYER_SIZE:20]
      [LAYER_PERMIT:50]
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Qinetix on January 16, 2011, 02:11:53 pm
      O_O , how the heck do you kill a gelatinous cube
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Blackdutchie on January 16, 2011, 02:14:46 pm
      Magma?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: BackgroundGuy on January 16, 2011, 02:21:36 pm
      Or a Cave-in.  Or a drawbridge.  I don't know about dropping them, but probably not.  It seems impossible to kill them with weapons/attacks.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Qinetix on January 16, 2011, 02:24:33 pm
      Magma?

      Put one of those in arena mode in a magma filled pool , he is still alive (7/7 lava tiles)
      I don't think a drawbride can draw them and im pretty sure a cave-in wont knock them out
      Perhaps encasing them will work , yep it does , but its pretty hard to do so
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Rumrusher on January 16, 2011, 08:44:11 pm
      Or a Cave-in.  Or a drawbridge.  I don't know about dropping them, but probably not.  It seems impossible to kill them with weapons/attacks.
      you can just that in adventure mode where you would have sense to attack the body and core parts, I don't know about fort mode though. going to test if a non modded version of this game will work.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Lamphare on January 16, 2011, 08:59:28 pm
      since those cubes are not overwhelmingly large like elephants, why not just use a dwarf atom smasher?
      you'll have to clean up the remains anyway.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: dennislp3 on January 16, 2011, 10:44:26 pm
      Definitely a long shot but is there any way to make some sort of potion or workshop or something that can make a person not die of age? I play as the keepers and they are supposedly humans that keep knowledge and all that stuff from long ago...would make sense is they had a balanced (rare, hard, and/or resource heavy) way to make someone not die of age...would like to have a champion or a leader of the fort live forever (age wise...could still die from wounds and stuff...like elves)...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Qinetix on January 17, 2011, 07:18:15 am
      Remember: Losing is fun!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: toupz on January 17, 2011, 08:14:08 pm
      Will it be possible to find and use the axebow in adventurer mode?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 17, 2011, 09:54:35 pm
      Definitely a long shot but is there any way to make some sort of potion or workshop or something that can make a person not die of age? I play as the keepers and they are supposedly humans that keep knowledge and all that stuff from long ago...would make sense is they had a balanced (rare, hard, and/or resource heavy) way to make someone not die of age...would like to have a champion or a leader of the fort live forever (age wise...could still die from wounds and stuff...like elves)...
      Sadly this would require some memory hacking tool, at least for now.

      Will it be possible to find and use the axebow in adventurer mode?
      Heh, thanks for reminding me. I'll make it in.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: toupz on January 17, 2011, 10:17:41 pm
      Woot you're the best deon thanks a lot :) lol i feel cheap i only play adventurer mode
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Jacob/Lee on January 17, 2011, 10:48:26 pm
      I'm thinking about setting the werewolf trigger back to 0, they always manage to attack my fortress right before my bridge/dry moat works properly and rip apart my dwarves to the point where the survivors go insane.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Saetar33 on January 17, 2011, 11:04:14 pm
      I'm thinking about setting the werewolf trigger back to 0, they always manage to attack my fortress right before my bridge/dry moat works properly and rip apart my dwarves to the point where the survivors go insane.

      My problem as well.  Sometimes.  Not this game; I've got a legendary mason only 3/4 of a year in.  (lol, migrant was grand master :P)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: ggamer on January 17, 2011, 11:15:13 pm
      compatability with DFusion?
      it would be awesome to start with a demon fort...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: dennislp3 on January 17, 2011, 11:29:28 pm
      How hard would it be to make it so the mod had the ability to let you choose fortress race? I play a lot of above ground forts as humans or whatever...I do not always like messing with the raws...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 17, 2011, 11:32:51 pm
      I'm thinking about setting the werewolf trigger back to 0, they always manage to attack my fortress right before my bridge/dry moat works properly and rip apart my dwarves to the point where the survivors go insane.
      You could set it to 3 then. 0 would make them not appear at all.

      How hard would it be to make it so the mod had the ability to let you choose fortress race? I play a lot of above ground forts as humans or whatever...I do not always like messing with the raws...
      Not hard at all. But you will lack many dwarven buildings and reactions unless you copy the PERMITTED_* from them to the race of your liking.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: ggamer on January 17, 2011, 11:52:50 pm
      How hard would it be to make it so the mod had the ability to let you choose fortress race? I play a lot of above ground forts as humans or whatever...I do not always like messing with the raws...
      Not hard at all. But you will lack many dwarven buildings and reactions unless you copy the PERMITTED_* from them to the race of your liking.
      it's fine, you've diversified it enough with castes.

      on that subject, do aspids/gloomers/obsidian dorfs actually use their natural ability?
      I had a gloomer militia commander, who never once used webbing.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 18, 2011, 12:46:01 am
      Yeah, I disabled their web for now, it cause too much trouble for your own dwarves. Obsidian dwarves shoot fireballs at will, so careful with booze/forest fires. Aspid dwarves no longer have a paralyzing breath, but they have a poisonous bite.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Flaede on January 18, 2011, 02:19:15 am
      I'm thinking about setting the werewolf trigger back to 0, they always manage to attack my fortress right before my bridge/dry moat works properly and rip apart my dwarves to the point where the survivors go insane.

      My problem as well.  Sometimes.  Not this game; I've got a legendary mason only 3/4 of a year in.  (lol, migrant was grand master :P)

      The trick is to quickly trigger even more ambushes/sieges from civs they are at war with. They all you have to do is control the flow of the three sided battle well enough that they wipe each other out before they get to you.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Torgan on January 18, 2011, 04:41:46 am
      I'm thinking about setting the werewolf trigger back to 0, they always manage to attack my fortress right before my bridge/dry moat works properly and rip apart my dwarves to the point where the survivors go insane.
      Locked doors seem to keep them out for me, I don't know if that's just because only some types of werewolves can ignore doors and aren't in that siege or if the AI is being a bit buggy.  Sometimes I have building destroyers like dread trolls head to my doors but just stop there without knocking them down.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 18, 2011, 06:55:03 am
      Werewolves are not building destroyers, and they can't lockpick, so you can just lock the doors. I wonder why do people have so many problems with them.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: recluser on January 18, 2011, 12:56:30 pm
      I wonder why do people have so many problems with them.

      Perhaps this can explain part of the issue:

      Spoiler (click to show/hide)

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: TomiTapio on January 18, 2011, 02:34:27 pm
      Werewolves are not building destroyers, and they can't lockpick, so you can just lock the doors. I wonder why do people have so many problems with them.
      I never use doors or two-floodgate airlocks; just traps. Really can't bother with siege engines either.

      Recently I've been trying some roguelikes (had Moria/Nethack/ADoM in years past, even Moria on 7 MHz 1 MB Amiga).
      I've installed Angband(Moria, much larger levels than 80x25), ToME (comes with tileset and sound effects, can edit .lua raws), Dungeon Crawl Stone Soup.

      Now back to see how ADoM has changed. (Huh, its latest version is from 2002 and there's a windows wrapper "ADoM Sage" for it now.) Still a decent system, attributes and skill potentials go up from using and at level-up. Special rooms are nice. There is weapon-crafting and arrow-making. Booby-trapped locked doors explode upon kicking, destroying your items... dip the "enchant weapon" scrolls into "holy water" to bless them... and starving to death is a real possibility, especially when playing a troll.

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Lord Shonus on January 18, 2011, 05:16:56 pm
      Beware the almighty jackal.
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Jacob/Lee on January 18, 2011, 05:21:43 pm
      Werewolves are not building destroyers, and they can't lockpick, so you can just lock the doors. I wonder why do people have so many problems with them.
      I find poltergeist-like instant door locking that keeps out a majority of creatures that come knocking a cheap way to survive. I never use doors to keep out hostiles, it's always a bridge.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Tyler6498 on January 18, 2011, 07:24:41 pm
      Is spellwood a powerful type of tree? I'm seeing this amazingly detailed spellwood spear for trade wand wonder if it's really worth it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Flaede on January 18, 2011, 08:01:49 pm
      Is spellwood a powerful type of tree? I'm seeing this amazingly detailed spellwood spear for trade wand wonder if it's really worth it.

      Spellwood is technically a metal, game RAW wise. It is the elves' answer to metal. As I understand it, it's in the game so that they can actually have a weapon that does damage through metal armor.

      EDIT: More detailed comparisons are on the mod's wiki, here: http://df-genesis.wikidot.com/metals
      EDIT ^2 - and as noted below, the chart says that spellwood is kinda crap for weapons/armor. Melt it down and turn it into cages, sez I.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: dennislp3 on January 18, 2011, 09:12:10 pm
      Which based on that chart...is crap...spellwood is precious and I would recommend it for decoration if not using Sun Gold (or use both)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: TomiTapio on January 18, 2011, 09:48:46 pm
      Also, Ironwood is metal-strong wood material straight off the tree, so it makes good shields and bolts. The silly elves enchant it to be more malleable and it becomes Spellwood.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Flaede on January 19, 2011, 09:04:29 am
      Yeah, chart sez spellwood is kinda crap. Does it even actually get through decent armor?
      I say melt it and reforge it. Mint coins with it or something.

      Ack! I just got sieged by centaurs. They brought 9 wolves with them.

      That wasn't the problem. The problem is that all 9 were female! What gives? Has something sneaky been done to wolves in this mod? I wanted wolves of my very own to add to the zoo.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Elu on January 19, 2011, 09:21:37 am
      humm, hope this isn't the wrong place but i have two question:

      firstly, i LOVE when things burn, except when that thing is my wagon right off the embark, i've looked on something that can have started the fire, and have found that there are "fireball pick" and "fireball axe"... what? is that normal or i have screwed something?

      secondly, this probably is the millionth time this question's asked, how i can change the embarking race in fortress mode? i've read about the token, but in the entity_default file there's nothing like sasquatchs, that is the only civ i've managed to embark with...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Flaede on January 19, 2011, 09:37:26 am
      humm, hope this isn't the wrong place but i have two question:

      firstly, i LOVE when things burn, except when that thing is my wagon right off the embark, i've looked on something that can have started the fire, and have found that there are "fireball pick" and "fireball axe"... what? is that normal or i have screwed something?

      secondly, this probably is the millionth time this question's asked, how i can change the embarking race in fortress mode? i've read about the token, but in the entity_default file there's nothing like sasquatchs, that is the only civ i've managed to embark with...

      Sounds like you doubled up an entry or two. You get random weirdness like fire axes and dragonfly civilizations when you do that.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Elu on January 19, 2011, 09:48:17 am
      Sounds like you doubled up an entry or two. You get random weirdness like fire axes and dragonfly civilizations when you do that.

      aww, yes, i'm an idiot, the error log show a ton of duplication problem, after a fresh install everything went better...

      but in fact i kinda liked the idea of a fireball axe...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Rumrusher on January 19, 2011, 10:41:52 am
      Sounds like you doubled up an entry or two. You get random weirdness like fire axes and dragonfly civilizations when you do that.

      aww, yes, i'm an idiot, the error log show a ton of duplication problem, after a fresh install everything went better...

      but in fact i kinda liked the idea of a fireball axe...
      screw axe the fireball pick sounds like layers of pain to dig in.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: ggamer on January 19, 2011, 11:00:24 pm
      Yeah, I disabled their web for now, it cause too much trouble for your own dwarves. Obsidian dwarves shoot fireballs at will, so careful with booze/forest fires. Aspid dwarves no longer have a paralyzing breath, but they have a poisonous bite.
      well, are obsidian dorfs still lightsources?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Stuebi on January 20, 2011, 01:29:23 am
      Hey guys. Is this mod playable for newcomers in Fortress Mode? Im playing since 2 weeks now and wonder if this mod makes the Game a lot harder or not with the new seemingly agressive races like Werewolves.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: dennislp3 on January 20, 2011, 01:47:55 am
      I would say wait til you get a good grip and idea of the basics of DF first (although its not necessary). its essentially regular DF with more depth and added things to only complicate it more...something you should steer clear of til you know what you are doing IMHO.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Mechlin on January 20, 2011, 04:44:03 am
      Hey guys. Is this mod playable for newcomers in Fortress Mode? Im playing since 2 weeks now and wonder if this mod makes the Game a lot harder or not with the new seemingly agressive races like Werewolves.
      Sure!
      And you will have a great deal of FUN, believe me  ;)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Zifnab on January 20, 2011, 08:02:59 am
      It doesn't make the game harder, just different.  A lot more depth, so harder to learn.  A lot more potential enemies, so it could be harder to survive if you embark near hostile civs.  But there are a lot more trading partners coming at alot more times of the year, which helps with the difficulty at least the first few years ingame.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Stuebi on January 20, 2011, 10:23:19 am
      Well a bit more challenge wont hurt. In the classic mode i started to WAIT for an actual attack to come, thats how bored i was. Started a Fort near Werewolves now, i want to look how good i understood the basics and if im able to hold of a early attack. Also a bit of challenge will probably spice my experience a bit up.


      One question tough, is it normal that the ice in a Temprate Area doesnt melt in summer? I prefer underground farms, because they are easier to defend, also in my nigh infinite wisdom i seem to forgot picking above ground seeds in embark screen. Im Doomed to face the Werewolves with almost Starved Dwarfs i guess?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Delta_02_Cat on January 20, 2011, 11:17:34 am
      Well a bit more challenge wont hurt. In the classic mode i started to WAIT for an actual attack to come, thats how bored i was. Started a Fort near Werewolves now, i want to look how good i understood the basics and if im able to hold of a early attack. Also a bit of challenge will probably spice my experience a bit up.


      That's exactly what I thought, the unmodded game was a bit too easy. I installed this mod a few days after i first played Dwarf Fortress and it wasn't that hard.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: JacenHanLovesLegos on January 20, 2011, 12:06:59 pm
      One question tough, is it normal that the ice in a Temprate Area doesnt melt in summer? I prefer underground farms, because they are easier to defend, also in my nigh infinite wisdom i seem to forgot picking above ground seeds in embark screen. Im Doomed to face the Werewolves with almost Starved Dwarfs i guess?
      Is tempature off?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Stuebi on January 20, 2011, 12:10:30 pm
      Well if it is, i dont know 0o Never saw a option to set it off or on.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: TomiTapio on January 20, 2011, 01:27:31 pm
      It's in init/d_init.txt  as [TEMPERATURE:YES]

      I recommend autosave, as DF may crash.
      [AUTOSAVE:SEASONAL]
      [AUTOBACKUP:YES] --does litter the disk with lots of tiny files

      and if too many kids in the fort, [BABY_CHILD_CAP:3:8] (3 kids max but let kids be 8% of population before reach 3 kids.)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Torgan on January 20, 2011, 01:37:52 pm
      Well a bit more challenge wont hurt. In the classic mode i started to WAIT for an actual attack to come, thats how bored i was. Started a Fort near Werewolves now, i want to look how good i understood the basics and if im able to hold of a early attack. Also a bit of challenge will probably spice my experience a bit up.


      One question tough, is it normal that the ice in a Temprate Area doesnt melt in summer? I prefer underground farms, because they are easier to defend, also in my nigh infinite wisdom i seem to forgot picking above ground seeds in embark screen. Im Doomed to face the Werewolves with almost Starved Dwarfs i guess?
      Unless you're reclaiming a lost fort then cavern floors are always covered in mud, you could build farms on that, or dig out a room and flood that using an underground lake.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Zifnab on January 20, 2011, 03:57:10 pm
      Just choose a group of "less desirable" dwarves and make them do nothing but plant gathering. You could even set up a system where the gatherers are locked outside or forbidden to come inside and dump some of their gathered plants into a pit accessable from the inside.  Then if the werewolves come, at least your elite dwarves are in a position to defend the fort.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Flaede on January 21, 2011, 03:36:20 am
      I never embark with seeds. I just get them from processing plants. For booze. You get a lot from a small area. It only really takes 1 dwarf with no starting Herbalist to level up and feed the starting 7.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 21, 2011, 05:08:22 am
      Okay, I should've done it earlier. I am reuploading 3.18e with init tweaks to turn the temperature back on. Too many confusion comes from that :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Stuebi on January 21, 2011, 09:44:41 am
      I never embark with seeds. I just get them from processing plants. For booze. You get a lot from a small area. It only really takes 1 dwarf with no starting Herbalist to level up and feed the starting 7.

      So i only get seeds from Plant gathering if i Process the Plants in a Farmers Workshop?

      And the Cave idea, thats good and fine, only problem is that you can search Hours without finding a Cave underground. The only real option is to use reveal. I mean, just as an example, imagine a Cave being on level 108, i start on Level 140. If i dont know that theres a Cave i have to dig around in all 32 levels below my Fort until i finally find that cave. its a bit hardcore isnt it?

      Well, my Dwarfs will die of thirst soon if im not getting the Farms to work, in the future i will only embark in warm Sites, it pisses me off allways landing in a Cold zone if i choose a Temprate Area.  Damn ice!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Flaede on January 21, 2011, 10:22:22 am
      I never embark with seeds. I just get them from processing plants. For booze. You get a lot from a small area. It only really takes 1 dwarf with no starting Herbalist to level up and feed the starting 7.

      So i only get seeds from Plant gathering if i Process the Plants in a Farmers Workshop?


      Or mill them. Or turn them into booze at the still. It's (usually) only cooking them that wont get you seeds.

      And the Cave idea, thats good and fine, only problem is that you can search Hours without finding a Cave underground. The only real option is to use reveal. I mean, just as an example, imagine a Cave being on level 108, i start on Level 140. If i dont know that theres a Cave i have to dig around in all 32 levels below my Fort until i finally find that cave. its a bit hardcore isnt it?

      I have never* very rarely missed all 3 cave layers. Sometimes they're pretty deep, but if you dig one staircase straight down it's not very often you wont find a cavern before you hit magma.

      *the exact center of a 2x2 or 4x4 world tile map will be inbetween the corners of the world tiles, which is more likely to have the large pillars and whatnot that cause you to miss a cavern. Very rarely you miss all 3.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: dennislp3 on January 21, 2011, 01:50:36 pm
      there any chance farming output will be nerfed? this mod adds a boatload of great crops...but with the overproduction rates of crops they can hardly be used in full....would just need to lower cluster size (default 5 unless this mod changes that) to like 3 (so legendary farmers still matter) and increase the grow duration....
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Stuebi on January 21, 2011, 02:03:54 pm
      I never embark with seeds. I just get them from processing plants. For booze. You get a lot from a small area. It only really takes 1 dwarf with no starting Herbalist to level up and feed the starting 7.

      So i only get seeds from Plant gathering if i Process the Plants in a Farmers Workshop?


      Or mill them. Or turn them into booze at the still. It's (usually) only cooking them that wont get you seeds.

      And the Cave idea, thats good and fine, only problem is that you can search Hours without finding a Cave underground. The only real option is to use reveal. I mean, just as an example, imagine a Cave being on level 108, i start on Level 140. If i dont know that theres a Cave i have to dig around in all 32 levels below my Fort until i finally find that cave. its a bit hardcore isnt it?

      I have never* very rarely missed all 3 cave layers. Sometimes they're pretty deep, but if you dig one staircase straight down it's not very often you wont find a cavern before you hit magma.

      *the exact center of a 2x2 or 4x4 world tile map will be inbetween the corners of the world tiles, which is more likely to have the large pillars and whatnot that cause you to miss a cavern. Very rarely you miss all 3.

      Ok, so i jsut dig straight down somewhere and hope i get some Caves or Magma. I never was able to play with magma since i started playing df, would be very nice if i would find a Magma pool on my current Map.

      Well i checked this init file and yes, Temperature was set on off. Now that i activated it i hope the Seas of Ice will melt and i will be able to Make good old underground Farms.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: BigD145 on January 21, 2011, 04:19:08 pm
      Well i checked this init file and yes, Temperature was set on off. Now that i activated it i hope the Seas of Ice will melt and i will be able to Make good old underground Farms.

      Deon plays with the init files and they end up in releases. I turn off the intro and such all the time, so I see it with most releases.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 21, 2011, 04:29:59 pm
      I already made all crops to grow 3-5 times longer, so there's no good way to make it better yet. Maybe future DF releases will make the product formula different, hehe.

      I've noticed that reducing the cluster size has barely any effect. I will play around and see what can I do though, thanks for the feedback.

      I still haven't uploaded the fixed init versions. I was carried away by organizing the Arkham Horror board game here on forums :P.

      Check this out, maybe someone wants to play? I have 3 more spots:
      http://www.bay12forums.com/smf/index.php?topic=75604.0
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: dennislp3 on January 21, 2011, 05:01:04 pm
      The longer grow times are noticeable and help a ton! I also play with smaller forts myself (no immigration) So that factors in as well. I am sure when/if I have a larger fort then it will be more pronounced. I appreciate the work you do Deon! What about making livestock/pets require food (mostly plants and seeds for birds)?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Zifnab on January 21, 2011, 05:16:43 pm
      So much fire....and blood!

      An ambush in the depot.  Two caravans stuck inside.

      Mobilized everyone.  35 dwarves rushed to defend the merchants. The military commander and a child were asleep.

      The obsidian dwarf blacksmith who had just created an artifact coffin arrived late to the battle, and threw a fireball into the middle of the fray.  Into the middle of to merchant caravans who had brought nothing but booze. Your fortress has crumbled.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Ibid Straydrink on January 21, 2011, 05:22:24 pm
      So much fire....and blood!

      An ambush in the depot.  Two caravans stuck inside.

      Mobilized everyone.  35 dwarves rushed to defend the merchants. The military commander and a child were asleep.

      The obsidian dwarf blacksmith who had just created an artifact coffin arrived late to the battle, and threw a fireball into the middle of the fray.  Into the middle of to merchant caravans who had brought nothing but booze. Your fortress has crumbled.

      Now that, is a satisfying downfall.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Zifnab on January 21, 2011, 06:01:51 pm
      So much fire....and blood!

      An ambush in the depot.  Two caravans stuck inside.

      Mobilized everyone.  35 dwarves rushed to defend the merchants. The military commander and a child were asleep.

      The obsidian dwarf blacksmith who had just created an artifact coffin arrived late to the battle, and threw a fireball into the middle of the fray.  Into the middle of to merchant caravans who had brought nothing but booze. Your fortress has crumbled.

      Now that, is a satisfying downfall.

      To make it better the first reclaim got killed by the remaining hostiles, the 2nd killed off the hostiles but got scared to death by ghosts, and the third reclaim is currently struggling to clean up the mess.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: dennislp3 on January 21, 2011, 06:24:29 pm
      Scared to death? do you mean that literally?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: freeformschooler on January 21, 2011, 08:07:03 pm
      Apparantly, Illithids are powerful, evil, benign tyrants who, if pissed off, will be satisfied with nothing short complete genocide.

      I generated a world with Genesis mod and then looked at the history. I thought, wow, there was only a single war that had taken place in this world! Then I examined it. The war had lasted the entirety of worldgen, ending a few years before I stopped the generation. It was between an Ezrakim Elf entity and an Illithid entity. Throughout the war, over six hundred Ezrakim Elves (which is to say approximately 50% of the world's total historical figures ever) fought hardily, and the Illithids obliterated them all, save for a couple dozen prisoners which rot in the bowels of an evil fortress today. Generally, the Illithids went straight for decapitation and/or other such flaying. I guess no one wanted to have a war after or during that, because they didn't want to stir the anger of the mind flaying destroyers. The Illithids now reign from a single, overpopulated dark fortress in the most evil section of the world.

      Or maybe this just means that elves are the biggest pansies in the DF multiverse, regardless of the mods you use.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: D_E on January 21, 2011, 08:17:31 pm
      Hi Deon,

      I posted an modified version of the spotter's guide (http://dffd.wimbli.com/file.php?id=3672).  I used one of the simpler Voidmaster tiles but gave it a forcefield aura, like Tomi suggested way back when.

      I also made a new Grigori flayer tile, since the original one was a hasty modification of the Emissary tile (I had forgotten about the Grigori).

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: SalmonGod on January 21, 2011, 09:12:27 pm
      Apparantly, Illithids are powerful, evil, benign tyrants who, if pissed off, will be satisfied with nothing short complete genocide.

      I'm pretty sure I've seen that Genesis is inspired by D&D Forgotten Realms.  As such, this is pretty much spot on.  Illithids have always been max on the scale of evil in D&D.  They view every other living creature as livestock for them to either suck the brains out of or mindrape into soulless thralls.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: freeformschooler on January 21, 2011, 09:49:04 pm
      I make so many typos in my posts. Here, hav a typo.

      Apparantly, Illithids are powerful, evil, benign tyrants who, if pissed off, will be satisfied with nothing short complete genocide.

      I'm pretty sure I've seen that Genesis is inspired by D&D Forgotten Realms.  As such, this is pretty much spot on.  Illithids have always been max on the scale of evil in D&D.  They view every other living creature as livestock for them to either suck the brains out of or mindrape into soulless thralls.

      D&D Forgotten Realms? Really? I would have never guessed, given my limited experience with the setting and the prevalence of flavorful variations of dwarves and such. Perhaps it's somewhere in between FR and the distilled essence of Deon's own original creations.

      Deon, what's your word on this?

      I like being able to ask because you're actually a regular forum user
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Flaede on January 21, 2011, 10:10:48 pm
      Ok, so i jsut dig straight down somewhere and hope i get some Caves or Magma. I never was able to play with magma since i started playing df, would be very nice if i would find a Magma pool on my current Map.
      From 2010 on, there is magma at the bottom of ALL maps unless you turn off the magma sea in worldgen settings. The question is whether you will catch the caverns before hitting the magma sea. It's very unlikely to miss all 3.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Zifnab on January 22, 2011, 08:31:09 am
      Scared to death? do you mean that literally?

      Literally

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Xenxe on January 22, 2011, 08:58:24 am
      Deon werewolves in the werewolf civ seem really really really overpowered well not so much overpowered as they don't freaking die....easily.

      In adventure mode I was hacking at 3 werewolf wrestlers hitting them and making them bleed they lost their feet and hands and it took like half an hour in real life for them to finally bleed out also under a constant stream of hits from a Professional Axedwarf.

      they all bled out I didn't strike any killing blows just they bled to death. Even though I was hitting them for like an in game day. One of them fell unconscious once and I hacked him in the head over and over and over and over and over till he got back up. I'm unsure if they are supposed to be like this or if its the game or what but I thought id let you know.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 22, 2011, 11:49:06 am
      I make so many typos in my posts. Here, hav a typo.

      Apparantly, Illithids are powerful, evil, benign tyrants who, if pissed off, will be satisfied with nothing short complete genocide.

      I'm pretty sure I've seen that Genesis is inspired by D&D Forgotten Realms.  As such, this is pretty much spot on.  Illithids have always been max on the scale of evil in D&D.  They view every other living creature as livestock for them to either suck the brains out of or mindrape into soulless thralls.

      D&D Forgotten Realms? Really? I would have never guessed, given my limited experience with the setting and the prevalence of flavorful variations of dwarves and such. Perhaps it's somewhere in between FR and the distilled essence of Deon's own original creations.

      Deon, what's your word on this?

      I like being able to ask because you're actually a regular forum user
      The world setting is quite far from D&D, it's more like a mix of stuff I like. Orcs are closer to morrowind orcs, dwarven castes are unique (I think, at least if they are from somewhere then it escapes my mind) but there are many creatures which I made based on my old "Faerun" mod, so you get illithids, beholders, mind flayers, umber hulks etc.

      So basically it's just a clusterfuck of the stuff I like, I wouldn't call it a "distilled essense" ;D. Of course I tried to make it all fit together and good and balanced gameplay-wise, so it would be fun to have around.


      Deon werewolves in the werewolf civ seem really really really overpowered well not so much overpowered as they don't freaking die....easily.

      In adventure mode I was hacking at 3 werewolf wrestlers hitting them and making them bleed they lost their feet and hands and it took like half an hour in real life for them to finally bleed out also under a constant stream of hits from a Professional Axedwarf.

      they all bled out I didn't strike any killing blows just they bled to death. Even though I was hitting them for like an in game day. One of them fell unconscious once and I hacked him in the head over and over and over and over and over till he got back up. I'm unsure if they are supposed to be like this or if its the game or what but I thought id let you know.
      Yes, they are supposed to be like that. Let me guess, the axe had no quality?

      Werewolves are mostly designed to be competitive for the fortress mode. Masterwork weapons can be 10 times better than common ones, and if they are STEEL weapons, well, they decapitate werewolves nicely.

      Adventurers have a hard time because it's not easy to find a good weapon of a high quality.

      Also there're traps and ranged weapons, so I have no problems dealing with them in fort mode.

      If you want them to be easier, just replace TOUGHSTANDARD_MATERIALS with STANDARD_MATERIALS in the werewolf entity.
      It would be too easy though, because they have no weapons or armor.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Flaede on January 22, 2011, 01:21:22 pm
      Personally I think the TOUGHSTANDARD_MATERIALS stuff is awesome. Even when they resist death in adventure mode and I am reduced to strangling as the only effective means of killing them. Actually, especially then. It has this sort of taking desperate actions to survive awesomeness to it.

      I'm collecting a zoo currently, and am trying to figure out which animals have tough skin and teeth so I can train them as my war beasts. The gorillas didn't cut it. Rhinos look promising. (I told myself I wouldn't peek at the raws. That way I have an excuse for "rigorous testing")
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: arghy on January 22, 2011, 02:44:15 pm
      Hey i wanted to get back into DF but my time is even more limited then usual--is there any auto designators that work with genesis? The hardest part for me is making a nice looking fortress only to have it destroyed 20 minutes later so if i could have the dig orders saved then i could easily lose a fortress without screaming over 30 minutes of careful design lost.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: dennislp3 on January 22, 2011, 03:15:35 pm
      to prevent that...I throw up a crappy looking and hastily made defense before I do anything....also i usually start big.....so I have to...right now I am playing the wizard tower mod and I started by channeling  a 100+ by 100+ square then built a big wall around....haven't got any further than that and I played for at least an hour or two (takes a long time for the wizards to gain mining levels so its pretty slow)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: SalmonGod on January 22, 2011, 03:22:50 pm
      The world setting is quite far from D&D, it's more like a mix of stuff I like. Orcs are closer to morrowind orcs, dwarven castes are unique (I think, at least if they are from somewhere then it escapes my mind) but there are many creatures which I made based on my old "Faerun" mod, so you get illithids, beholders, mind flayers, umber hulks etc.


      I just remember a post, somewhere in this thread, where someone asked and you somewhat affirmed that the dwarven casts were based on the different types of dwarves in forgotten realms.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: arghy on January 22, 2011, 07:36:25 pm
      to prevent that...I throw up a crappy looking and hastily made defense before I do anything....also i usually start big.....so I have to...right now I am playing the wizard tower mod and I started by channeling  a 100+ by 100+ square then built a big wall around....haven't got any further than that and I played for at least an hour or two (takes a long time for the wizards to gain mining levels so its pretty slow)

      Haha yeah channels are worthless against flying creatures and what usually destroys my fort is a massive ambush force slaughtering more then half my army. Surviving for years usually isent a problem for me but i usually invest so much time into a single fortress that when i eventually do make that mistake i lose interest in DF. I've gotten to the point were surviving isent the goal its creating a vast complex underground fortress with a standing army with no traps beyond cage traps.

      For instance my dining hall must be atleast 3z levels tall and end in a cavern with windows and the time it takes to create my standard fortress is so goddamn long.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: dennislp3 on January 22, 2011, 07:49:36 pm
      I also play without or with minimal immigrants...makes it harder...but I figure rather then end game because of a bunch of FPS issues (ive never actually had that problem cause I have never go more than a hundred or so dwarfs) I would rather build my fort from scratch (dwarfs included).

      Because my forts are usually so small I try and make my army consist of archers with animals as meat shields...Archers with just wooden arrows usually do really well even against flying things.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: arghy on January 22, 2011, 11:40:44 pm
      I really just want a program that allows me to create designs out of game then allows me to paste them into the game so i dont need to spend hours manually designating awesome looking hallways/bedrooms/central chasms.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: dennislp3 on January 23, 2011, 12:07:01 am
      there are utilities that help do that...gotta run to the store then i can link you to some if no one else does before I get back.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Flaede on January 23, 2011, 01:41:02 am
      I, too, want that link. I have many foolproof intake designations and stuff that I'd really love saved.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: dennislp3 on January 23, 2011, 01:49:35 am
      ok so what I could dig up was

      Quickfort
      http://sun2design.com/quickfort/

      Quickfort 2.00pre3
      http://www.bay12forums.com/smf/index.php?topic=35931.msg1435348#msg1435348

      And a utility to make using Quickfort more streamlined

      ChromaFort
      http://www.bay12forums.com/smf/index.php?topic=55025.0

      There is another one but I will have to search for it and see if I can find it...forgot the name
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 23, 2011, 03:47:39 am
      Yes, any stuff which works with 0.31.18 works with genesis.

      The world setting is quite far from D&D, it's more like a mix of stuff I like. Orcs are closer to morrowind orcs, dwarven castes are unique (I think, at least if they are from somewhere then it escapes my mind) but there are many creatures which I made based on my old "Faerun" mod, so you get illithids, beholders, mind flayers, umber hulks etc.


      I just remember a post, somewhere in this thread, where someone asked and you somewhat affirmed that the dwarven casts were based on the different types of dwarves in forgotten realms.
      The original idea was based on shield/iron dwarves and a mod which made a chance for a hero to be born (current steel dwarves, they were the "hero" caste and the only one besides the "common" dwarves). It quickly evolved into the current idea.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: arghy on January 23, 2011, 04:33:25 am
      Holy shit check this out http://www.irritablegourmet.com/dwarf/index.htm helps so much
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: dennislp3 on January 23, 2011, 04:40:23 am
      Oh yeah forgot about that one completely! good link pretty much quickfort for your browser...much better and easier to work with in my opinion
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: arghy on January 23, 2011, 05:11:47 am
      How do i save the file now? do i open excel and create a .cvs file(can i?) and paste it in?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: dennislp3 on January 23, 2011, 12:27:16 pm
      if you used the online tool then copy/paste the bottom section with the code and turn it into a .cvs file
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: arghy on January 23, 2011, 02:58:15 pm
      Holy shit forget creating your own heres the holy grail of quick fort designs http://www.wuala.com/Aklyon/Public%20Stuff/Blueprints.rar
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Stuebi on January 23, 2011, 04:26:33 pm
      Ok First Thanks to Flaede for making that clear, im currently digging a 4x4 Staircase in my Fort that reached level 54 just now, i hope i find something soon^^

      Also, i had my first Siege in Year 2 from Goblins, i held them off nicely with some Traps. After that i tried to built a Military asap just in case. And yes it was neccesary. Soon after the first Siege TWO came simutaneously, and then Awesome happened:

      Before reaching my Fortentrance, the Goblin and Werewolve force met and decided to make a little warm up with each other. The Goblins were reduced to shreds, with little Causalties on the WW side, but then one of..... these Slime thingies that the Gobbos brought with them got "Enraged" And set the whole fight on fire. Because i didnt want to eat Roasteddorf i stayed away from the whole thing. After the Smoke was gone i could see about 20 Corpses lying around, Limbs, arms and heads everywhere. The remaining Forces were wounded and even my Newb Military was able to kill them easy. It was pure Awesome and im still Shocked about the Epicness that has happened in this Hole that i call a Fort xD

      One Question tough: Is it possible that Werewolves are pretty tough against Warhammers? The few survivors put up a hard Fight against the 5 Hammerdwarfs i have in my Military at the moment.

      Also, big big thanks from me and my mates (All swiss) for this awesome mod, im playing for hours now and almost cant stop with all the Fun happening.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: arghy on January 23, 2011, 04:54:47 pm
      Hammers are honestly only good when you have badass hammers and hammer dwarves other then that they wont be terribly effective compared to the overpowered axe/maces. Once you have skilled hammer dwarves with good hammers they'll rape again but until then you wont have the limb splintering goodness that axes give you.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Stuebi on January 23, 2011, 05:19:58 pm
      Well damn, because the Weapon Industry nomnomnoms so much wood i was only able to make Equipment for 5 Dorfs until now, and in my endless wisdom i made 5 Warhammers of course. I got the idea from some guy that told me sometimes Enemys and their Limbs would fly around in a very wide range if your Dorfs use Hammers, oh well now i have to wait until the trees grow back, that could take some time^^

      Well maybe i just stick to iron until i find Magma, steel just uses more Charcoal from trees and i dont really have much of those.

      Oh and i saw that Werewolves dont wear armor, so could i use Weapons below Iron level and make Weapontraps that deal with the WWs? Without armor they shouldnt really be able to block of much.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: _DivideByZero_ on January 23, 2011, 05:31:55 pm
      Were danger rooms fixed in this mod?
      My dwarves have multiple cloaks on as well as full steel armor and I lost a dwarf to the wooden spears.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 23, 2011, 06:01:39 pm
      Are you sure they all had helms? Because caps cover only 1/2 of the head, and they still can get a headshot.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: _DivideByZero_ on January 23, 2011, 07:33:52 pm
      Yup.
      It doesn't really matter though since we have the training dummies.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: arghy on January 23, 2011, 07:56:58 pm
      Anyone got the circle .cvs files for quickfort? the fractal designs are fucking beautiful but i want some circle designs so i can make central shafts.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Nami on January 23, 2011, 09:19:50 pm
      Okay, first, Love the mod! Seriously, I play both it and Vanilla DF, mostly because it doesn't have the Mayday tile set, and I am very attached to said tileset, well that and it just has so many farmable plants (pages and pages) and weapon materials that it's a bit overwhelming, I mean it's easy in vanilla, Copper -> Iron -> Bronze -> Steel -> Addy but in Genesis there's different types of steel, and bronze, and then so many other metals boot, I have no idea what to make, or HOW to make them, actually, so many different types of forges, again, overwhelming compared to the simple Wood Burning -> Smelter -> Forge of Vanilla, again.
      Which reminds me, is Sun Gold any good as an armor/weapon metal?  Because I think it's kicking, at least to look at, and since it means that I get to steal trade with the elves, I'm all for it.

      EDIT: Also, was going through the domestic animal raws, editing the caste names to the male/females are distinct, just cause, and I noticed the boars have the MULTIPLE_LITTER_RARE tag, which confuses me because boars (which pigs are descended from) have litters, wild boars have about 4-6 per litter.  And pigs can have way more.  Also, goats usually have twins or triplets.

      Also, how do training dummies work, exactly, I wanted to assign dwarfs to them, but the things wouldn't let me D<!  So they just sat there until I got annoyed and deconstructed them.
      Oh, and a final question, whats a .cvs file, and how do I use them?  I have particular designs that I use for residential districts, crypts, and hospitals, and I hate repeating them over and over.

      Again,  love the mod, I've watched all of the genesis adventure vids n-n (you need to talk to the monsters about attacking testicles, and phallus', and breasts, by the way.  They have problems.)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: _DivideByZero_ on January 23, 2011, 09:55:59 pm
      Dummies require an unconsumed training weapon of the appropriate type.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Nami on January 23, 2011, 10:07:10 pm
      and then does someone automatically start smacking it?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: dennislp3 on January 23, 2011, 10:22:52 pm
      You assign it like a workshop...just make it so only one person can use it through the management window and create the job to train
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: TomiTapio on January 24, 2011, 12:36:23 am
      Okay, first, Love the mod! Seriously, I play both it and Vanilla DF, mostly because it doesn't have the Mayday tile set, and I am very attached to said tileset, well that and it just has so many farmable plants (pages and pages) and weapon materials that it's a bit overwhelming, I mean it's easy in vanilla, Copper -> Iron -> Bronze -> Steel -> Addy but in Genesis there's different types of steel, and bronze, and then so many other metals boot, I have no idea what to make, or HOW to make them, actually, so many different types of forges

      Be sure to check the Genesis wiki! http://df-genesis.wikidot.com/metals
      I like to order black steel and red steel from the mountainhomes, it's reasonably cheap, and then have a few nice Red Steel Daggers to do the things that common Cobalt Spears just can't do.
      Embarking with Ilmenite helps you make that Black Steel.
      Sun Gold could be called "elf steel". And Ironwood-wood is metal-hard straight off the tree, and becomes iron-class Spellwood metal in the elves' clean little hands.

      Workshop tips: http://df-genesis.wikidot.com/workshops
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Lamphare on January 24, 2011, 04:32:10 am
      i'm pretty sure the plant section on wiki is outdated/incomplete.
      as so i gave up referring to it, just reading the raw.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Torgan on January 24, 2011, 05:28:30 am
      And the Cave idea, thats good and fine, only problem is that you can search Hours without finding a Cave underground. The only real option is to use reveal. I mean, just as an example, imagine a Cave being on level 108, i start on Level 140. If i dont know that theres a Cave i have to dig around in all 32 levels below my Fort until i finally find that cave. its a bit hardcore isnt it?
      Sorry a few pages late but do you know you can press (d)->(i) to designate an up/down staircase, hold down the mouse where you want to dig the stair then move up or down levels to designate a staircase?  You can only do it for a 1x1 square but it takes about 30 seconds to designate a 2x2 staircase that will reach the bottom of the map.  It doesn't take very long to mine out either, I just do that at embark now and you can have a magma industry up and running within the first season or two.  Churn out some metal goblets and you're sorted for the first caravan.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Stuebi on January 24, 2011, 06:46:17 am
      And the Cave idea, thats good and fine, only problem is that you can search Hours without finding a Cave underground. The only real option is to use reveal. I mean, just as an example, imagine a Cave being on level 108, i start on Level 140. If i dont know that theres a Cave i have to dig around in all 32 levels below my Fort until i finally find that cave. its a bit hardcore isnt it?
      Sorry a few pages late but do you know you can press (d)->(i) to designate an up/down staircase, hold down the mouse where you want to dig the stair then move up or down levels to designate a staircase?  You can only do it for a 1x1 square but it takes about 30 seconds to designate a 2x2 staircase that will reach the bottom of the map.  It doesn't take very long to mine out either, I just do that at embark now and you can have a magma industry up and running within the first season or two.  Churn out some metal goblets and you're sorted for the first caravan.

      AWESOME, thank you very much! Im doing a new embark anyway, i forgot to limit the Popcap and at 90/100 Dwarfs my game starts to rapidly loose FPS. I Thought about setting it to maybe 60 or 70 but then i wont get any Sieges right?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Delta_02_Cat on January 24, 2011, 08:07:38 am
      As far as I know you need 20 dwarfs for sieges.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Qinetix on January 24, 2011, 08:25:21 am
      wait why don't we have bees o.o
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: TomiTapio on January 24, 2011, 09:00:35 am
      wait why don't we have bees o.o
      Toady is adding bees and honeymaking feature in .31.19 (not released yet!), and lots of other things, clay crafts, probably wool-from-sheep too. No point in adding bees to Genesis before the official bees.

      And bees are tiny, so they are vermin, and can't be interacted with except:
      - disturb a nest of them
      - cat or other verminhunter kills and hauls them
      - starving dwarf looks for them for food.
      Forest fire probably doesn't kill vermin. Someone should try with magma.

      Deon, shall we have gators and crocs trainable as Thundercraft requested? Would the siegers bring too many of them?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 24, 2011, 09:52:34 am
      As far as I know you need 20 dwarfs for sieges.
      For werewolves and centaurs. For illithids and demons you need more (60 or 80, I should check the numbers).
      It's moddable (PROGRESS_TRIGGER_POP_SIEGE in entity_default.txt and entity_illithid.txt).

      Quote
      bees
      Check the latest devlog entry ;).

      Quote
      Deon, shall we have gators and crocs trainable as Thundercraft requested? Would the siegers bring too many of them?
      Something feels a bit wrong with the idea, but war crocodiles sound badass. Why not? :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: arghy on January 24, 2011, 01:11:50 pm
      egypt had war crocs
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: BigD145 on January 24, 2011, 05:59:59 pm
      Well damn. Here I was worried about a Thunderbird and a war rhino just kicked her ass. The rhino only suffered a bruised pancreas.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Kogut on January 25, 2011, 01:22:22 am
      egypt had war crocs
      What? It is probably legend.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: arghy on January 25, 2011, 02:18:29 am
      egypt had war crocs
      What? It is probably legend.

      Hey they had the idea and thats all that matters to dwarves besides i want a moat that drops down into holding tank filled with war crocs that drains into my main hall so my dwarves can watch as the water turns red and rains down on them. You could also use grates to gather the gear from the dead enemys to!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Flaede on January 25, 2011, 03:06:40 am
      Question - Dolomite. Does it did you mess with it? Does it dissolve in water now or something?

      I just mined out some dolomite in an aquifer. I know my High Master miner created at least one dolomite rock out of 8 tiles mined out. There are none down there, and it wasn't hauled anywhere else. I checked in the stock menu, and the only dolomite I have is listed as being used in the ramps in the aquifer channel. I did not construct these and they seem to be natural (mine-out-able) ramps.

      what the heck? I just wanted to check here before I decided it was a general DF thing.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 25, 2011, 03:53:18 am
      The dolomite is vanilla.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Flaede on January 25, 2011, 04:58:03 am
      weeeird. I cannot duplicate this. I guess I have to assume I imagined the mined out rocks.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 25, 2011, 05:26:38 am
      Could it be that some craftsdwarf grabbed them for mugs?

      Anyway, I plan some updates, with a rebalance for the castes and some Fun elements.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 25, 2011, 05:56:49 am
      So, don't expect anything gamebreaking from the next update. But those who mod and who like to peek into raws should like this update. I am moving all creatures around, based on their types, and reducing the number of files. Also I am adding a header to each file with the list of creatures (and I will mention on wiki/first post) which file has which critters.

      Also it helps me to tweak similar creatures. And I've added TRAINABLE to crocodiles and alligators. If you have any suggestions/requests, feel free to ask now.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Flaede on January 25, 2011, 06:05:53 am
      Could it be that some craftsdwarf grabbed them for mugs?

      Anyway, I plan some updates, with a rebalance for the castes and some Fun elements.

      They were underwater! And quickly under grates. Also, I had no mugmaking queued. (Green Glass Everything) And dolomite is an economic stone currently barred from use (I checked).

      Ah well. Small mysteries. The weird part was how my stock menu has dolomite, and shows it as being where the missing ones were.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 25, 2011, 06:31:43 am
      Maybe it's a display issue? Did you "k" over the tiles? Are they hidden by chance (you can hide/unhide items)?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Flaede on January 25, 2011, 06:54:40 am
      nope. not hidden. Good thing to check for, though, but hidden things still show up on the 'k' menu.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: MiamiBryce on January 25, 2011, 07:26:32 pm
      Deon,

      Aren't the plants, trees, metals, etc listed in the menus in the game in the order they're listed in the file(s)?  I think I remember that being the case.  While you're reorganizing the files could I convince you to sort all the files alphabetically so we can have an easier time finding stuff in lists?

      Thanks.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 26, 2011, 01:59:07 am
      I already sort animals alphabetically, however I don't think it will make much of impact...

      Sorting stuff like stones and minerals though could help, especially for the "stones" menu and the like.

      P.S. Yep, it works:
      (http://i53.tinypic.com/23r8xz5.png)

      You have to generate a new world for the items to be sorted though.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: dennislp3 on January 26, 2011, 02:41:12 am
      ooohhhh that's nice...Id love sorted things...always hated the way things aren't sorted and random at best...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Flaede on January 26, 2011, 05:23:48 am
      I already love the sorted gemstones. Looking forward to stones being sorted, too.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 26, 2011, 05:45:00 am
      Not only stone. I will try to optimize and sort everything I can :). It's about time to stop adding mindlessly and sort/organize what we have :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Kogut on January 26, 2011, 06:33:03 am
      So it is enough to shuffle order of them in raws to have sorted lists? Cool.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 26, 2011, 08:48:27 am
      Yep, and I will probably have to put them in a single file, but it won't cause any problems at all.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Delta_02_Cat on January 26, 2011, 09:17:31 am
      Yeah, defeat the chaos :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: JacenHanLovesLegos on January 26, 2011, 01:18:11 pm
      I don't play forts very long, but do imps actually build in-game?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Icee77 on January 26, 2011, 08:10:26 pm
      YAY!!! I made centaurs
      [INTELLIGENT] and
      [CAN_LEARN]     (no slow learner)
      [BENIGN] also
      TRANSLATION: DWARF
      And generated a world!!
      Seems they carved out an island all for themselves!!! The entire island has nothing but Centaur forest retreats!!!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: dennislp3 on January 26, 2011, 08:12:04 pm
      I figured they were already at least intelligent...guess not...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: myrkul on January 27, 2011, 06:15:42 am
      I'm assuming the Civ screen is supposed to only have the Dwarves on it at first? At embark, I had plenty of neighbors, but nothing on the civs screen when I got there. Is there a setting i missed somewhere that's changed from vanilla, or is this a bug?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Abyss, Holder of Light on January 27, 2011, 06:28:08 am
      Question: are the metals supposed to be not colored? because red steel isn't as red as I want to...

      (I want my cobalt marksdwarf squad and my red steel squad now)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Kogut on January 27, 2011, 06:36:29 am
      I'm assuming the Civ screen is supposed to only have the Dwarves on it at first?
      Yes
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: rephikul on January 27, 2011, 06:40:57 am
      Yep, and I will probably have to put them in a single file, but it won't cause any problems at all.
      Scrolling through said file is going to be a bitch :(
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: BigD145 on January 27, 2011, 02:41:03 pm
      Yep, and I will probably have to put them in a single file, but it won't cause any problems at all.
      Scrolling through said file is going to be a bitch :(

      ctrl+f
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: rephikul on January 27, 2011, 02:52:25 pm
      Yep, and I will probably have to put them in a single file, but it won't cause any problems at all.
      Scrolling through said file is going to be a bitch :(

      ctrl+f
      needle
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Lamphare on January 27, 2011, 03:28:18 pm
      Deon,

      this has been bothering me for a while
      one time i embarked in cold/temperate temeprate forest, managed to buy some leek seeds, then i could not see it in farm selection menu. seeds are not forbidden, hidden nor inaccessible. it can only grow in autumn and winter so i did check in both seasons' menus.
      so sometime later i generated another world, embarked, bought passion fruit pineapple vanilla and sugarcane, some are fruits, some are seeds. after turning them all in seed bags and gotten the farm up, i found also in this world, some, including the listed plants do not show up in farm menu.
      is this vanilla problem? cuz i had never seen such in vanilla, probably because there are just so few kinds of plants.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: userpay on January 27, 2011, 05:01:54 pm
      Deon,

      this has been bothering me for a while
      one time i embarked in cold/temperate temeprate forest, managed to buy some leek seeds, then i could not see it in farm selection menu. seeds are not forbidden, hidden nor inaccessible. it can only grow in autumn and winter so i did check in both seasons' menus.
      so sometime later i generated another world, embarked, bought passion fruit pineapple vanilla and sugarcane, some are fruits, some are seeds. after turning them all in seed bags and gotten the farm up, i found also in this world, some, including the listed plants do not show up in farm menu.
      is this vanilla problem? cuz i had never seen such in vanilla, probably because there are just so few kinds of plants.

      Juuust to be sure but did you try farms both above and below ground? Alot of those sound like they'd be above ground crops.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Flaede on January 27, 2011, 05:21:33 pm
      I am pretty sure not all seeds can be planted in all biomes/temperatures. I don't know the details, but I always seem to see this with at least one set of overground seeds. I have never been able to plant the mandrake seeds, for instance.

      Edit: not a plant question, but an animal husbandry one: why are rattle and asp snakes not breedable?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Lamphare on January 27, 2011, 05:29:09 pm
      Juuust to be sure but did you try farms both above and below ground? Alot of those sound like they'd be above ground crops.
      yes i did try in above ground farms. all underground plants work fine with me, though.
      lol i'm bit obssesse with acquiring as many different seeds and cultivate them as possible.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Nami on January 27, 2011, 06:58:48 pm
      @Deon: Err, some of the domestic animal litter tags could be changed, I mentioned it on my first post n-n;

      But that's not why I'm here, I'm here to show this:
      Spoiler (click to show/hide)

      I wanted him to go kill some lions, but he goes and jump off the bridge after some pirannas.
      I almost wanted to let him die, but then he does that ^ and when he bled to death, I just had to reload, even though he'd already almost burned us to death killing some warthogs (I feel like they should have been already cooked when they got butchered XD).  That was just too hilarious.

      Obsidian dwarfs kick ass!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 29, 2011, 09:47:28 am
      Heh, yeah, say thanks they cannot breath fire, only throw fireballs ;D.

      By the way, discussing speech files in another thread, I've noticed that WE DO NOT HAVE like 90% of custom speech files I've made for Genesis back in 40d.

      I literally forgot to copy them somewhere between early updates, and nobody noticed that :(. I guess people don't play Adventure mode a lot so they didn't see it. It will return in the next release!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Jack A T on January 29, 2011, 12:20:11 pm
      It seems that, when I try to make silk crafts, I discover the need for 10000 pieces of silk cloth.

      I think there may be something wrong there.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 29, 2011, 12:30:57 pm
      It's a vanilla display issue. One unit of cloth has 10000 units of thread. Same with metal bars having 150 units of metal.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Nami on January 29, 2011, 08:39:20 pm
      @Deon:

      That reminds me, are obsidian dwarfs fire proof?
      Because, of the several times that same dwarf has managed to kill himself (I keep reloading his fire happy ass, actually her fire happy ass, but I digress) I think once he set himself on fire... since then, I've made sure to cheat and set the weather on rain whenever she fights.  Steam hasn't managed to kill her.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Jacob/Lee on January 29, 2011, 08:48:36 pm
      @Deon:

      That reminds me, are obsidian dwarfs fire proof?
      Because, of the several times that same dwarf has managed to kill himself (I keep reloading his fire happy ass, actually her fire happy ass, but I digress) I think once he set himself on fire... since then, I've made sure to cheat and set the weather on rain whenever she fights.  Steam hasn't managed to kill her.
      After taking a look at the raws, I would say that obsidian dwarves are not fireproof.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Flaede on January 30, 2011, 01:29:05 am
      I think it got removed, because a glitch made all dwarves magmaproof as a result.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Qinetix on January 30, 2011, 10:44:32 am
      -_- i don't get it :( there OBSIDIAN DWARFS , they should survive in magma , or it really made all tipes of dorfs imune to ze magma
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 30, 2011, 11:35:36 am
      Yeah it makes all dwarves immune to magma. Those tokens do not work on caste levels, they apply to all castes.

      So imagine them as dwarven wizards who can burn themselves. Pretty dwarven IMHO :P. I.e. while dwarves work with magma, they are not immune to it, but it doesn't stop them from being awesome with it.

      Also there comes a massive update of structure of the mod (for Ironhand version only, it would take too long to update all versions) and I will release it for testing soon. Later I will adjust other graphical/ASCII versions accordingly.

      This update brings a sorted list of stones/metals and alchemy (and some tweaks to current reactions).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 30, 2011, 11:48:48 am
      This is how the list looks in the current state:
      Spoiler (click to show/hide)

      Now you can allow/disallow not only stones, but metals too. Also they are organized alphabetically and are in lists, so you can quickly see what is a flux, which metal can be used for weapons etc.

      Another major change I've made: I removed malachite, hematite, cassiterite etc. They are now named "copper ore", "iron ore", "tin ore" etc.

      If you don't like this change, tell me and I may revise me, but I personally don't like trying to remember which ore is that and going into Stones list just to check it :).

      Also new tiles for ore veins are on the way, so they will be better than current a bit undefined squares.

      P.S. I see that Cobaltite is still in "other stones" now, hehe. As I said, it's a work in progress, and I keep reorganizing and debugging it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: rephikul on January 30, 2011, 11:55:02 am
      what'd happen if my mayor happen to like "- Common Metals -"?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 30, 2011, 11:58:14 am
      Hmm, I didn't think about it, good point. Do they pick from EVERY existing metal from the list? Even if the nation/any nation have no access to them?

      Anyway, I am reducing the number of gems, so that should compensate it :D.

      P.S. And by the way, those things do not have a metal nor [IS_STONE] template, so I doubt they are picked.

      I've never seen my dwarves liking fireballs/iceballs, although I have those materials in the raws for adventure "casting".
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: rephikul on January 30, 2011, 12:02:14 pm
      Hmm, I didn't think about it, good point. Do they pick from EVERY existing metal from the list? Even if the nation/any nation have no access to them?
      In fd there's an inorganic stone called vaporstone which spawn no where except as corpses of some races (like ashes) and my dorfs like it every now and then. Not sure what'd happen without IS_STONE.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 30, 2011, 12:07:15 pm
      Yes, disregard anything that I said in this post before this edit.

      Making those entries into LEAF_TEMPLATE material fixed the issue. Nobody likes them now.

      As you said, ORIGINAL IDEA, hehe. I have them too.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: rephikul on January 30, 2011, 12:43:27 pm
      Yes, disregard anything that I said in this post before this edit.

      Making those entries into LEAF_TEMPLATE material fixed the issue. Nobody likes them now.

      As you said, ORIGINAL IDEA, hehe. I have them too.
      Interesting, so the z-stone list indeed take everything inorganic (had this problem before myself) although somehow gems are not included on the list.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 30, 2011, 12:53:22 pm
      The gems do not participate in any reactions. If you include them, they may appear there, I didn't test.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: rephikul on January 30, 2011, 01:01:28 pm
      The gems do not participate in any reactions. If you include them, they may appear there, I didn't test.
      So do most common stones. In some of the older versions of my mod, I've had poisons defined as inorganic but still use CREATURE_EXTRACT_TEMPLATE. Guess what? They shown up on the z-stone menu.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Leonard DeVir on January 30, 2011, 01:05:49 pm
      Meh, Id personally like to have diverse ores. What if I want to make, say, hematite tables just because? Im really fond of your mod because it adds so much diversity - taking it out now would feel a bit bland. As always: imho :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: rephikul on January 30, 2011, 01:14:50 pm
      Meh, Id personally like to have diverse ores. What if I want to make, say, hematite tables just because? Im really fond of your mod because it adds so much diversity - taking it out now would feel a bit bland. As always: imho :)
      If I make a mod with nothing special except for everything available in 16 colors and 256 different tile representation would you play it?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 30, 2011, 01:23:00 pm
      Meh, Id personally like to have diverse ores. What if I want to make, say, hematite tables just because? Im really fond of your mod because it adds so much diversity - taking it out now would feel a bit bland. As always: imho :)
      I can give the names back as an option. The only two things I took out were Malachite and Limonite. I plan to make a HUD for Genesis install, because downloading everything separate and then juggling around is not that nice. I liked Rephikul's approach (a bath file works just fine when you don't know how to draw HUDs or don't want to bother) though, so I may make a .bat file.

      I plan to makes a lot of other stuff optional, like races and alchemy.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Leonard DeVir on January 30, 2011, 01:24:27 pm
      Thats a point of view :) Ultimately we could spin this to the point: we dont anything except metal, wood, stone, gem, dwarf 1-7,... and so on.  I like to plan and structure my fortress and give awesome dorfs stuff they like, craft weird goods and furniture in regard to colour. Yes, its just a name and a colour..But there is no reason for me to reduce stuff to the bare minimum to me f its not neccessary, especially in DF - where your imagination is 75% of the game.

      Argue about taste,thats why I wrote IMHO ;)

      Edit: Ninja'd. Tis' a reply to rephikul. I really like your idea Deon. Optional is always the way to go!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 30, 2011, 01:48:29 pm
      There's no real reduction in renaming of Cassiterite to Native Tin by the way. It IS the native tin.

      We could argue that Native Gold should have a different name, for example :). It's mainly the inconsistence that bothers me

      As I said, I will make it optional.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 30, 2011, 02:59:05 pm
      Great news : Rephikul allowed me to grab his .bat installer as a base, so you guys will get a simple interface to customize the mod. I've already added support for toggling castes and simple ore names (on/off for castes and on/off for mineral nomenclature for now; I may add more complex customization like addition of specific castes later).

      Also it means that you will get a bit bigger install with all the graphics options, but the biggest size takes the music, so I will probably put it in an optional download.

      Time to organize things, yeah!

      Tell me any optional additions you want, I will include them.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Leonard DeVir on January 30, 2011, 05:32:28 pm
      There's no real reduction in renaming of Cassiterite to Native Tin by the way. It IS the native tin.

      We could argue that Native Gold should have a different name, for example :). It's mainly the inconsistence that bothers me

      As I said, I will make it optional.

      Ah, I see! No problem with that, I thought you wanted to simplify a lot more, like every iron yielding stone = iron ore. Should have trusted you more, haha.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Stuebi on January 30, 2011, 05:49:51 pm
      Does the noExotic Utility work with the current Version? It would be cool if im able to tame all Animals and make them War Animals after. For Example i just catched a Dragon Raptor, which would be awesome as Warcreature.

      EDIT:

      Will i need to generate a new world after altering Creature Tags?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: BigD145 on January 30, 2011, 06:03:05 pm
      Tell me any optional additions you want, I will include them.

      None.

      You make the mod how you want to make it. I'll either play it or not. Right now, it's the only mod I play.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 30, 2011, 09:11:24 pm
      Well, still you may like to get something else which is cool but not desired for everyone. Or for once play with a set of races, or without castes, etc. The installer takes care of that.

      Does the noExotic Utility work with the current Version? It would be cool if im able to tame all Animals and make them War Animals after. For Example i just catched a Dragon Raptor, which would be awesome as Warcreature.

      EDIT:

      Will i need to generate a new world after altering Creature Tags?
      There are no exotic animals in Genesis.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: userpay on January 30, 2011, 10:12:20 pm
      Wheres the tag that gives wild turkeys their ability to fly? I've got a bunch of them on my map playing havoc with the merchants and my marksdwarf seems unable to deal with them as they quickly fly out of range. Plus I want to see some of them plummet when I take it out.

      edit: I should probably add that my ranger for some reason won't hunt even though the hunting job is enabled. I'm wondering if this is because I've put him into the military prior to this then disbaded the squad.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 30, 2011, 10:36:22 pm
      Did you assign bolts/arrows to him? Also remove [FLIER] and they will fall down (They are in creature_genesis_birds.txt).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Jacob/Lee on January 30, 2011, 11:07:29 pm
      My 6 dwarf unarmed military just took down an arachna... It had all red wounds before they even arrived. I thought they would be harder than that, a weaver was giving it red and yellow wounds just by punching it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: userpay on January 30, 2011, 11:23:00 pm
      Did you assign bolts/arrows to him? Also remove [FLIER] and they will fall down (They are in creature_genesis_birds.txt).

      I'm not seeing [FLIER] in the TURKEY_WILD entry (yes I am using ctrl-f), I found that tag on the domestic version but that didn't do anything for the wild ones obviously. And do you mean assign bolts as a hunter or as a marksdwarf?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Flaede on January 31, 2011, 12:56:01 am
      I'm loving the look of that stone menu. The organized gems already had me rather happy, so I'm looking forward to better ability to micromanage everything. ;D  Do you think plants could be organized as well? Finding the proper seed type is difficult. If the season restricted plants appeared at the top of the list during their season, or even just as a group, it would life much easier. Constantly referencing the wiki gets annoying fast. (though not annoying enough to stop having like a dozen tropical fruits being awesome)

      Sad to see Malachite go, however. Its dark green veins are awesome. Cassiterite sounds cooler than "Native Tin", but I can understand the change.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: SalmonGod on January 31, 2011, 12:59:53 am
      Tell me any optional additions you want, I will include them.

      I really liked the results of removing cloth clothing from the game, leaving only leather clothing and armor.  It does seem to help FPS, reduce sizes of item lists, etc.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Flaede on January 31, 2011, 01:07:04 am
      Tell me any optional additions you want, I will include them.

      I really liked the results of removing cloth clothing from the game, leaving only leather clothing and armor.  It does seem to help FPS, reduce sizes of item lists, etc.
      nooo! not my silk and flax!

      hehe. I understand the motivation, but I'm torn, because stitches gets lost without some kind of cloth to have thread for.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: SalmonGod on January 31, 2011, 02:00:52 am
      Tell me any optional additions you want, I will include them.

      I really liked the results of removing cloth clothing from the game, leaving only leather clothing and armor.  It does seem to help FPS, reduce sizes of item lists, etc.
      nooo! not my silk and flax!

      hehe. I understand the motivation, but I'm torn, because stitches gets lost without some kind of cloth to have thread for.

      Stitches like sutures?... I still process thread and cloth for the hospital.  Just nothing further.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 31, 2011, 03:37:45 am
      Did you assign bolts/arrows to him? Also remove [FLIER] and they will fall down (They are in creature_genesis_birds.txt).
      I'm not seeing [FLIER] in the TURKEY_WILD entry (yes I am using ctrl-f), I found that tag on the domestic version but that didn't do anything for the wild ones obviously. And do you mean assign bolts as a hunter or as a marksdwarf?
      Hmm, you are right, I removed FLIER from TURKEY_WILD because I was afraid they would confuse dwarves too much for such small animals. I should fix a common turkey too. Are you sure those are not just "turkeys"? They roam the world too.

      And yes, assign bolts to hunters too.

      I'm loving the look of that stone menu. The organized gems already had me rather happy, so I'm looking forward to better ability to micromanage everything. ;D  Do you think plants could be organized as well? Finding the proper seed type is difficult. If the season restricted plants appeared at the top of the list during their season, or even just as a group, it would life much easier. Constantly referencing the wiki gets annoying fast. (though not annoying enough to stop having like a dozen tropical fruits being awesome)

      Sad to see Malachite go, however. Its dark green veins are awesome. Cassiterite sounds cooler than "Native Tin", but I can understand the change.
      They don't go anywhere :). You will be able to select "minerals" or "simple ores" during the installation :).

      Tell me any optional additions you want, I will include them.

      I really liked the results of removing cloth clothing from the game, leaving only leather clothing and armor.  It does seem to help FPS, reduce sizes of item lists, etc.
      I will see what can I do about that. I don't promise an immediate release next time I release sorted stones and install options, but I will work on it ;).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: myrkul on January 31, 2011, 05:43:44 am
      2 things: 1 question, 1 suggestion/request:

      Question: Barony works the same as in vanilla, yes? I met the requirements, sequestered my mayor until the traders left, but no baron screen. :(

      Suggestion: In RL, Malachite is a "semi-precious" stone, along with hematite, and a few others. Would it be possible to add the cut gem and encrust actions to those types of stones, while retaining the ability to smelt them?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Torgan on January 31, 2011, 07:32:56 am
      Question: Barony works the same as in vanilla, yes? I met the requirements, sequestered my mayor until the traders left, but no baron screen. :(
      There's no bug with the baron being appointed now afaik, I have a baron then count appointed without any problems or workaround like sealing away my mayor until the traders leave.  The only issue is the outpost liasion not being killed on the way to my fort.  :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: myrkul on January 31, 2011, 07:43:43 am
      Well, we'll see next year.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Flaede on January 31, 2011, 07:58:03 am
      Suggestion: In RL, Malachite is a "semi-precious" stone, along with hematite, and a few others. Would it be possible to add the cut gem and encrust actions to those types of stones, while retaining the ability to smelt them?

      Oooh. Good question!

      I am curious about the expected behaviors of diplomats. I currently have a dusk elf diplomat who is going through the "hello, we have much to discuss" motions, but in reality it seems we do not have anything to discuss at all, because the conversation ends without anything being requested by either party, and then the liaison goes home. No trade agreements. No demands. No short jokes, even. What gives?

      EDIT: also - YAY:
      Sad to see Malachite go, however. Its dark green veins are awesome. Cassiterite sounds cooler than "Native Tin", but I can understand the change.
      They don't go anywhere :). You will be able to select "minerals" or "simple ores" during the installation :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Zifnab on January 31, 2011, 09:17:44 am
      Tell me any optional additions you want, I will include them.

      I really liked the results of removing cloth clothing from the game, leaving only leather clothing and armor.  It does seem to help FPS, reduce sizes of item lists, etc.

      Is there anyway to set up a job to burn cloth clothes at a workshop?  Not all of them, just the unwearable small or large clothes or possibly the worn out clothes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: EddyP on January 31, 2011, 11:47:23 am
      A vile force of darkness has arrived!

      I just had a demonic siege of five squads appear on my map. I shrugged and mustered the army at the gates, as I could probably take them. In fact, I was looking forward to it. The demons started to move towards the fortress.

      A vile force of darkness has arrived!

      Suddenly a werewolf squad appeared right next to the eastern demonic squad, and the two set to fighting. The werewolves did better than I expected and didn't get massacred (probably helped that they were fighting hammerdemons). The demons have the upper hand, when...

      A vile force of darkness has arrived!
      Two fully mounted illitihid squads, including a void master and two outpost minds, appear on the south of the map. The southernmost demon squad, perhaps disheartened by the losses incurred by the eastern squad and by the capture (cage traps) of several members of the western squads, begins to retreat and runs right into one of the illithid groups. After a short skirmish several from each side lie dead on the ground, but the illithids break and run; there's a rather impressive blood trail left by an illithid who lost his foot and tried to run, but sadly was chased down and killed.
      The other illithid squad, meanwhile, clashed with another demonic squad from the west before the gates of the fortress, and they too shortly broke and ran. The eastern demonic squad was in dire straits, however, as just as they were about to defeat the werewolves a group of five or six ogres appeared (I'm guessing as part of the illithid siege?) and almost finishes them off. Happily another western demonic squad came to their aid and defeated the ogres.

      Battered and bruised, the demons celebrated their great victory over the hated illithids and werewolves.

      And then the fortress gates opened.

      Much fun was had by all.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 31, 2011, 12:59:06 pm
      Yeah, that's why I make races optional in game setup next version. Some people may dislike too many guys fighting without their dwarves involved. However I like this battle theater which happens pretty often in my forts :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: userpay on January 31, 2011, 01:38:54 pm
      Did you assign bolts/arrows to him? Also remove [FLIER] and they will fall down (They are in creature_genesis_birds.txt).
      I'm not seeing [FLIER] in the TURKEY_WILD entry (yes I am using ctrl-f), I found that tag on the domestic version but that didn't do anything for the wild ones obviously. And do you mean assign bolts as a hunter or as a marksdwarf?
      Hmm, you are right, I removed FLIER from TURKEY_WILD because I was afraid they would confuse dwarves too much for such small animals. I should fix a common turkey too. Are you sure those are not just "turkeys"? They roam the world too.

      And yes, assign bolts to hunters too.

      Hmm odd, I know I tried removing FLIER from Turkey... aaaah I didn't do it to the save's raws. Ah well point is moot as the ranger finally started hunting on his own so most of the turkeys are taken care of now (yay ambush skill). Now I'm just trying to figure out how to deal with my first seige as one little marksdwarf (who doesn't resupply properly once engaged) isn't enough to deal with them.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 31, 2011, 02:04:33 pm
      Make many weapons and draft everyone :D. It makes wonders.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Jacob/Lee on January 31, 2011, 04:15:24 pm
      I've noticed that Aspid Dwarves' descriptions are different in game than what the main page says. Is it just an oversight, or do you have a reason for it?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 31, 2011, 04:21:42 pm
      The main page probably was not updated... yeah. Now they do not have a breath, but they have a deadly bite. The breath was killing wardogs.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: fatherjimbo on January 31, 2011, 05:08:13 pm
      Hey all,

      Is there an easy way to use the Lazy Newb Pack with the Awesomeness that is Deon's Genesis mod? I love the ease of changing settings using the LNP.

      Thanks
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 31, 2011, 05:13:12 pm
      I plan to write an UI eventually, but I don't know how yet. I gotta learn. You could ask someone from LNP to write a front-end, it would be awesome :D.

      The next version has a .bat customization file which was originally in the old LNP, so it slowly goes into that direction.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Lamphare on January 31, 2011, 07:03:28 pm
      i just found out there are some bugs with fish
      in z stock display, fish and raw fish are shown as other creasture, eg. mussel as wyvern, salmon as deep crow, perch as rock lion.
      really weird.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on January 31, 2011, 07:17:03 pm
      Yes, I know it, and nothing tells me why does it happen. Some DF bug, it doesn't actually affect anything :). If you press TAB to expand the list, you see all the fish items with normal names.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: grank6 on January 31, 2011, 07:41:58 pm
      hey deon when you say you'll make the races optional in a future update will that also mean you can have some on and some off for example keep the "keepers" and take the rest off?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: userpay on February 01, 2011, 12:36:05 am
      Can one smelt sun gold and if so whats the reaction? Choosing a baron was kinda sprung on me as I didn't know the mechanics for getting one was changed so I just picked one my my favorite guys and... he apparently likes sun gold.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: SalmonGod on February 01, 2011, 12:39:01 am
      Can one smelt sun gold and if so whats the reaction? Choosing a baron was kinda sprung on me as I didn't know the mechanics for getting one was changed so I just picked one my my favorite guys and... he apparently likes sun gold.

      Melt down some sun gold items.  I'd be surprised if you don't have some, or haven't been offered any by traders.  Re-forge into whatever your baron wants.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: userpay on February 01, 2011, 01:32:59 am
      Can one smelt sun gold and if so whats the reaction? Choosing a baron was kinda sprung on me as I didn't know the mechanics for getting one was changed so I just picked one my my favorite guys and... he apparently likes sun gold.

      Melt down some sun gold items.  I'd be surprised if you don't have some, or haven't been offered any by traders.  Re-forge into whatever your baron wants.

      Well thankfully I had some bars I'd already bought but I hadn't bought any other sun gold items as I wasn't expecting this, I take it sun gold is only something you can trade for then?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Jacob/Lee on February 01, 2011, 02:25:41 am
      A random speardwarf killed a wyvern  :D

      But then the acid breath killed her  >:(


      I had her personal room carved out and everything...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on February 01, 2011, 03:16:37 am
      hey deon when you say you'll make the races optional in a future update will that also mean you can have some on and some off for example keep the "keepers" and take the rest off?
      Yes, it's what it means. I want to use this (http://www.bay12forums.com/smf/index.php?topic=74828.0) because it has a nice GUI, but it has some issues now, so it has to wait for some time.

      Can one smelt sun gold and if so whats the reaction? Choosing a baron was kinda sprung on me as I didn't know the mechanics for getting one was changed so I just picked one my my favorite guys and... he apparently likes sun gold.

      Melt down some sun gold items.  I'd be surprised if you don't have some, or haven't been offered any by traders.  Re-forge into whatever your baron wants.

      Well thankfully I had some bars I'd already bought but I hadn't bought any other sun gold items as I wasn't expecting this, I take it sun gold is only something you can trade for then?
      Yes, it comes from ezrakim elves. So you have to trade for it. Or loot it :D.

      A random speardwarf killed a wyvern  :D

      But then the acid breath killed her  >:(


      I had her personal room carved out and everything...
      Yeah, some guys in my mod are too nasty... I personally have a "death squad" consisting mainly of recruits which I use to kill those critters which are likely to kill many. Those who survive and gain enough skills or kills transcend into a veteran squad which I try to save.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Repulsion on February 01, 2011, 07:56:49 am
      Really Deon? Really?! Every time a Ezrakim caravan comes, it's followed by a Demon siege. Who are all on giant bats. And have around 12 ogres. And then a Centaur siege comes, and you can't forget the three or four Kobold ambushes. I lost my two year old fort that had only around 52 dwarfs because my smelting and depot was open to the air, which the demon hordes on giant bats exploited quite nicely.

      At least in my new fort I'll have an idea of what I will be dealing with.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: hippocloud on February 01, 2011, 12:10:13 pm
      I have a question about crafting in Genesis. I tried to make bone gauntlets, but found that I couldn't wear them. So I removed all of my armor and watched as my naked adventurer failed to put them on. The same thing happened when I tried to make leather gloves. Is there any way to fix this, or shall my hands and lower arm forever be unprotected?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Jacob/Lee on February 01, 2011, 01:44:14 pm
      Well, atleast the guy that engraved her tombstone was up-to-date on current events:
      (http://i611.photobucket.com/albums/tt194/sgtjacob1/Memorial.png)
       :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: BigD145 on February 01, 2011, 02:36:06 pm
      Really Deon? Really?! Every time a Ezrakim caravan comes, it's followed by a Demon siege. Who are all on giant bats. And have around 12 ogres. And then a Centaur siege comes, and you can't forget the three or four Kobold ambushes. I lost my two year old fort that had only around 52 dwarfs because my smelting and depot was open to the air, which the demon hordes on giant bats exploited quite nicely.

      At least in my new fort I'll have an idea of what I will be dealing with.

      I have a 100+ dwarf fortress that only gets illithid even though all other races are present. I've had time to make a semi-mega project. I wish I could get what you have because then all the testing I'm doing around my project could be put to use.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: userpay on February 01, 2011, 04:12:25 pm
      *snickers* Ya know I almost wish I had done an LP of this fort at time. A pet turkey someone brought managed to kill a trollkin. How you ask? By both of them dodging off a cliff right on top of a stonefall trap. Like to think the trollkin wasn't paying attention while chasing the turkey, ran off the ledge, fell on the trap, the turkey flutters down onto the kins chest, kin looks at it, then trap deploys stone (I imagine some sort of swinging arm since theres no ceiling above it) and kills kin via headshot.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: arghy on February 01, 2011, 05:18:10 pm
      Hahaha i have a 4 Z level winding path way down to my depot but i forgot to install a draw bridge so i had 2 caravans of elves in the depot when a centaur siege gallops down the path and the trade depot room becauses a fucking blood bath as my lone xbow dwarf watches from the death slits wondering why his bolts are taking so long to make. Its perfect since i dont need to run all around to haul off the corpses/loot.

      Quickfort is fucking awesome--i converted the massive fractal bedroom designs into muli purpose designs so my forts going to look awesome.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: ghosteh on February 01, 2011, 05:45:52 pm
      peat is something of a mixed blessing, on the one hand you have the coke it yields, on the other since you made peat a rock it no longer supports above ground farming.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Icee77 on February 01, 2011, 05:49:02 pm
      Ever since my first successful fortress died due to werewolves, i'm starting to get scared of no protection. I've started making traps, walls-scratch that, ALOT of walls, and starting to make catapults.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Lamphare on February 01, 2011, 07:19:32 pm
      a kobold managed to torn a couple arteries of my doorkeeping war dragon raptor and eventually let it exsanguinate, the kobold ran away with only bruises.
      also a mastiff and a giant bat managed to kill a left behind werewolf, both almost unharmed.
      many more unexpected events had happened since i started playing genesis....
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: BigD145 on February 02, 2011, 01:26:39 am
      a kobold managed to torn a couple arteries of my doorkeeping war dragon raptor and eventually let it exsanguinate, the kobold ran away with only bruises.
      also a mastiff and a giant bat managed to kill a left behind werewolf, both almost unharmed.
      many more unexpected events had happened since i started playing genesis....

      War Rhino's are awesome. I started switching to them in one fort.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: userpay on February 02, 2011, 02:09:58 am
      Was that 'bug' where war training an animal made it more likely to run away fixed? Seems like some war mastiffs I trained didn't perform as well as their untrained counterparts did.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: TomiTapio on February 02, 2011, 03:21:25 am
      For early defense I prefer cage traps, maybe 6-12 of them, and add 8-spear weapon traps as the forgemaster makes the spears. Has anyone daggers-only weapon traps to use less metal?
      I too have trouble remembering what sphalerite and cassiterite contain. And what mineral gave lead.

      Hey, how about an install option "iron is veins only and not giant clusters".
      Other thing I'd like is a hostile race that ONLY uses bows and arrows. That is, one of the elf races wants to exterminate the dwarves for some reason. Install option "Sylvans are at war with you." And some of their castes would be trap_avoid bastards.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on February 02, 2011, 05:41:59 am
      Hmm, elven vendetta sounds fun :). I will incorporate it, thanks.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: DarkCephis on February 02, 2011, 07:42:39 am
      I was playing adventure mode and my human thrower was running from a spear using elven bandit leader. I was semi wounded and fleeing, but wounded to much to get away, when the elf suddenly collapsed dead.  The text said the elf died of old age.  I checked it out and the elf was 654 years old. It was one of the desert slaver elves that Deon made I forget their name right now.  I tried to take a screen but I messed it up and don't have any proof.  Has anyone ever had something similar happen? 
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on February 02, 2011, 09:29:18 am
      Yes, I had diplomats dying of old age just as they arrived :D.

      I imagine it as something like a heart attack :). It's like "GET OVER HERE! Oh god my heart..." *Dies*

      I will have a birthday soon so I want to make a birthday release before that.

      I plan to incorporate some stuff you don't get now into alchemy (like sun gold).

      I think somethilng like: steel + gold = sun gold, steel + silver = mithril, copper to gold... I have some other reactions in my head, but not too many. So if you want to brainstorm alchemy, it would be nice.

      I think alchemical reactions should consume something, like gems. Any ideas?


      P.S. Hehehe: http://www.bay12forums.com/smf/index.php?topic=34430.msg1874075#msg1874075
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Torgan on February 02, 2011, 10:03:05 am
      I sort of think of alchemy using some sort of liquid as well, bubbling vials and things like that.  There could be some process to vial plant extract that could be used as part of the reaction?  Sand is easy to come by even if you don't have it on your map and you wouldn't need dozens of vials of stuff.  Not sure if that would make it any more interesting though.

      I've never really found myself short of anything past the first year or so though, really the only thing that holds me back is lack of skilled dwarves - even though I find adamantine fairly quickly I don't want to waste it with anything less than legendary armoursmith.  Then your military is unstoppable and it's time to start over. :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Lamphare on February 02, 2011, 11:02:45 am
      alchemy, voila!

      I think somethilng like: steel + gold = sun gold, steel + silver = mithril, copper to gold...
      IMHO mithril, at least 'traditionally', is really damn hard to obtain, so... extraction of three silver bars/ores, later trasfer to another workshop to combine with one steel bar to create one bar of mithril.
      about gems...maybe some reactions requiring gems? but then there are too many types of gems. or you could make test tubes, jars, pipes etc, from gems exclusively for alchemy purpose, as bags for dye, flour.
      or introducing one or two brand new rare plants, which could be extracted as catalyst or fuel in many if not all alchemy reactions. they should be so rare that in 4x4 embark location, each year only two or three can by found(scarcer than moon berries i reckon). caravan may reraly bring them. and processing those plants does not yield seeds. thusly the number of alchemy jobs done are limited, preventing exploitation, though ppl will get many red steel and adamantine eventually.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Zifnab on February 02, 2011, 11:19:19 am
      If the alchemy reactions requiring gems were to instead require large gems, would that make it hard enough to obtain?  I know you can get large gems fairly easily through trading, but that would get pretty expensive.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: BigD145 on February 02, 2011, 11:37:52 am
      If the alchemy reactions requiring gems were to instead require large gems, would that make it hard enough to obtain?  I know you can get large gems fairly easily through trading, but that would get pretty expensive.

      It's not hard 'expensive' so much as hard 'many years down the road'. They usually only bring 1-3 larges and I can buy them out easily with prepared food in year 1.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Zifnab on February 02, 2011, 12:14:24 pm
      Yes, but if you start requesting nothing but larges, it would get pretty expensive.  Mind you, once you get magma and find some gold, you can buy pretty much anything with gold mugs, but hopefully some of these economic issues will get ironed out with the coming caravan updates.

      In the meantime, would anyone else like to see less of certain ores in Deon's birthday release of genesis?  I personally think gold and iron are way to easy to get.  Less so silver, but on certain embarks I am swimming in it. 

      Would it be possible to have clusters of native gold found in veins of gold laced rock of some kind?  The native gold would smelt like it does now, but the gold laced rock could require 5 or more rocks to produce a bar.  Similar changes could be made to other too common precious ores. 
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: arghy on February 02, 2011, 01:13:53 pm
      Large gems and BLOOD! theres currently no use for the barrels of stuff so now you'd be forced to maintain trade if you want to make the special metals.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: deknegt on February 02, 2011, 01:19:53 pm
      What are the best metals for shields and hammers?

      I am playing some nord Adventuring and i found a Cobalt Kite shield and i am wondering if it is more effective than a copper shield?

      I looked at the wiki but i don't know what i need to look for in shield and weapons.

      I know as much that a better Edge means you can stab and slash people better but i heard that bashing uses different properties than slashing.

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Delta_02_Cat on February 02, 2011, 01:23:18 pm

      Would it be possible to have clusters of native gold found in veins of gold laced rock of some kind?  The native gold would smelt like it does now, but the gold laced rock could require 5 or more rocks to produce a bar.  Similar changes could be made to other too common precious ores.

      I like this idea, i got so much Iron and Gold it's to easy to get hundreds of steel bars and a whole fortress full of Gold!


      And I really would like to have Mithril ingame!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: fatherjimbo on February 02, 2011, 02:56:50 pm
      Hey Deon (or anybody else who knows)

      My embark profile that works fine in vanillia doesn't work with your mod. In fact I barely have enough for items when I use it. It doesn't leave any points for skills.

      Is this by design? If so, does anyone have a decent embark profile for Genesis I can steal?

      Thanks.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: BigD145 on February 02, 2011, 03:27:38 pm
      Large gems and BLOOD! theres currently no use for the barrels of stuff so now you'd be forced to maintain trade if you want to make the special metals.

      Blood alone would be worth it. That's easy to buy in bulk. Blood and powdered gems? Do want.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: piecewise on February 02, 2011, 05:12:58 pm
      Fire arrows/bolts don't actually cause fire or anything, and you can just hang on to them. I do like how they cause bursts of boiling blood once they're actually in someone. More like red hot arrows then flaming arrows.  They are a great way to be an archer though since you can pull arrows out of thin air.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on February 02, 2011, 06:59:50 pm
      Fire arrows/bolts don't actually cause fire or anything, and you can just hang on to them. I do like how they cause bursts of boiling blood once they're actually in someone. More like red hot arrows then flaming arrows.  They are a great way to be an archer though since you can pull arrows out of thin air.
      Did you turn your temperature ON? With it ON they burn stuff and start forest fires.

      Large gems and BLOOD! theres currently no use for the barrels of stuff so now you'd be forced to maintain trade if you want to make the special metals.

      Blood alone would be worth it. That's easy to buy in bulk. Blood and powdered gems? Do want.
      I don't know how to request blood because it's in barrels. There's no CONTAINS_BLOOD token.

      If the alchemy reactions requiring gems were to instead require large gems, would that make it hard enough to obtain?  I know you can get large gems fairly easily through trading, but that would get pretty expensive.
      I think more about wasting common gems so you could get alchemy stuff en masse, but it would require some tools like calcinators, mortars etc. which would require large gems to be made of.

      Also the idea of metal-laced rock is nice, but a simple change from vein to cluster helps the situation a lot. I will make an optional file with much less ore :).

      I don't want mithril to be as good as Tolkien's metal, but it will be definitely on par with sun gold. I plan to make sun gold better for swords, and mithril for armors.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: BigD145 on February 02, 2011, 07:12:19 pm
      Large gems and BLOOD! theres currently no use for the barrels of stuff so now you'd be forced to maintain trade if you want to make the special metals.

      Blood alone would be worth it. That's easy to buy in bulk. Blood and powdered gems? Do want.
      I don't know how to request blood because it's in barrels. There's no CONTAINS_BLOOD token.

      TOADY!!  *fist shake*

      I guess we'll wait on that one.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: piecewise on February 02, 2011, 08:06:30 pm
      Fire arrows/bolts don't actually cause fire or anything, and you can just hang on to them. I do like how they cause bursts of boiling blood once they're actually in someone. More like red hot arrows then flaming arrows.  They are a great way to be an archer though since you can pull arrows out of thin air.
      Did you turn your temperature ON? With it ON they burn stuff and start forest fires.
      Oh, you have that off by default? How odd. I still got bursts of boiling nord blood for some reason.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: fatherjimbo on February 02, 2011, 09:17:13 pm
      Seriously...does anyone have an effective embark profile I can use? For Genesis? Please?

      Or if not a profile suggestions would be appreciated.

      Thanks
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: BigD145 on February 02, 2011, 10:16:49 pm
      Seriously...does anyone have an effective embark profile I can use? For Genesis? Please?

      Or if not a profile suggestions would be appreciated.

      Thanks

      Go to the DF Wiki.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: fatherjimbo on February 02, 2011, 10:23:41 pm
      Seriously...does anyone have an effective embark profile I can use? For Genesis? Please?

      Or if not a profile suggestions would be appreciated.

      Thanks

      Go to the DF Wiki.

      I've been there...great site but, as I mentioned, the regular embark builds are useless as guides for Genesis.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: myrkul on February 02, 2011, 11:00:32 pm
      Seriously...does anyone have an effective embark profile I can use? For Genesis? Please?

      Or if not a profile suggestions would be appreciated.

      Thanks

      Go to the DF Wiki.

      I've been there...great site but, as I mentioned, the regular embark builds are useless as guides for Genesis.

      Agreed... embark costs more in Genesis.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Flaede on February 02, 2011, 11:21:40 pm
      Honestly, in Genesis it depends a lot more on where you're embarking.

      For instance, if it's a jungle, an axe and a pick and some booze are all you really need. I pour the rest into pets.
      Herbalist + wood make everything else I need.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Delta_02_Cat on February 03, 2011, 02:07:39 am
      Quote
      I don't want mithril to be as good as Tolkien's metal, but it will be definitely on par with sun gold. I plan to make sun gold better for swords, and mithril for armors.

      Could there be an option for a "Tolkien like Mitrihil"?
      I would like to have Mithril wich is better than red Steel, maybe there are more people who would like this?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on February 03, 2011, 03:14:48 am
      Quote
      I don't want mithril to be as good as Tolkien's metal, but it will be definitely on par with sun gold. I plan to make sun gold better for swords, and mithril for armors.

      Could there be an option for a "Tolkien like Mitrihil"?
      I would like to have Mithril wich is better than red Steel, maybe there are more people who would like this?
      Heh, it will be better for armors. I am not sure about weapons. It was quite light so it won't be good for hammers, but daggers should be nice I think ;).

      Seriously...does anyone have an effective embark profile I can use? For Genesis? Please?

      Or if not a profile suggestions would be appreciated.

      Thanks
      You can alter the amount of points in the world gen settings.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: TomiTapio on February 03, 2011, 03:58:38 am
      I don't want mithril to be as good as Tolkien's metal, but it will be definitely on par with sun gold. I plan to make sun gold better for swords, and mithril for armors.

      Oh, mithril being steel-class? Then why bother with it, as black steel is easier to make and better. (Maybe mithril max_edge would be iron-like?)
      Should one have more mithril than home caravan brings red steel?
      My opinion on mithril-making: steel + sterling silver + platinum + bismuth. In a magma forge.

      A semimegabeast suggestion: fireball-spitting flying griffon.

      Here's two embark profiles I've used, with world_gen.txt/[EMBARK_POINTS:1500]
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on February 03, 2011, 04:10:09 am
      Quote
      My opinion on mithril-making: steel + sterling silver + platinum + bismuth.
      Eh, don't you think that it would be easier to dig down to Adamantine then? I want metals to be accessible enough gameplay-wise :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: DarkCephis on February 03, 2011, 08:10:19 am
      How about something like us booze as a component.  It is always around.  How about taking gems and turning them in to gem dust or magic dust and using the powder as a base for mithirl reactions.  I imagine the process would be something like this:

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Qinetix on February 03, 2011, 08:13:36 am
      Just wondering , is it planed to have a TNT block? I want some explozive traps...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Lamphare on February 03, 2011, 08:21:36 am
      Just wondering , is it planed to have a TNT block? I want some explozive traps...
      you could mod in a metal with [MAT_FIXED_TEMP:15000], or some other values alike. then make weapon traps with it. if i understand this correctly.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on February 03, 2011, 11:13:17 am
      Just wondering , is it planed to have a TNT block? I want some explozive traps...
      you could mod in a metal with [MAT_FIXED_TEMP:15000], or some other values alike. then make weapon traps with it. if i understand this correctly.
      How would you carry it to the trap though? :D

      Just wondering , is it planed to have a TNT block? I want some explozive traps...
      Sure, if you have suggestions how to avoid it being exploded by dwarves. I don't want to add something which "can explode near magma" because it's too occasional.

      How about something like us booze as a component.  It is always around.  How about taking gems and turning them in to gem dust or magic dust and using the powder as a base for mithirl reactions.  I imagine the process would be something like this:

      Spoiler (click to show/hide)
      The dust is in bags and the booze is in barrels. So you cannot use them in reactions. I could make a toy item called "gem dust" though, but why bother if we could use just gems (and imagine them smashing them into dust during the alchemy)?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Zifnab on February 03, 2011, 12:48:00 pm
      You could always make a reaction using gems and body parts to create blood bars, and have the blood bars be the magical metal equivilant of pig iron.

      As far as TNT blocks go I have a suggestion, but it might cause a lot of FUN.

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Flaede on February 03, 2011, 01:57:41 pm
      As far as TNT blocks go I have a suggestion, but it might cause a lot of FUN.

      Spoiler (click to show/hide)
      Hey, wasn't one of Toady's test creatures a magma-blob?

      And as for things lighting on fire, if we made creatures "warm blooded" (ie. blood was warmer than standard temp), then a bolt/arrow/spike/weapon could be created that would only ignite once it met the blood of a warm-blooded creature.
       ...in non-tropical areas.
       ...or perhaps just below ground. I don't know DF temps well enough, and I've tried this before.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: BigD145 on February 03, 2011, 02:41:59 pm
      You could always make a reaction using gems and body parts to create blood bars, and have the blood bars be the magical metal equivilant of pig iron.

      A use for tendons and other scraps?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Eman6881 on February 03, 2011, 03:01:57 pm
      How do you get a magma bast furnace to work? Ive tried building it so that the channeled out floor carrying magma was right below it, then a little to the left, and a on the side and it dunt work. So, where does the magma need to be below it?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: krell215 on February 03, 2011, 04:00:15 pm
      Tolkien's Mithril pretty much is cotten candy. Even down to the "dig deeply and die to fiery clowns of doom."

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: BigD145 on February 03, 2011, 04:55:13 pm
      How do you get a magma bast furnace to work? Ive tried building it so that the channeled out floor carrying magma was right below it, then a little to the left, and a on the side and it dunt work. So, where does the magma need to be below it?

      #1 - the lava must be a minimum of 4/7 depth
      #2 - I always put a single channeled tile under one of the impassible dark green squares
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: _DivideByZero_ on February 03, 2011, 06:03:17 pm
      You could always make a reaction using gems and body parts to create blood bars, and have the blood bars be the magical metal equivilant of pig iron.

      As far as TNT blocks go I have a suggestion, but it might cause a lot of FUN.

      Spoiler (click to show/hide)

      In other words, you want creepers?

      +1 to this.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Ibid Straydrink on February 03, 2011, 06:20:56 pm
      You could always make a reaction using gems and body parts to create blood bars, and have the blood bars be the magical metal equivilant of pig iron.

      As far as TNT blocks go I have a suggestion, but it might cause a lot of FUN.

      Spoiler (click to show/hide)

      In other words, you want creepers?

      +1 to this.

      I approve of "importing" creepers. I can see it now:

      A caravan from Minecraft has arrived.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Leonard DeVir on February 03, 2011, 06:34:56 pm
      Quote
      Tolkien's Mithril pretty much is cotten candy. Even down to the "dig deeply and die to fiery clowns of doom."

      I see the same "problem". It pretty much IS Mithril, just with another name. You always could make an reaction with candy stuff to create an alloy which is even better, tough. Just my 2 euro cents.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: arghy on February 03, 2011, 06:50:01 pm
      Yeah mithril should just be a fancy magical metal thats not the best but you can make it if you put enough effort into it. You also dont want it being easier then steel since it would defeat the entire purpose of steel. TNT is pointless because you cant destroy things with it so the next best thing is a better booze explosion trap--i would love to see some sort of reaction that could be triggered and create a giant wall of fire/acid on demand.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Zifnab on February 03, 2011, 07:01:24 pm
      I've never tried Minecraft, but according to the wiki creepers sound fun, if a bit more evil than I had in mind.

      I was thinking more like large, curious fish that can fly around in the caverns because they are filled with hydrogen.  Their only defence other than a weak bite is....well basically dragonfire, though if you can get them to explode using a different breath attack it would be ideal.  Sort of like Pratchett's swamp dragons.  Maybe make them fond of raiding a fortress's drink supply for an added bonus.

      Gentle, exploding giants.  However, I'm sure dwarves could weaponize them quite effectively.

      The other ones sound more like creepers.  Less exploding time bomb and more walking fireball, but fairly similar in the end.


      ---------------------------------
      Just found this:
      http://www.bay12forums.com/smf/index.php?topic=74836.msg1871535#msg1871535 (http://www.bay12forums.com/smf/index.php?topic=74836.msg1871535#msg1871535)

      Baron Baconeer has this as one of the new creatures

      Floating Spouter: Bigger version of the floating guts, this creature has a nasty habit of lighting itself on fire and releasing clouds of knock-out gas.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: SalmonGod on February 03, 2011, 07:07:43 pm
      On the mythril issue, you could just make it an alternate to adamantine, kind of like you have more ways than vanilla of obtaining steel in case your map has a shortage of flux or something.  Make it difficult to manufacture, but still a good option to have in situations where adamantine is completely unobtainable.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: MiamiBryce on February 03, 2011, 07:57:22 pm
      Please...no more useless metals.  Variety is great but why give someone a dozen options if there's only really two or three worth even picking?  All that does is clog up menus, force more stockpile management (cleanup), and make traders bring more useless junk.  Also, there's the point about not being able to tell what the best metal is w/out going to the wiki.

      While I'm QQing about too much stuff:

      Would you consider removing all those value 1 rocks, like stibnite, that appear in clusters of like 4 stone?

      Would you consider making cluster stones a value higher than surrounding stones, like Jet base value 2 rather than 1?

      Oh!  With the Pheobus graphics set, what is the symbol that looks like two askerisks supposed to mean - kimberlite has that symbol and the only purpose kimberlite serves is to look pretty it seems.

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on February 03, 2011, 08:07:08 pm
      Do we really have "more useless" metals?

      Also as I said I reorganized stone, so no more stockpile issues :).

      Yeah I honestly thought about removing stibnite and the like. They don't really add a lot of fun because they are not useful, I thought about including them in alchemy, so they could be a part of an alchemy module.

      On mythril: I want it to be a better material for armor, between steel and adamantine the gap is too big IMHO.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Zifnab on February 03, 2011, 08:32:42 pm
      I like the cheap rocks that have interesting colors.  They may not be terribly useful, but I enjoy being able to throw a bit of artistic flair into the fort.  Also, not being able to meet noble's demands for brimstone, stibnite, etc items sometimes makes the forts a lot more fun.  Some mods do go overboard on variety, but not everything needs to have an immediate use.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: SalmonGod on February 03, 2011, 09:07:44 pm
      On mythril: I want it to be a better material for armor, between steel and adamantine the gap is too big IMHO.

      I agree with this.  Are you going to make it better as armor than adamantine, but not as good for weapons?  Or just just purely something to fill the gap?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Leonard DeVir on February 03, 2011, 09:32:33 pm
      I dont wanna try to you into something, but I see great potential for an alloy here. If we take Tolkien as reference, mithril "has the color of silver" and "is workable like platinum" (or bronze? Always forget). I guess combining semirare metal x with silver/platinum/gem dust in an reaction would make it worthwhile, yet doable - only limited by the availability of the rarest ingredient. This way, there is no need for a new metal; you just refine an otherwise decent metal ro something great. We dont have to take the original mithrill all too serious and make it minable ;)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Lamphare on February 04, 2011, 02:41:34 am
      Just wondering , is it planed to have a TNT block? I want some explozive traps...
      you could mod in a metal with [MAT_FIXED_TEMP:15000], or some other values alike. then make weapon traps with it. if i understand this correctly.
      How would you carry it to the trap though? :D
      erh yes i thought about that. well if anyone doesnt mind minor exploitation of the init file, one could turn of temperature OFF, set up traps, then turn it back ON. I'm gonna test that out.
      or making the material like 10100 degree hot. it's not glowing hot, but may hurt.

      How about something like us booze as a component.  It is always around.  How about taking gems and turning them in to gem dust or magic dust and using the powder as a base for mithirl reactions.  I imagine the process would be something like this:

      Spoiler (click to show/hide)
      The dust is in bags and the booze is in barrels. So you cannot use them in reactions. I could make a toy item called "gem dust" though, but why bother if we could use just gems (and imagine them smashing them into dust during the alchemy)?
      maybe making it into a 'gem dust' bar, like ash. but ash probably is actually compressed into a block for easy transportation. so why can't gems?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: myrkul on February 04, 2011, 02:42:52 am
      Oh!  With the Pheobus graphics set, what is the symbol that looks like two askerisks supposed to mean - kimberlite has that symbol and the only purpose kimberlite serves is to look pretty it seems.

      Kimberlite, etc, in vanilla, use the "ore" symbol. the double asterisk is to remove ambiguity, because kimberlite is not, in fact, an ore.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: rephikul on February 04, 2011, 02:50:18 am
      actually double asterisks means it's an unique function ore.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on February 04, 2011, 03:47:49 am
      Yep, as I said I will most likely use them for alchemy, and I think those who like them don't mind alchemy as well :). I use .bat interface for the installer now, so I don't want to clutter it with options for now. When I get my hands on something better (like a fixed version of mod manager) I will make much more options.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: SalmonGod on February 04, 2011, 04:06:50 am
      Holy crap.  I have yet to encounter werewolves in-game, but I just spotted them while playing with legends viewer.  Are they always this crazy powerful?

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Flaede on February 04, 2011, 04:43:11 am
      Holy crap.  I have yet to encounter werewolves in-game, but I just spotted them while playing with legends viewer.  Are they always this crazy powerful?

      Spoiler (click to show/hide)


      Hey!The viewer works for you? How'd you manage that?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: SalmonGod on February 04, 2011, 05:31:26 am
      Hey!The viewer works for you? How'd you manage that?

      Just followed the directions in the post.  Although I can't open the entry for my fortress' civ for some reason.  Everything else seems to work.

      Getting the data from Dwarf Fortress:
      1. Enter Legends Mode, to view data from a save you are currently playing you will need to make a copy of it then abandon so you can enter legends mode.
      2. Export the XML (x).
      3. Export Map/Gen Information (p).
      4. The files needed are
          "save"-legends.xml
          "save"-world_history.txt
          "save"-world_sites_and_pops.txt
      5. (Optional) archive/compress files
      6. Open in Legends Viewer.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Lamphare on February 04, 2011, 05:42:21 am
      Spoiler (click to show/hide)

      Yeah they are bloody awesome. also i encountered hundreds law-givers in each werewolf civilisation. they did not rule very long.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Torgan on February 04, 2011, 05:45:10 am
      On mythril: I want it to be a better material for armor, between steel and adamantine the gap is too big IMHO.
      Don't black and red steel already fill the gap between steel and adamantine?  I'm sort of happpy with weapon materials at the mo, if I have iron I just start making steel in my blast furnace right away, make red if I have bauxite.  No iron then I make bronze stuff.  Repeat until crafters are legendary then make adamantine stuff.

      I'm happy with the state of Genesis at the moment, not sure what else there really is to add but that's probably just my lack of imagination!

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Lamphare on February 04, 2011, 05:56:55 am
      I'm happy with the state of Genesis at the moment, not sure what else there really is to add but that's probably just my lack of imagination!
      dude, 3/4 of the game's joy relies on your imagination. so you should have not been playing til now if you really lack imagination.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on February 04, 2011, 06:59:27 am
      On mythril: I want it to be a better material for armor, between steel and adamantine the gap is too big IMHO.
      Don't black and red steel already fill the gap between steel and adamantine?  I'm sort of happpy with weapon materials at the mo, if I have iron I just start making steel in my blast furnace right away, make red if I have bauxite.  No iron then I make bronze stuff.  Repeat until crafters are legendary then make adamantine stuff.

      I'm happy with the state of Genesis at the moment, not sure what else there really is to add but that's probably just my lack of imagination!


      Actually black steel and red steel are not that superior in comparison to the steel-adamantine difference. There's still a huge leap between them. Having something viable as a super armor material which is hard to obtain but possible without digging to hell is nice.

      Especially because I want to start modding other races to be playable  at some point, and I want to give aboveground civs some weaker variant of adamantine so they don't have to be played the same way as dwarves.

      Holy crap.  I have yet to encounter werewolves in-game, but I just spotted them while playing with legends viewer.  Are they always this crazy powerful?

      Spoiler (click to show/hide)

      No, it's the "legends" problem. I remember seeing 300+ elves being killed by 10 dwarves in vanilla. In the actual game they are very strong but not too hard to defeat, especially with good weapons/armor.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: TomiTapio on February 04, 2011, 09:21:12 am
      You could always make a reaction using gems and body parts to create blood bars, and have the blood bars be the magical metal equivalent of pig iron.

      A use for tendons and other scraps?
      Horns, hooves, ivory, plus gems? That sounds alchemical. Maybe lye too. I'd like vials from other materials than boring glass.

      Mithril should be better than steel, right? But we already got three metals (black, red, ada) that are better than steel. Maybe mithril could be like red steel in armor, and like regular steel in edged weapons. Mithril ore sounds nice, instead of eg. "platinum+cobalt". Maybe it could show up in basalt and obsidian. Or only in sand layers :)

      Exploding beasts? Consider the http://en.wikipedia.org/wiki/Bombardier_beetle
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on February 04, 2011, 10:41:14 am
      Mithril by itself was soft and lightweight, its strength was in alloys. Also it seems to be modelled after titanium and aluminum. So I think that I don't want "mithril alloys" but rather "mithril" as an end product, and use some rare metals and materials to make it.

      And I would love to be able to hide it :D. I mean, I definitely want to make some "secret alloys" and recipes which you have to discover, but anyone can look into raws and see everything.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: BigD145 on February 04, 2011, 12:27:53 pm
      You could always make a reaction using gems and body parts to create blood bars, and have the blood bars be the magical metal equivalent of pig iron.

      A use for tendons and other scraps?
      Horns, hooves, ivory, plus gems? That sounds alchemical. Maybe lye too. I'd like vials from other materials than boring glass.

      http://df.magmawiki.com/index.php/Vial
      Extend the extract reactions to metal?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Sarudak on February 04, 2011, 07:44:16 pm
      Mithril by itself was soft and lightweight, its strength was in alloys. Also it seems to be modelled after titanium and aluminum. So I think that I don't want "mithril alloys" but rather "mithril" as an end product, and use some rare metals and materials to make it.

      What do you mean? You're talking like mithril is a real material. The nature of it depends entirely on what imaginary universe you're in. For example in LotR Mithril was ridiculously strong and light by itself. It's your world cause it's your mod. Mithril can be whatever you want it to be. For new materials you could look to civ forge for some inspiration. Unless you want to avoid that.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on February 04, 2011, 08:18:31 pm
      In LOTR it was soft and lightweight. Dwarves used a secret alloy, elves used it in their "moon metal". It was mostly known for its alloys, not pure form.

      Quote
      "Mithril! All folk desired it. It could be beaten like copper, and polished like glass; and the Dwarves could make of it a metal, light and yet harder than tempered steel. Its beauty was like to that of common silver, but the beauty of mithril did not tarnish or grow dim." (The Fellowship of the Ring, "A Journey in the Dark").
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Nami on February 04, 2011, 09:39:05 pm
      I like the idea of mithril as a middle ground between steel and addy, however at the same time I wish that at least a couple current metals (cobalt. black steel, and black bronze) could be done away with.   For me at least, it's hard to know what's better than what and having so many different metals makes it harder for caravans to bring what you want /exactly/.  I know that's not going to happen, since they are no doubt a big part of the game, but making them possible to switch off in the options menu thing you're making would be great Deon 8D.

      Oh, also, if mithril was made, and you wanted it to be light weight, then using silver (a heavy metal) or platinum (the heaviest metal in the game) seems like a bad idea, what about aluminum?  I think (addy not withstanding) it's the lightest metal in the game, and also just as rare as platinum, and as expensive. So... yea >>

      Also, sun gold, if it is actually, you know, gold should be much, much heavier. 
      I'm cool with it being inexplicably light though, because then it's cool armor.
      Making it an even better metal would also work, I really like sun gold, ever since I accidentally destroyed a depot and ended up with enough melted down trinkets to build a sun gold bridge in the front of my fortress... 8D;

      Be sides that, umm... some suggestions/questions:

      If common gems at least could be found in veins, rather than clusters, Not so much so that you'd find more of them, but rather because it's more realistic, and easier to mine.

      Make dye be in a separate category from milled plants.  It'd be a big time saver when you want your dye to be with your cloth and not with, you know, your food, so you could disallow/allow a category instead of having to manually find each dye.  But, if the milled plants were grouped by type, flour w/ flour, spice w/ spice, that'd also be awesome.

      If we could choose to x'nay a lot of the underground plants/above ground plants.  Or in some way make them not show up on the menu if we don't have the seeds for them, or ... or something, so you don't have to search through 3 pages of seed types when you want to plant something.  x.x;

      What do spaniels do, exactly?  Besides, you know, die easily? o0;

      I know Ice Dwarfs make extremely good doctors, (if I get one on embark, they automatically become one) because they learn so fast, however, what about Jade Dwarves?  Do they learn stuff 250% faster too? 
      Because they don't seem to.

      Steel Dwarfs are like, supposed to be perfect...right?  Or, you know, just really epic as a rule.  However, I had a Steel Dwarf who was clumsy, flimsy, and weak and quick to tire (or something close to that), is there some way to make that impossible?  Because, I feel like it should be.

      Oh, oh also, Ice Dwarfs don't make sense, erm, at all.  See, you put them having, like, aquired traits from being in the cold, and passing them down to their children, except, that's not how it works, umm, evolution wise, traits aquired during a life time would not be passed down to the off spring, because that isn't in the DNA. 
      But now I'm looking at the Ice Dwarf description, and see that it's been changed, so nevermind.

      Also, I feel like the fact that Obsidian Dwarfs cast fireballs at the slightest provocation should be in their description.  Mine at least always opens the battle by throwing 2 or so fireballs at her target while racing forward.
      It's awesome.

      Lastly, about Moss Dwarfs, are they better farmers/plant gatherers/food industry workers than other dwarfs?  If not, then could they be?  Because their name at least lends them to it, plus, they, along with stone, ice and shroom dwarfs seem to make the bulk of my populations, with sprinklings of obsidian and jade.  But barely any gloomers (and steel dwarfs obviously).
      I've only ever seen one apsid, but that's more because I don't pay attention, I'm sure.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Saetar33 on February 04, 2011, 09:43:06 pm
      Deon, I have a question:

      What happens if I set the frequency tag of an animal to a value over 100?  Does it glitch?


      And on the subject of mithril...

      What about combining 1 cobalt, 1 bronze, and 1 silver into a mithril bar?  Or something around those lines?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Eman6881 on February 04, 2011, 10:13:47 pm
      Damn, i think magma blast furnaces are gliched , i tried every possible arrangement of channeled floor and magma blast furnace.
      Also, how do you make plaster in this mod? Ive tried kilns, but they just make bricks and creamate bodies.

      And on the subject of mithril, 1 cobalt 1 bronze and 1 silver is alot of work for a 1 bar, id rather find adamantium then make that. Thouse should make 3 mithril bars, making it worth it do make mithril.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Lamphare on February 04, 2011, 10:54:31 pm
      Also, how do you make plaster in this mod? Ive tried kilns, but they just make bricks and creamate bodies.

      And on the subject of mithril, 1 cobalt 1 bronze and 1 silver is alot of work for a 1 bar, id rather find adamantium then make that. Thouse should make 3 mithril bars, making it worth it do make mithril.
      i havent problem making plaster, you just need an empty bag and a gypsum stone.

      on mithril, your formula would make one mithril bar priced 13 1/3, which is even cheaper than bronze or silver. Deon said about mithril on a par with sun gold, so i suppose a good formula should make mithril worth 60 if not close to.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Zifnab on February 04, 2011, 10:57:02 pm
      Damn, i think magma blast furnaces are gliched , i tried every possible arrangement of channeled floor and magma blast furnace.
      ftp://

      Top and center is what I line up with the channel full of magma. Works just fine for me.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: mastere on February 04, 2011, 11:16:07 pm
      Man this mod is fun to work with...... after making dragons tameable and buyable as pets I realized my mistake in doing so with cave dragons. The goblins/barghests/dark elves love to use war cave dragons as mounts, and often come in waves of 30-100 dragons with bastards. However this leads to a phenomenon (well this and changing dragons so that they can actually rear children in the normal timescale of a fortress), where the war cave dragons whose riders have been killed and are thus left behind start colonies of cave dragons underground. I don't know if there was a female underground to start with, or if it was just the product of cave dragons introduced from war (or possibly a pregnant war dragon was used?), but the underground colony is booming and will soon be a good source for some amped up dragonscale.


      Does anyone know how to do the following?

      assign a graphic to a custom creature through the creatures raw file (i always see 255, color 0 as the only tile used for everything) I am using the ironhand graphics set
      Give the ability to shoot iceballs

      thats all i ask for now....
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Jacob/Lee on February 04, 2011, 11:36:04 pm
      So, do Stone Dwarves regenerate nerve damage? One of my miners got in a scrap with a Giantess, and took some nasty wounds, among them many nerves severed including spinal cord damage.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: SalmonGod on February 05, 2011, 12:31:34 am
      I've read that severed nerves are completely unhealable.  The game sees them the same as a severed limb -- not just cut but fully removed from the character.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Repulsion on February 05, 2011, 02:34:14 pm
      Hmm. Does anyone know where to find the file that stores whether dwarfs have nerves? I'm really getting tired of random animals getting one lucky bite in on my dwarfs feet and making them not able to walk again. Any help?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: userpay on February 05, 2011, 03:12:08 pm
      Bwahaha a huge flock of pigeons flew into my map and lowered my FPS by an impressive amount. A quick visit to the raws and now my map is absolutely covered in pigeon parts. Very satisfying.

      edit:However my farmer doesn't seem to want to plant any underground plants, only aboveground plants. Wtf?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Jacob/Lee on February 05, 2011, 03:33:31 pm
      I've read that severed nerves are completely unhealable.  The game sees them the same as a severed limb -- not just cut but fully removed from the character.
      There is a way to make nerves heal, but I'm not sure where in the raw files it is.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Delta_02_Cat on February 05, 2011, 03:54:15 pm
      Is there a way to make trees burnable? It is kinda strange if the whole map burns except the trees....
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on February 05, 2011, 04:34:53 pm
      I've read that severed nerves are completely unhealable.  The game sees them the same as a severed limb -- not just cut but fully removed from the character.
      There is a way to make nerves heal, but I'm not sure where in the raw files it is.
      No. You have to remove HAS_NERVES to stop them from having "severed nerves" from the dwarf file in creature_genesis.txt.

      Is there a way to make trees burnable? It is kinda strange if the whole map burns except the trees....
      Sadly it's hardcoded, along with indestructible walls.

      Quote
      Does anyone know how to do the following?

      assign a graphic to a custom creature through the creatures raw file
      You cannot assign graphics through the creatures' raw files. Tile 255 is just a tile for bones+skull image, for the corpse.

      You assign graphics in /raw/graphics/ folder.

      Quote
      Damn, i think magma blast furnaces are gliched
      Are you sure you have magma buildings activated? Can you build normal magma forges and smelters?

      Quote
      What about combining 1 cobalt, 1 bronze, and 1 silver into a mithril bar?  Or something around those lines?
      Nah, I will probably use aluminum as base, because it's quite similar in description (and weight).

      Quote
      What happens if I set the frequency tag of an animal to a value over 100?  Does it glitch?
      I've never tried it. Probably it will make even more creatures? I think 100 is "100%" in relation to some "population unit" which is based on total population of units in the world, but I may be wrong.

      Quote
      I like the idea of mithril as a middle ground between steel and addy, however at the same time I wish that at least a couple current metals (cobalt. black steel, and black bronze) could be done away with.
      Well, I see your point. I don't see why cobalt should go though, we have copper and iron, and I wanted something in between, plus it makes sense. Red/black steel may be a bit confusing and I can make them optional.

      Quote
      however, what about Jade Dwarves?  Do they learn stuff 250% faster too?
      Because they don't seem to.
      No, they learn ALL skills at 180% rate, and they have a slower skill decay.

      Quote
      Lastly, about Moss Dwarfs, are they better farmers/plant gatherers/food industry workers than other dwarfs?  If not, then could they be?
      Good idea. I thought about specializing castes even more as a next step, so I will start with moss guys as farmers and stone guys as miners/masons/architectors. I think about adding another caste which is immune to drowning and make them expert fishermen. It's not useful per se, but it should save some people when a fortress is flooded.

      Quote
      Steel Dwarfs are like, supposed to be perfect...right?  Or, you know, just really epic as a rule.  However, I had a Steel Dwarf who was clumsy, flimsy, and weak and quick to tire (or something close to that), is there some way to make that impossible?  Because, I feel like it should be.
      No, dwarves will always have random traits (from very weak to very strong). But remember that steel dwarves have very high "stat ranges", so a "minimum strength" for a steel dwarf is still higher than "average" for stone dwarf. So even very clumsy and weak are still better than average.

      Quote
      Ice dwarves don't make sense... <...> because that isn't in the DNA.
      Yeah, it's okay because we have no DNA. We have fireballs, undead, dragons and spirits, so I am okay with a "magical affinity" being passed through generations ;).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Zifnab on February 05, 2011, 07:52:41 pm
      I've tried my hand at making the exlosive "creeper" creature that was discussed a few pages back.  If anyone wants to try it out here is the code.

      Spoiler (click to show/hide)

      I'm warning you now that they may need tweaking.  Don't try attacking them with a melee dwarf unless you want that dwarf to die.  Stick to traps and ranged attacks.  If you manage to capture one, you might be able to set up a bomb breeding program to help your defences.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Samohan25 on February 06, 2011, 10:26:31 am
      Just wondering Deon, how does this mod work in relation to changes to other tilesets?
      As in, Phoebus updated recently but you havn't yet, does that mean you still use the older tileset in your mod?
      It's just that I don't think the new tileset can just be pasted on to Genesis because of the creature alterations.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on February 06, 2011, 10:31:50 am
      Yeah, I didn't update Phoebus yet. I will look into it for the closest release.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Samohan25 on February 06, 2011, 12:23:48 pm
      Thanks for that, at some stage I'll have to look into how tilesets actually work, unless someone has already made a utility that updates these things.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Isa on February 06, 2011, 05:30:14 pm
      Could you add slate or adamantine colossusses in for the next release?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: abadidea on February 06, 2011, 06:30:04 pm
      Looking at this coin I minted, I learned that the first queen of my civ is described not as a dwarfette but as the mate of a gloom horror. Is this normal DF behavior, Genesis-peculiar behavior, or other? O_o Pretty creepy regardless.

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: DracoGriffin on February 06, 2011, 06:34:35 pm
      Sounds pretty normal; probably disguised themselves as a religious deity and took over the civ.

      Pretty common, I believe.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on February 06, 2011, 07:02:50 pm
      Nah, she was just stolen and transformed.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: mastere on February 06, 2011, 07:50:19 pm
      I have been playing around with making forest spiders shoot things other than web, and so far I have had some progress but only halfway.

      First attempt: Forest spider shoots out ganja beer! They come out as frozen beer threads and then melt into a liquid on the ground. Not sure if I can even use the liquid once its on the ground.

      [THICKWEB][WEBIMMUNE][AMBUSHPREDATOR][PARALYZEIMMUNE]
         [USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
            [STATE_NAME_ADJ:ALL_SOLID:frozen ganja beer]
            [STATE_NAME_ADJ:LIQUID:ganja beer]
            [STATE_NAME_ADJ:GAS:boiling ganja beer]
            [MATERIAL_VALUE:3][DISPLAY_COLOR:6:0:0]
            [EDIBLE_RAW]
            [PREFIX:NONE]
         [WEBBER:LOCAL_CREATURE_MAT:DRINK]

      Second attempt: Spider shoots modified dragonscale... what comes out seems to be some sort of silk with the description of the dragonscale

      [USE_MATERIAL_TEMPLATE:LEATHER:TOUGHSCALE_TEMPLATE]
               [STATE_NAME:ALL_SOLID:dragonscale]
               [STATE_ADJ:ALL_SOLID:dragonscale]
         [WEBBER:LOCAL_CREATURE_MAT:LEATHER]

      I was wondering a few things... first of all, what sort of flexibility does LOCAL_CREATURE_MAT have? Can I get spiders to produce metal (such as adamantine) threads? What sort of modifications would I need to make to get spiders to shoot out other objects, such as lava or flames?

      Would I be better off trying to modify  a secretion (e.g. [SECRETION:LOCAL_CREATURE_MAT:VEIL:GAS:BY_CATEGORY:ALL:SKIN])
      or a breath attack? (e.g. [USE_MATERIAL_TEMPLATE:ICEBREATH:COLDBREATH_TEMPLATE])

      I appreciate any feedback, as it would be fun to make spiders which produce something useful other than silk, especially if its alcohol or lava.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: arghy on February 07, 2011, 05:37:34 am
      I just had the most awesome siege ever--first off the entire fortress was lost but i'm save scumming it do to the fact that it was an oversight on my part.

      I had just let loose my hounds of engraving on my epic fractal dining hall/bedroom and my main wheel of industry so my wealth just jumped up by 2m dwarfbucks. I had equipped my entire military of 40 dwarves in finely+ redsteel mail, helms, shields and weapons but i had yet to make full suits. My military was also all well trained in dodging, armor and shield due to my advanced mass training programs. My entrace is a 4z level winding tunnel with cage/stone traps at the top to alert me to ambushes with my 11x11 circle tower right next to it allowing my ranged squad to harass/kill any attackers before moving to the multiple murder slits within the tunnel structure.

      I had 2 sieges(2nd, 3nd siege total) with gobbos and nagas, the nagas apparently got slaughtered and ran off before i knew what was going on. The gobbos looked fairly normal except they were riding cavern crawlers which i've never encountered before but i figured they couldent be that bad! I first realized something as amiss was when they kept pathing when i locked my emergency doors(to stop stupid dwarves from reloading the traps and to emergency control hostiles). Seeing as i had to leave to work soon i figured let it play out and i also thought that the low FPS(16) was attributing to their pathing issue. The first siege group stops in my depot hall and begins getting peppered with stone arrows/bolts as my ranged squad paths from my top tower down to the depot stopping at the firing slits. All is well until i get a 'Cavern crawler has destroyed Slate door!' at which point i begin laughing hysterically as i lock my 2nd and 3rd set of emergency doors and activate my entire military and assign all stray war animals to dwarves.

      The walkway from the depot into my main area is 2 tiles wide and leads right to my central ramp system which has quick access to my entire fortress and i have 40 dwarves assigned to stand right behind the doors. The main doors took awhile to get destroyed because the 2nd and 3rd set falls like dominoes and the epic fortress wide battle begins! I had a shitload of cave turles for their shells and they often fight better then war dogs so their a great passive fortress defense and the ramp system passes openly through my main 3 meeting areas with like 20 goddamn turtles in each. The main army feels their lack of complete armor and just gets utterly destroyed with a few dwarves falling back and my animals throwing themselves into the fray, apparently less then half my military was actually at the doors so theres armed military dwarves scattered through out my fortress engaging the enemys as they chase the wounded and fleeing dwarves from the hallway. Theres countless tales of heroism as dwarves strike at the invaders before getting cut down by the superior numbers, the ranged squad alone counts for more then half the kills as they pick off the invaders while they fight the animals and recruits but they pay a heavy price. My ranged leader is brained from behind by the goblin hammeress as she finishes killing my 3 war mammoths and my main military leader(even equipped in full sungold/redsteel he gos down fast due to 2 cavern crawlers joining in) but not before he allows 4 recruits to limp off by killing their tormentors.

      I had to leave before the battle was finished so i could not get screens but the siege was nearly broken with the remaining extremely injured military cornering and killing off the last of the enemys. I'll upload the map tomorrow after class so everyone can visualize the battle and i just want to show off quickforts fractal designs hehe.

      Moral of the story, always build a moat and drawbridge to defend against building destroys and remember what creatures have the building destroyer tag so you can raise it before its to late!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on February 07, 2011, 06:54:43 am
      Yeah, if you want to wall off: do not build doors. They can be picked by lockpickers and building destroyers go through them nicely.

      Yeah, BD cause a lot of lag right now due to their passing, but I am not dropping them because I love gobbos bringing siege animals. You can always do it manually by removing BUILDING_DESTROYER animals.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Delta_02_Cat on February 07, 2011, 07:16:38 am
      I love and hate building destroyers!

      Without them my fortress wouldn't really need a military.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Torgan on February 07, 2011, 08:11:08 am
      I've tried my hand at making the exlosive "creeper" creature that was discussed a few pages back.  If anyone wants to try it out here is the code.

      Spoiler (click to show/hide)

      I'm warning you now that they may need tweaking.  Don't try attacking them with a melee dwarf unless you want that dwarf to die.  Stick to traps and ranged attacks.  If you manage to capture one, you might be able to set up a bomb breeding program to help your defences.
      Don't know if this is much use but I've had a few forgotten beasts made of flame appear, when I killed them they exploded and melted my squad.  Same thing when I killed a Balor so I guess you could copy some of the info from there if you needed any help.  I've never tried to mod anything so no clue really though!

      Awesome siege story Arghy, I do love the massive sieges in Genesis.  Just the holy shit! moments as you check the unit screen to find there's 100 werewolves on grizzly bears bearing down on your fort. :D  Then to have your militia commander barrel into them and body parts start flying across the screen.  Werewolf sieges>danger rooms for training!

      Sorry and on nerve damage, according to the wiki (http://df.magmawiki.com/index.php/DF2010:Wound) you can change the healing rate for nerves but I assume that won't let them regrow nerves that are totally gone?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Zifnab on February 07, 2011, 09:21:02 am
      I've tried my hand at making the exlosive "creeper" creature that was discussed a few pages back.  If anyone wants to try it out here is the code.

      Spoiler (click to show/hide)

      I'm warning you now that they may need tweaking.  Don't try attacking them with a melee dwarf unless you want that dwarf to die.  Stick to traps and ranged attacks.  If you manage to capture one, you might be able to set up a bomb breeding program to help your defences.
      Don't know if this is much use but I've had a few forgotten beasts made of flame appear, when I killed them they exploded and melted my squad.  Same thing when I killed a Balor so I guess you could copy some of the info from there if you needed any help.  I've never tried to mod anything so no clue really though!

      Awesome siege story Arghy, I do love the massive sieges in Genesis.  Just the holy shit! moments as you check the unit screen to find there's 100 werewolves on grizzly bears bearing down on your fort. :D  Then to have your militia commander barrel into them and body parts start flying across the screen.  Werewolf sieges>danger rooms for training!

      Sorry and on nerve damage, according to the wiki (http://df.magmawiki.com/index.php/DF2010:Wound) you can change the healing rate for nerves but I assume that won't let them regrow nerves that are totally gone?

       
      Since I couldn't get an actual explosion, I gave the hindenbird blood made of flame, and made it so all tissues have major arteries.  Also its breath attack knocks itself unconscious and causes massive bleeding of the flames.  It bleeds out in a few seconds, and melts everythingin the few tiles around it.
       
      I tried just making it paralyzed, so that it could continue to attack with the undirected_dust attack that makes everyone fly about like an explosion, but it just kept flying about.
       
      And that is a great story.  I'm still waiting to get more than hammergoblins in any of my forts, but I've gotten my ass kicked by the nords a few times.
       
       
       
       
       
       
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Isa on February 07, 2011, 11:32:05 am
      Hey, the deep crow really needs to get buffed up, it's terribly easy to defeat. As mega beasts they are supposed to be tougher, I think.

      Please add more megabeasts in the next release.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on February 07, 2011, 11:35:30 am
      Not in the next release :). The next release is today (my birthday release) and I didn't manage to make alchemy in yet. I am still working on it.

      This release will have a sorted list of stones, fixed edge/material values for ores (so ores are almost as good as metals they contain, at least in terms of weight/penetration) and I will add Mod Manager with different options (remove firebreath from obsidian dwarves/remove specific races/simple names for ores etc.). It will also have a new phoebus tileset (in phoebus version).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: abadidea on February 07, 2011, 12:21:59 pm
      I had a beautiful, all-ecstatic fort that was going absolutely swimmingly, with only three deaths in five years.

      And then one single poison gas mind flayer caught in my narrow entrance poisoned dozens of dwarves and over a hundred animals.

      And the fort went to hell one spaniel puppy at a time.

      I hope you're happy, Deon.  :'(
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Lamphare on February 07, 2011, 01:49:43 pm
      I had a beautiful, all-ecstatic fort that was going absolutely swimmingly, with only three deaths in five years.

      And then one single poison gas mind flayer caught in my narrow entrance poisoned dozens of dwarves and over a hundred animals.

      And the fort went to hell one spaniel puppy at a time.

      I hope you're happy, Deon.  :'(
      i went psychotic about cage traps becaused of werewolves.
      then, *oh good earth* illithids made me obsessed with weapon traps after cage traps, followed by deep pit with shooting holes above and aside for multiple ballistas and ranged soldiers.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: arghy on February 07, 2011, 02:12:20 pm
      Oh yeah during the fight i had captured abunch of blood spiders and they were going berzerk killing the invaders--one cavern crawler had 6 blood spiders on it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: fatherjimbo on February 07, 2011, 03:37:02 pm
      The next release is today (my birthday release)

      I can has now?

       :D

      Love ya man.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Deon on February 07, 2011, 03:41:27 pm
      Yeah it's 20 minutes to my birthday here, so you have to wait a bit :). Soon you'll get it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Delta_02_Cat on February 07, 2011, 03:43:52 pm
      Do I need to start a new world for the new version or can i just copy and paste everything into the dwarf fortress folder?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: abadidea on February 07, 2011, 03:47:06 pm
      Yeah it's 20 minutes to my birthday here, so you have to wait a bit :). Soon you'll get it.

      ¡Feliz cumpleaños! courtesy my Unicode chart  :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Lamphare on February 07, 2011, 04:00:33 pm
      Yeah it's 20 minutes to my birthday here, so you have to wait a bit :). Soon you'll get it.
      happy birthday!
      and happy releasing day, too.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Bitoru on February 07, 2011, 04:08:56 pm
      Spoiler (click to show/hide)

      Well, happy birthday, Deon! Thanks for the effort you're putting on this  :D!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: WraithLord24 on February 07, 2011, 05:41:52 pm
      Happy birthday Deon!Thank you for your effort to make DF an even awesomer (is that a word?) game.I wish you good luck and a long life so you can help us all kill a few more eleves.Your the best man!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Sarudak on February 07, 2011, 06:43:24 pm
      How do you get the kiln to do cremations? What part of your enemies do you need to save to cremate? Does it still take fuel? And how much ash do you get?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: arghy on February 07, 2011, 08:17:30 pm
      http://mkv25.net/dfma/map-10078-fortuneglazes

      Theres the map
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: afoninv on February 08, 2011, 02:56:52 am
      Since there are so many changes in this mod, can anybody answer my question: what are hostile civs there? I am rather peaceful builder but life is stale without a little war here and there... a *little* war. I'd mod out stronger hostile civ but as I dig throug the raws I am overwhelmed by the sheer amount of creatures, and in different files too!

      So if anybody could answer what are hostile civs in Genesis I would be much grateful.

      ***

      And happy birthday to Deon, master mod maker of yore!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
      Post by: Torgan on February 08, 2011, 03:27:00 am
      If you go on the Genesis wiki (http://df-genesis.wikidot.com/) it gives you a list of races on the front page.  You have demons (=goblins+1), illithids, werewolves, serpentfolk, centaurs and the fearsome kobolds as enemies.  As well as a more varied selection of underground, overground, semi/megabeasts and forgotten beasts.  And of course a bunch of nominally friendly races you can turn into enemies with some dwarven diplomacy.

      If you're not a big fan of war it might be easier to mod out werewolves and centaurs as they have quite low triggers to turn up and siege you early on, I think Deon has said it's only 20 dwarves as the population limit.

      Happy birthday Deon!  I have a masterful cake made out of masterfully minced forgotten beast eyeball, exceptionally minced dwarven sugar, exceptionally minced plump helmet and masterfully minced giraffe cheese for you somewhere.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f ϟ] - mod settings + sorted ores
      Post by: Deon on February 08, 2011, 08:02:07 am
      Ironhand version is updated to 3.18f

      Phoebus and ASCII will be updated soon today.

      3.18f: Stones, ores and metals are now sorted by category in the "stones" menu. Some tweaks to creatures. Two new evil monsters: rancor and leaper. Mod settings avaliable through Valdemar's mod manager.

      MOD SETUP:
      Launch "Genesis Setup", right click on desired mod settings and select "enable". Then select "file->install". Generate a new world.

      - No firebreath for obsidian dwarves: removes fireballs from obsidian caste, to stop forest fires if you want.
      - Original goblins instead of demonic union: replaces "demons" race (based on Dungeon Keeper) with just "goblins" without castes.
      - Remove *: removes appropriate race.
      - Simple ore names: changes metal-bearing minerals to "* ore" for easier perception of what you discover.
      - Sylvan to elf and keepers to humans: renames sylvan elves to "elves" and keepers to "humans". Combine with removal of other races and "original goblins" to achieve vanilla races list.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f ϟ] - mod settings + sorted ores
      Post by: Deon on February 08, 2011, 08:04:11 am
      Please test the new tool by Valdemar. It should work fine (don't try to "move up/down" mod elements in the list, it seems not to work).

      Rancor and leaper appear in evil biomes only, but they are nasty. They do not have real vital organs, so you will have to dismember them to kill.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f ϟ] - mod settings + sorted ores
      Post by: Delta_02_Cat on February 08, 2011, 09:26:51 am
      Happy birthday Deon!

      I am at war with the Nords, the Dusk Elfs and the Keepers and if they attack me they are just standing on there "spawning" point, they don't attack my fortress at all.
      All my gates are open but they are just sitting there doing nothing.

      If my military dwarfs get close they move and attack my dwarfs but they NEVER attack my fortress.....


      The problem is, i cant fight them in the open. I need them to run (or should i say fall) into my traps.
      And as long as i am besieged i won't get any migrants or caravans :(
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f ϟ] - mod settings + sorted ores
      Post by: myrkul on February 08, 2011, 09:39:23 am
      Happy Birthday, Deon!

      One question: Black Steel: It's essentially Ferrocarbon Titanuim, innit?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f ϟ] - mod settings + sorted ores
      Post by: fatherjimbo on February 08, 2011, 11:05:11 am
      Is there a mirror?

      DFFD seems to be down. Which makes me want to scream KHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAN!

      Nevermind...it's working now just very slowly.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f ϟ] - mod settings + sorted ores
      Post by: Deon on February 08, 2011, 11:31:13 am
      Happy Birthday, Deon!

      One question: Black Steel: It's essentially Ferrocarbon Titanuim, innit?
      Technically it's damascus steel (or wootz, or patterned, call it as you want) which is produced by smelting iron with impurities.

      Quote
      If my military dwarfs get close they move and attack my dwarfs but they NEVER attack my fortress.....
      Do they sit by campfires? If so, they just wait and try to tire you. It's vanilla human behavior.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f ϟ] - mod settings + sorted ores
      Post by: Delta_02_Cat on February 08, 2011, 11:54:04 am

      Quote
      If my military dwarfs get close they move and attack my dwarfs but they NEVER attack my fortress.....
      Do they sit by campfires? If so, they just wait and try to tire you. It's vanilla human behavior.

      The Keepers are sitting by campfires, the Elfs and Nord aren't.

      But is there a way to change this behavior? I don't like it and it slowly kills my fortress over the years they are sitting there...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f ϟ] - mod settings + sorted ores
      Post by: Astral on February 08, 2011, 12:06:40 pm
      The wiki is a great resource, but is there a better list of the adventurer mode perks for picking things such as the illithids? Sprout, Dimension Zero, and Reaper Sword (plus touch attacks) are amazlingly awesome, but a bit lacking in the description area (and the wiki contains nothing toward that end).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f ϟ] - mod settings + sorted ores
      Post by: Deon on February 08, 2011, 12:30:47 pm

      Quote
      If my military dwarfs get close they move and attack my dwarfs but they NEVER attack my fortress.....
      Do they sit by campfires? If so, they just wait and try to tire you. It's vanilla human behavior.

      The Keepers are sitting by campfires, the Elfs and Nord aren't.

      But is there a way to change this behavior? I don't like it and it slowly kills my fortress over the years they are sitting there...
      I think it's [SIEGER].

      The wiki is a great resource, but is there a better list of the adventurer mode perks for picking things such as the illithids? Sprout, Dimension Zero, and Reaper Sword (plus touch attacks) are amazlingly awesome, but a bit lacking in the description area (and the wiki contains nothing toward that end).
      Yeah, there is no details on that yet, it would be a pain for me to describe many minor things like that right now for me :). I may make it with time (or you may post your findings on the wiki).

      BTW, I've updated Phoebus and ASCII versions too.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f ϟ] - mod settings + sorted ores
      Post by: Bitoru on February 08, 2011, 04:07:15 pm
      I downloaded the ASCII version and can't seem to find the "genesis setup" file. Where is it supposed to be?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f ϟ] - mod settings + sorted ores
      Post by: TwilightWalker on February 08, 2011, 04:10:10 pm
      It's only in the Ironhand version, for some odd reason.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f ϟ] - mod settings + sorted ores
      Post by: Bitoru on February 08, 2011, 04:10:53 pm
      Oh, ok. Thanks.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f ϟ] - mod settings + sorted ores
      Post by: Deon on February 08, 2011, 05:24:46 pm
      I downloaded the ASCII version and can't seem to find the "genesis setup" file. Where is it supposed to be?
      It's in every version. It's a shortcut. You probably have to redefine the path to it, but the mod manager is in /dfmm/ folder.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f ϟ] - mod settings + sorted ores
      Post by: Deon on February 08, 2011, 05:25:35 pm
      OH FU! Guys, sorry, I uploaded wrong Phoebus and ASCII files! Reuploading! :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f ϟ] - mod settings + sorted ores
      Post by: Deon on February 08, 2011, 05:30:38 pm
      That's what you get when you are too busy partying...

      Sorry guys, I reuploaded correct archives for Phoebus and ASCII.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f ϟ] - mod settings + sorted ores
      Post by: SalmonGod on February 08, 2011, 05:32:57 pm
      Happy Birthday, Deon.  It's interested imagining you going back and forth between partying and DF modding :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f ϟ] - mod settings + sorted ores
      Post by: Deon on February 08, 2011, 05:33:56 pm
      Nah everyone sleeps already. It's 1:30 AM :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f ϟ] - mod settings + sorted ores
      Post by: Grax on February 08, 2011, 05:38:14 pm
      Nah everyone sleeps already. It's 1:30 AM :).
      3:37 here ;-)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f ϟ] - mod settings + sorted ores
      Post by: abadidea on February 08, 2011, 06:10:08 pm
      Good timing. I basically ruined my reclaim fort by going into stocks and unforbidding everything, then having an infinite loop of people trying to get stuff in the caverns but they can't because of blacked-out paths. I tried everything - exploring the whole caverns, d-b-f'ing every z-level - but it just kept happening. Here's an excuse to fuhgeddaboutit and start a new world  ;D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f ϟ] - mod settings + sorted ores
      Post by: myrkul on February 08, 2011, 06:25:03 pm
      Happy Birthday, Deon!

      One question: Black Steel: It's essentially Ferrocarbon Titanuim, innit?
      Technically it's damascus steel (or wootz, or patterned, call it as you want) which is produced by smelting iron with impurities.

      heh, well, considering it's made with ilmenite, I can think of worse things to be "contaminating" your steel than Ti.

      Minor graphics bugs:
      in the phoebus version graphics_example.txt, you will find these two lines:
      Code: [Select]
      [OUTPOSTLIAISON:DWARVES:8:4:AS_IS:DEFAULT]

      [DUNGEON_NASTER:DWARVES:10:5:AS_IS:DEFAULT]

      This causes the DM to revert to his old graphic (ie, hunter, or whatever he was before you appointed him), and the Liason to show up as a random prof. each year. Changing them to:
      Code: [Select]
      [OUTPOST_LIAISON:DWARVES:8:4:AS_IS:DEFAULT]

      [DUNGEON_MASTER:DWARVES:10:5:AS_IS:DEFAULT]
      Fixes it. Not sure if this is a genesis issue, or a phoebus one, but, I thought I'd let you know.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f ϟ] - mod settings + sorted ores
      Post by: Deon on February 08, 2011, 06:56:09 pm
      Thanks, I will fix it. Probably mine.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f ϟ] - mod settings + sorted ores
      Post by: arghy on February 09, 2011, 06:03:08 am
      MOTHER OF GOD

      So i just finished 2 artifacts but more importantly just masterfully engraved my fortresses 2 largest areas, dwarfbucks 13m and climbing. SO! elf caravan, meh oh well might as well trade, OH LOOK NAGA SIEGE!(4 groups 2 riding building destroyer mounts) i barely manage to pull the drawbridge before a few of them get across, i lose 1 recruit HE WAS WEAK. OH LOOK! CENTAUR SIEGE!(4 groups their friendly with the nagas)--oh hey look who they uncovered! DARK ELF AMBUSH( 3 groups, their not friendly with either sieger) but wait THERES MORE! ILLITHID AMBUSH!(2 groups their not friendly with either sieger)

      My bowdwarfs are throwing bolts at everything that moves as everything that moves trys to kill each other around my central tower--theirs blood EVERYWHERE. I lost a bowdwarf because HOLY SHIT ILLITHIDS FLY! I have 2 melee squads on the tower to protect the ranged squad as they enjoy the target rich environment.

      Did i mention theres a forgotten beast in the first cavern just waiting to burst into my dining hall? oh yeah the centaurs brought like 12 goddamn trolls and for some reason theres over 20 fucking hostile cave crocs running rampant. I'm turning the huge amount of copper from the shitty armor into arrows/bolts as rock just doesnt seem to cut it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f ϟ] - mod settings + sorted ores
      Post by: Deon on February 09, 2011, 06:14:18 am
      Good to see you have action! :)

      I will release an update in a day or two (at least I plan now). I will fix stones and apply a suggestion (sorry can't remember who suggested it, I think it was Rephikul) to pre-name graphics for some monsters, so forgotten beasts and night creatures would have graphics.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f ϟ] - mod settings + sorted ores
      Post by: myrkul on February 09, 2011, 07:58:01 am
      I'm turning the huge amount of copper from the shitty armor into arrows/bolts as rock just doesnt seem to cut it.

      this is awesome:

      Sir! We're almost out of ammo, and th' stone-tipped arrows can't pierce th' blasted trolls' skin!

      Melt the Armor from the trap-pits!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f ϟ] - mod settings + sorted ores
      Post by: rephikul on February 09, 2011, 10:18:10 am
      I will release an update in a day or two (at least I plan now). I will fix stones and apply a suggestion (sorry can't remember who suggested it, I think it was Rephikul) to pre-name graphics for some monsters, so forgotten beasts and night creatures would have graphics.
      ya it was me but they go all the way to _1000 cause that's the highest the player can set. Too much pre-emptive bloat to my taste, imo.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f ϟ] - mod settings + sorted ores
      Post by: Flaede on February 09, 2011, 04:46:24 pm
      MOTHER OF GOD

      So i just finished 2 artifacts but more importantly just masterfully engraved my fortresses 2 largest areas, dwarfbucks 13m and climbing. SO! elf caravan, meh oh well might as well trade, OH LOOK NAGA SIEGE!(4 groups 2 riding building destroyer mounts) i barely manage to pull the drawbridge before a few of them get across, i lose 1 recruit HE WAS WEAK. OH LOOK! CENTAUR SIEGE!(4 groups their friendly with the nagas)--oh hey look who they uncovered! DARK ELF AMBUSH( 3 groups, their not friendly with either sieger) but wait THERES MORE! ILLITHID AMBUSH!(2 groups their not friendly with either sieger)

      My bowdwarfs are throwing bolts at everything that moves as everything that moves trys to kill each other around my central tower--theirs blood EVERYWHERE. I lost a bowdwarf because HOLY SHIT ILLITHIDS FLY! I have 2 melee squads on the tower to protect the ranged squad as they enjoy the target rich environment.

      Did i mention theres a forgotten beast in the first cavern just waiting to burst into my dining hall? oh yeah the centaurs brought like 12 goddamn trolls and for some reason theres over 20 fucking hostile cave crocs running rampant. I'm turning the huge amount of copper from the shitty armor into arrows/bolts as rock just doesnt seem to cut it.

      If you capture those cave crocs, and keep them in cages, they just might breed for you. You can't tame them, but you sure can tame their offspring.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f ϟ] - mod settings + sorted ores
      Post by: Jacob/Lee on February 09, 2011, 08:18:33 pm
      So... Um...
      (http://i611.photobucket.com/albums/tt194/sgtjacob1/NothingWrestler.png)
      Yea. Is it supposed to be named "Nothing"? It's currently blasting Illithid toxin everywhere and attacking (actually, trying to) a pigeon.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f ϟ] - mod settings + sorted ores
      Post by: Deon on February 09, 2011, 11:56:57 pm
      Huh, it looks like I forgot some caste name for an outpost brain, which is strange because I think I didn't touch illithids. One moment.

      P.S. No, all caste names are intact. Did you by chance set up something with "Genesis Setup"? What did you set then? I think that mod manager could do something, it's a test release so there may be bugs.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f ϟ] - mod settings + sorted ores
      Post by: Deon on February 10, 2011, 12:12:39 am
      So, can you check this creature and its description? What is it?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Deon on February 10, 2011, 02:23:18 am
      There's a quick update, it updates mod manager and removes two "placeholder" materials which could cause problems.
      - 3.18f2 Patch for the mod manager, removed two unneeded materials.

      Also Ironhand version recieves new ore vein tiles by Wormslayer:

      (http://i53.tinypic.com/2vuenp0.png)


      (http://i54.tinypic.com/s1m901.png)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: abadidea on February 10, 2011, 02:37:02 am
      I copied the ASCII raws over to my Mac install like usual but the mineral tiles (and only the mineral tiles) are all wrong: metals are gems, gems are finished gems, etc. Any way to fix it without abandoning this charming embark?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Deon on February 10, 2011, 02:41:34 am
      Are you sure you took the "ASCII" raws? Do you use ascii or graphics? All versions are cross-compatible so you should be able to take any of the raws without problems.

      P.S. Oh wait, it's just the way I made tiles for them... Do you want me to remake them for you? I just made "star" to be a mineral icon and "finished gem" to be a gem icon while in the walls. They are easier to read this way for me. Is it too bothersome for you? :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Deon on February 10, 2011, 02:46:53 am
      Here's how I mapped them for the ASCII version.

      (http://i54.tinypic.com/2zp6ots.png)

      Do you consider it hard to understand/bad idea?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: abadidea on February 10, 2011, 02:57:16 am
      It's just.... very different. If it's Not A Bug then I guess I can just deal with it  :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Deon on February 10, 2011, 02:59:45 am
      I just liked how Phoebus made it very clear where is a metal and where is a flux stone, so I wanted to make something like that with ASCII version. If it bothers you too much, I can change it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Tarran on February 10, 2011, 03:00:55 am
      I copied the ASCII raws over to my Mac install like usual but the mineral tiles (and only the mineral tiles) are all wrong: metals are gems, gems are finished gems, etc. Any way to fix it without abandoning this charming embark?
      Yeah, just change the tile of each and every metal and mineral.

      Here's how I mapped them for the ASCII version.

      (http://i54.tinypic.com/2zp6ots.png)

      Do you consider it hard to understand/bad idea?
      I also play ASCII and personally, I would prefer it like it is in vanilla, but it's your choice. You don't have to.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Deon on February 10, 2011, 03:49:20 am
      The RawTileSelector utility allows you to easily map any tile to anything.

      Here are Genesis definitions for you if you want to:

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Tarran on February 10, 2011, 04:37:58 am
      Oh, thanks. Will use that.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Qinetix on February 10, 2011, 09:57:16 am
      I love silkworms , they spawn webs everywere... are they vermin o.o?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Deon on February 10, 2011, 11:16:41 am
      Yes, like cave spiders, only aboveground.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Qinetix on February 10, 2011, 12:20:46 pm
      is any way to trap them and lock them up in a room?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Dutchling on February 10, 2011, 12:30:38 pm
      Are you planning to add another underground plant that can be turned into thread? It kinda sucks that my civ does not have any pig tails, I think I'll just use some above ground but it's still annoying. It could be something with value 1 but it grows in all 4 seasons.

      Great mod though, it didn't like the idea of castes at first but they don't seem to do anything special anyway so I don't care :)

      EDIT: I really like some of the new changes although I'm pretty sure they aren't intended :P
      (http://img.ie/images/802c9.jpg) (http://img.ie/)

      EDIT2: What are mephids? I can embark with them too but I have no idea what they are, I think I'll just embark with devourers, although I dont think I want to know what those are ...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Cynsye on February 10, 2011, 02:52:11 pm
      Love the mod, though I seem to be having some issues with the latest version. I have not made any changes beyond tweaking the "rarity" of some of the castes, and haven't touched the new Genesis Settings program, but I'm getting this on my smelter:

      (http://i4.photobucket.com/albums/y106/cynsye/noreaction.png)

      The "No reaction" options show up even if there is no fuel available.

      And who knows what the dwarves have been smoking :P, but my engravings look like this:

      (http://i4.photobucket.com/albums/y106/cynsye/crazyengravings.png)

      All of the other tiles have been correct so far.

      Using the Phoebus 3.18f2 download. Any help would be appreciated.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Dutchling on February 10, 2011, 03:03:41 pm
      to the above poster:
      in your d_init.txt you have this option:
      Code: [Select]

      If you'd like your engravings to start off looking the same (you can toggle them on individual later), set this to YES.

      [ENGRAVINGS_START_OBSCURED:YES]

      (I assume that is what you meant)

      EDIT: fixed it
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Cynsye on February 10, 2011, 03:22:19 pm
      Afraid not Dutchling, editing the init/init_d files has no effect on what I'm seeing. Looks like the engraved wall/floor's are pointed to the wrong tile or something.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Dutchling on February 10, 2011, 03:41:16 pm
      did you save and load? G_FPS cap doesn't change either if you just change the d_init while playing. or do you mean the pictures of what is on the engravings everywhere is not the problem? You can also change the visibility of every engraving in game but I havane never done it so I don;t know where it is in the menus but I think in the same sub-menu as mass dumping &co.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Tarran on February 10, 2011, 04:24:36 pm
      to the above poster:
      in your d_init.txt you have this option:
      Code: [Select]
      [VARIED_GROUND_TILES:NO]

      If you'd like your engravings to start off looking the same (you can toggle them on individual later), set this to YES.

      (I assume that is what you meant)
      Wrong. The text is referencing the line below it, not above. Changing that option just makes all rough rock, dirt, and grass tiles look the same.

      What you actually should change is this:
      Quote
      If you'd like your engravings to start off looking the same (you can toggle them on individual later), set this to YES.

      [ENGRAVINGS_START_OBSCURED:YES]

      Also, for engravings already engraved and not obscured, I think you can use d-v to obscure/unobscure them.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Dutchling on February 10, 2011, 04:28:58 pm
      Ok I'm very stupid, I just saw obscured and I copied it....
      ofc it is the other one :S
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Jacob/Lee on February 10, 2011, 05:25:09 pm
      Found another "Nothing" wrestler, this one's named though.

      Note: I'm using 3.18e.

      "Void Master, an evil and sadistic being, cow-sized humanoid in appearance but with a four-tentacled octopus-like head. They laugh at mechanical traps as their forcefields protect them..."

      Sounds like an Archmaster to me.

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Tarran on February 10, 2011, 07:41:11 pm
      Alright, here's vanilla DF's ASCII ore, gem, and stone tile settings. You guys really do not want to know the amount of crap I had to go through (hint; nearly every shortcut either didn't work or just caused other problems). I'm pretty sure there's some mistakes, if you see any please point me to them. Feel free to do whatever with this, Deon.

      Code: (inorganic_stone_gem.txt) [Select]
      inorganic_stone_gem

      [OBJECT:INORGANIC]

      [INORGANIC:ONYX]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:2][DISPLAY_COLOR:0:7:1][TILE:15][IS_GEM:onyx:onyxes:OVERWRITE_SOLID]
      [ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:100]

      [INORGANIC:MORION]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:2][DISPLAY_COLOR:0:7:1][TILE:15][IS_GEM:morion:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:ALL_STONE:CLUSTER_SMALL:100]

      [INORGANIC:SCHORL]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:2][DISPLAY_COLOR:0:7:1][TILE:15][IS_GEM:schorl:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:METAMORPHIC:CLUSTER_SMALL:100]
      [ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:GRANITE:CLUSTER_SMALL:100]

      [INORGANIC:LACE AGATE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:2][DISPLAY_COLOR:1:7:1][TILE:15][IS_GEM:lace agate:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:20]

      [INORGANIC:BLUE JADE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:2][DISPLAY_COLOR:1:7:1][TILE:15][IS_GEM:blue jade:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:ALLUVIAL:CLUSTER_SMALL:100]

      [INORGANIC:LAPIS LAZULI]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:2][DISPLAY_COLOR:1:7:1][TILE:15][IS_GEM:lapis lazuli:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:IGNEOUS_INTRUSIVE:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:MARBLE:CLUSTER_SMALL:100]

      [INORGANIC:PRASE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:2][DISPLAY_COLOR:2:7:0][TILE:15][IS_GEM:prase:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:ALL_STONE:CLUSTER_SMALL:100]

      [INORGANIC:PRASE OPAL]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:10][DISPLAY_COLOR:2:7:0][TILE:15][IS_GEM:prase opal:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:ALL_STONE:CLUSTER_SMALL:10]

      [INORGANIC:BLOODSTONE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:2][DISPLAY_COLOR:4:7:0][TILE:15][IS_GEM:bloodstone:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:100]

      [INORGANIC:MOSS AGATE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:2][DISPLAY_COLOR:2:7:0][TILE:15][IS_GEM:moss agate:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:20]

      [INORGANIC:MOSS OPAL]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:10][DISPLAY_COLOR:2:7:0][TILE:15][IS_GEM:moss opal:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:ALL_STONE:CLUSTER_SMALL:10]

      [INORGANIC:VARISCITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:2][DISPLAY_COLOR:2:7:0][TILE:15][IS_GEM:variscite:STP:OVERWRITE_SOLID]
      [ENVIRONMENT_SPEC:BAUXITE:CLUSTER_SMALL:10]

      [INORGANIC:CHRYSOPRASE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:2][DISPLAY_COLOR:2:7:1][TILE:15][IS_GEM:chrysoprase:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:100]

      [INORGANIC:CHRYSOCOLLA]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:2][DISPLAY_COLOR:3:7:1][TILE:15][IS_GEM:chrysocolla:STP:OVERWRITE_SOLID]
      [ENVIRONMENT_SPEC:MALACHITE:CLUSTER_SMALL:100]

      [INORGANIC:SARD]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:2][DISPLAY_COLOR:4:7:0][TILE:15][IS_GEM:sard:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:100]

      [INORGANIC:CARNELIAN]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:2][DISPLAY_COLOR:4:7:0][TILE:15][IS_GEM:carnelian:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:100]

      [INORGANIC:BANDED AGATE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:2][DISPLAY_COLOR:4:7:0][TILE:15][IS_GEM:banded agate:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:20]

      [INORGANIC:SARDONYX]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:2][DISPLAY_COLOR:4:7:0][TILE:15][IS_GEM:sardonyx:sardonyxes:OVERWRITE_SOLID]
      [ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:100]

      [INORGANIC:CHERRY OPAL]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:10][DISPLAY_COLOR:4:7:1][TILE:15][IS_GEM:cherry opal:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:ALL_STONE:CLUSTER_SMALL:10]

      [INORGANIC:LAVENDER JADE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:2][DISPLAY_COLOR:5:7:0][TILE:15][IS_GEM:lavender jade:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:ALLUVIAL:CLUSTER_SMALL:100]

      [INORGANIC:PINK JADE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:2][DISPLAY_COLOR:5:7:1][TILE:15][IS_GEM:pink jade:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:ALLUVIAL:CLUSTER_SMALL:100]

      [INORGANIC:TUBE AGATE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:2][DISPLAY_COLOR:6:7:0][TILE:15][IS_GEM:tube agate:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:20]

      [INORGANIC:FIRE AGATE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:2][DISPLAY_COLOR:6:7:0][TILE:15][IS_GEM:fire agate:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:20]

      [INORGANIC:PLUME AGATE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:2][DISPLAY_COLOR:6:7:0][TILE:15][IS_GEM:plume agate:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:20]

      [INORGANIC:BROWN JASPER]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:2][DISPLAY_COLOR:6:7:0][TILE:15][IS_GEM:brown jasper:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:100]

      [INORGANIC:PICTURE JASPER]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:3][DISPLAY_COLOR:6:7:0][TILE:15][IS_GEM:picture jasper:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:100]

      [INORGANIC:SMOKY QUARTZ]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:2][DISPLAY_COLOR:6:7:0][TILE:15][IS_GEM:smoky quartz:smoky quartzes:OVERWRITE_SOLID]
      [ENVIRONMENT:ALL_STONE:CLUSTER_SMALL:100]

      [INORGANIC:WAX OPAL]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:10][DISPLAY_COLOR:6:7:0][TILE:15][IS_GEM:wax opal:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:ALL_STONE:CLUSTER_SMALL:10]

      [INORGANIC:WOOD OPAL]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:10][DISPLAY_COLOR:6:7:0][TILE:15][IS_GEM:wood opal:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:ALL_STONE:CLUSTER_SMALL:10]

      [INORGANIC:AMBER OPAL]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:10][DISPLAY_COLOR:6:7:0][TILE:15][IS_GEM:amber opal:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:ALL_STONE:CLUSTER_SMALL:10]

      [INORGANIC:GOLD OPAL]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:10][DISPLAY_COLOR:6:7:1][TILE:15][IS_GEM:gold opal:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:ALL_STONE:CLUSTER_SMALL:10]

      [INORGANIC:CITRINE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:2][DISPLAY_COLOR:6:7:1][TILE:15][IS_GEM:citrine:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:ALL_STONE:CLUSTER_SMALL:100]

      [INORGANIC:YELLOW JASPER]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:2][DISPLAY_COLOR:6:7:1][TILE:15][IS_GEM:yellow jasper:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:100]

      [INORGANIC:TIGEREYE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:2][DISPLAY_COLOR:6:7:1][TILE:15][IS_GEM:tigereye:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:100]

      [INORGANIC:TIGER IRON]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:2][DISPLAY_COLOR:6:7:1][TILE:15][IS_GEM:tiger iron:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:100]

      [INORGANIC:SUNSTONE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:2][DISPLAY_COLOR:6:7:1][TILE:15][IS_GEM:sunstone:STP:OVERWRITE_SOLID]
      [ENVIRONMENT_SPEC:BASALT:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:GNEISS:CLUSTER_SMALL:100]

      [INORGANIC:RESIN OPAL]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:10][DISPLAY_COLOR:6:7:1][TILE:15][IS_GEM:resin opal:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:ALL_STONE:CLUSTER_SMALL:10]

      [INORGANIC:PYRITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:2][DISPLAY_COLOR:6:7:1][TILE:15][IS_GEM:pyrite:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:ALL_STONE:CLUSTER_SMALL:100]

      [INORGANIC:CLEAR TOURMALINE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:10][DISPLAY_COLOR:7:7:1][TILE:15][IS_GEM:clear tourmaline:STP:OVERWRITE_SOLID]
      [BASIC_COLOR:7:0]
      [ENVIRONMENT:METAMORPHIC:CLUSTER_SMALL:100]
      [ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:GRANITE:CLUSTER_SMALL:100]

      [INORGANIC:GRAY CHALCEDONY]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:2][DISPLAY_COLOR:7:7:1][TILE:15][IS_GEM:gray chalcedony:gray chalcedonies:OVERWRITE_SOLID]
      [BASIC_COLOR:7:0]
      [ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:100]

      [INORGANIC:DENDRITIC AGATE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:2][DISPLAY_COLOR:7:7:1][TILE:15][IS_GEM:dendritic agate:STP:OVERWRITE_SOLID]
      [BASIC_COLOR:7:0]
      [ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:20]

      [INORGANIC:SHELL OPAL]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:10][DISPLAY_COLOR:7:7:1][TILE:15][IS_GEM:shell opal:STP:OVERWRITE_SOLID]
      [BASIC_COLOR:7:0]
      [ENVIRONMENT:ALL_STONE:CLUSTER_SMALL:10]

      [INORGANIC:BONE OPAL]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:10][DISPLAY_COLOR:7:7:1][TILE:15][IS_GEM:bone opal:STP:OVERWRITE_SOLID]
      [BASIC_COLOR:7:0]
      [ENVIRONMENT:ALL_STONE:CLUSTER_SMALL:10]

      [INORGANIC:WHITE CHALCEDONY]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:2][DISPLAY_COLOR:7:7:1][TILE:15][IS_GEM:white chalcedony:white chalcedonies:OVERWRITE_SOLID]
      [ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:100]

      [INORGANIC:FORTIFICATION AGATE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:2][DISPLAY_COLOR:7:7:1][TILE:15][IS_GEM:fortification agate:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:20]

      [INORGANIC:MILK QUARTZ]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:2][DISPLAY_COLOR:7:7:1][TILE:15][IS_GEM:milk quartz:milk quartzes:OVERWRITE_SOLID]
      [ENVIRONMENT:ALL_STONE:CLUSTER_SMALL:100]

      [INORGANIC:MOONSTONE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:2][DISPLAY_COLOR:7:7:1][TILE:15][IS_GEM:moonstone:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:METAMORPHIC:CLUSTER_SMALL:100]

      [INORGANIC:WHITE JADE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:2][DISPLAY_COLOR:7:7:1][TILE:15][IS_GEM:white jade:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:ALLUVIAL:CLUSTER_SMALL:100]

      [INORGANIC:JASPER OPAL]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:10][DISPLAY_COLOR:7:7:1][TILE:15][IS_GEM:jasper opal:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:ALL_STONE:CLUSTER_SMALL:10]

      [INORGANIC:PINEAPPLE OPAL]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:10][DISPLAY_COLOR:7:7:1][TILE:15][IS_GEM:pineapple opal:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:ALL_STONE:CLUSTER_SMALL:10]

      [INORGANIC:ONYX OPAL]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:10][DISPLAY_COLOR:7:7:1][TILE:15][IS_GEM:onyx opal:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:ALL_STONE:CLUSTER_SMALL:10]

      [INORGANIC:MILK OPAL]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:10][DISPLAY_COLOR:7:7:1][TILE:15][IS_GEM:milk opal:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:ALL_STONE:CLUSTER_SMALL:10]

      [INORGANIC:PIPE OPAL]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:10][DISPLAY_COLOR:7:7:1][TILE:15][IS_GEM:pipe opal:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:ALL_STONE:CLUSTER_SMALL:10]

      [INORGANIC:AVENTURINE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [TILE:15][IS_GEM:aventurine:STP:OVERWRITE_SOLID][DISPLAY_COLOR:2:7:0][MATERIAL_VALUE:3]
      [ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:100]

      [INORGANIC:TURQUOISE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [TILE:15][IS_GEM:turquoise:STP:OVERWRITE_SOLID][DISPLAY_COLOR:3:7:1][MATERIAL_VALUE:2]
      [ENVIRONMENT:IGNEOUS_EXTRUSIVE:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:KAOLINITE:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:GRANITE:CLUSTER_SMALL:100]

      [INORGANIC:QUARTZ_ROSE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:3][DISPLAY_COLOR:4:7:1][TILE:15][IS_GEM:rose quartz:rose quartzes:OVERWRITE_SOLID]
      [ENVIRONMENT:ALL_STONE:CLUSTER_SMALL:100]

      [INORGANIC:CRYSTAL_ROCK]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [TILE:15][IS_GEM:rock crystal:STP:OVERWRITE_SOLID][DISPLAY_COLOR:7:7:1][CRYSTAL_GLASSABLE][MATERIAL_VALUE:2]
      [ENVIRONMENT:ALL_STONE:CLUSTER_SMALL:100]

      [INORGANIC:BLACK ZIRCON]
      11-30 semi-precious
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:20][DISPLAY_COLOR:0:7:1][TILE:15][IS_GEM:black zircon:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:IGNEOUS_ALL:CLUSTER_SMALL:100]
      [ENVIRONMENT:METAMORPHIC:CLUSTER_SMALL:100]

      [INORGANIC:BLACK PYROPE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:20][DISPLAY_COLOR:0:7:1][TILE:15][IS_GEM:black pyrope:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:METAMORPHIC:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:KIMBERLITE:CLUSTER_SMALL:100]

      [INORGANIC:MELANITE]
      type of andradite, a garnet
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:15][DISPLAY_COLOR:0:7:1][TILE:15][IS_GEM:melanite:STP:OVERWRITE_SOLID]
      [ENVIRONMENT_SPEC:MARBLE:CLUSTER_SMALL:100]

      [INORGANIC:INDIGO TOURMALINE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:25][DISPLAY_COLOR:1:7:0][TILE:15][IS_GEM:indigo tourmaline:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:METAMORPHIC:CLUSTER_SMALL:100]
      [ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:GRANITE:CLUSTER_SMALL:100]

      [INORGANIC:BLUE GARNET]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:30][DISPLAY_COLOR:1:7:0][TILE:15][IS_GEM:blue garnet:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:METAMORPHIC:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:GRANITE:CLUSTER_SMALL:100]

      [INORGANIC:TSAVORITE]
      a green grossular
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:30][DISPLAY_COLOR:2:7:0][TILE:15][IS_GEM:tsavorite:STP:OVERWRITE_SOLID]
      [ENVIRONMENT_SPEC:MARBLE:CLUSTER_SMALL:100]

      [INORGANIC:GREEN TOURMALINE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:20][DISPLAY_COLOR:2:7:0][TILE:15][IS_GEM:green tourmaline:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:METAMORPHIC:CLUSTER_SMALL:100]
      [ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:GRANITE:CLUSTER_SMALL:100]

      [INORGANIC:DEMANTOID]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:30][DISPLAY_COLOR:2:7:0][TILE:15][IS_GEM:demantoid:STP:OVERWRITE_SOLID]
      green garnet found with chromium ores
      [ENVIRONMENT_SPEC:CHROMITE:CLUSTER_SMALL:100]

      [INORGANIC:GREEN ZIRCON]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:20][DISPLAY_COLOR:2:7:0][TILE:15][IS_GEM:green zircon:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:IGNEOUS_ALL:CLUSTER_SMALL:100]
      [ENVIRONMENT:METAMORPHIC:CLUSTER_SMALL:100]

      [INORGANIC:GREEN JADE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:20][DISPLAY_COLOR:2:7:1][TILE:15][IS_GEM:green jade:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:ALLUVIAL:CLUSTER_SMALL:100]

      [INORGANIC:HELIODOR]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:20][DISPLAY_COLOR:2:7:1][TILE:15][IS_GEM:heliodor:STP:OVERWRITE_SOLID]
      [ENVIRONMENT_SPEC:GRANITE:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:SCHIST:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:MARBLE:CLUSTER_SMALL:100]

      [INORGANIC:PERIDOT]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:20][DISPLAY_COLOR:2:7:1][TILE:15][IS_GEM:peridot:STP:OVERWRITE_SOLID]
      [ENVIRONMENT_SPEC:GABBRO:CLUSTER_SMALL:100]

      [INORGANIC:RED ZIRCON]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:20][DISPLAY_COLOR:4:7:1][TILE:15][IS_GEM:red zircon:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:IGNEOUS_ALL:CLUSTER_SMALL:100]
      [ENVIRONMENT:METAMORPHIC:CLUSTER_SMALL:100]

      [INORGANIC:RED TOURMALINE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:15][DISPLAY_COLOR:4:7:0][TILE:15][IS_GEM:red tourmaline:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:METAMORPHIC:CLUSTER_SMALL:100]
      [ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:GRANITE:CLUSTER_SMALL:100]

      [INORGANIC:RED PYROPE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:20][DISPLAY_COLOR:4:7:0][TILE:15][IS_GEM:red pyrope:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:METAMORPHIC:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:KIMBERLITE:CLUSTER_SMALL:100]

      [INORGANIC:ALMANDINE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:20][DISPLAY_COLOR:4:7:0][TILE:15][IS_GEM:almandine:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:METAMORPHIC:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:DIORITE:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:GABBRO:CLUSTER_SMALL:100]

      [INORGANIC:RED GROSSULAR]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:20][DISPLAY_COLOR:4:7:0][TILE:15][IS_GEM:red grossular:STP:OVERWRITE_SOLID]
      [ENVIRONMENT_SPEC:MARBLE:CLUSTER_SMALL:100]

      [INORGANIC:PINK TOURMALINE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:15][DISPLAY_COLOR:4:7:1][TILE:15][IS_GEM:pink tourmaline:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:METAMORPHIC:CLUSTER_SMALL:100]
      [ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:GRANITE:CLUSTER_SMALL:100]

      [INORGANIC:RED BERYL]
      red beryl is very rare
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:20][DISPLAY_COLOR:4:7:1][TILE:15][IS_GEM:red beryl:STP:OVERWRITE_SOLID]
      [ENVIRONMENT_SPEC:GRANITE:CLUSTER_SMALL:1]
      [ENVIRONMENT_SPEC:SCHIST:CLUSTER_SMALL:1]
      [ENVIRONMENT_SPEC:MARBLE:CLUSTER_SMALL:1]

      [INORGANIC:FIRE OPAL]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:15][DISPLAY_COLOR:4:7:1][TILE:15][IS_GEM:fire opal:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:ALL_STONE:CLUSTER_SMALL:8]

      [INORGANIC:RHODOLITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:20][DISPLAY_COLOR:5:7:0][TILE:15][IS_GEM:rhodolite:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:METAMORPHIC:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:KIMBERLITE:CLUSTER_SMALL:100]

      [INORGANIC:SPINEL_PURPLE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:20][DISPLAY_COLOR:5:7:0][TILE:15][IS_GEM:purple spinel:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:METAMORPHIC:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:DIORITE:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:GABBRO:CLUSTER_SMALL:100]

      [INORGANIC:ALEXANDRITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:20][DISPLAY_COLOR:5:7:1][TILE:15][IS_GEM:alexandrite:STP:OVERWRITE_SOLID]
      [ENVIRONMENT_SPEC:GRANITE:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:SCHIST:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:MARBLE:CLUSTER_SMALL:100]

      [INORGANIC:TANZANITE]
      not sure about environment, so just copied peridot, which it was first confused for
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:20][DISPLAY_COLOR:5:7:1][TILE:15][IS_GEM:tanzanite:STP:OVERWRITE_SOLID]
      [ENVIRONMENT_SPEC:GABBRO:CLUSTER_SMALL:100]

      [INORGANIC:MORGANITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:20][DISPLAY_COLOR:5:7:1][TILE:15][IS_GEM:morganite:STP:OVERWRITE_SOLID]
      [ENVIRONMENT_SPEC:GRANITE:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:SCHIST:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:MARBLE:CLUSTER_SMALL:100]

      [INORGANIC:VIOLET SPESSARTINE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:20][DISPLAY_COLOR:5:7:1][TILE:15][IS_GEM:violet spessartine:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:METAMORPHIC:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:GRANITE:CLUSTER_SMALL:100]

      [INORGANIC:PINK GARNET]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:20][DISPLAY_COLOR:5:7:1][TILE:15][IS_GEM:pink garnet:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:METAMORPHIC:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:GRANITE:CLUSTER_SMALL:100]

      [INORGANIC:KUNZITE]
      source of lithium
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:20][DISPLAY_COLOR:5:7:1][TILE:15][IS_GEM:kunzite:STP:OVERWRITE_SOLID]
      [ENVIRONMENT_SPEC:GRANITE:CLUSTER_SMALL:100]

      [INORGANIC:CINNAMON GROSSULAR]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:20][DISPLAY_COLOR:6:7:0][TILE:15][IS_GEM:cinnamon grossular:STP:OVERWRITE_SOLID]
      [ENVIRONMENT_SPEC:MARBLE:CLUSTER_SMALL:100]

      [INORGANIC:HONEY YELLOW BERYL]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:20][DISPLAY_COLOR:6:7:0][TILE:15][IS_GEM:honey yellow beryl:STP:OVERWRITE_SOLID]
      [ENVIRONMENT_SPEC:GRANITE:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:SCHIST:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:MARBLE:CLUSTER_SMALL:100]

      [INORGANIC:JELLY OPAL]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:15][DISPLAY_COLOR:6:7:0][TILE:15][IS_GEM:jelly opal:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:ALL_STONE:CLUSTER_SMALL:8]

      [INORGANIC:BROWN ZIRCON]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:20][DISPLAY_COLOR:6:7:0][TILE:15][IS_GEM:brown zircon:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:IGNEOUS_ALL:CLUSTER_SMALL:100]
      [ENVIRONMENT:METAMORPHIC:CLUSTER_SMALL:100]

      [INORGANIC:YELLOW ZIRCON]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:20][DISPLAY_COLOR:6:7:1][TILE:15][IS_GEM:yellow zircon:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:IGNEOUS_ALL:CLUSTER_SMALL:100]
      [ENVIRONMENT:METAMORPHIC:CLUSTER_SMALL:100]

      [INORGANIC:GOLDEN BERYL]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:20][DISPLAY_COLOR:6:7:1][TILE:15][IS_GEM:golden beryl:STP:OVERWRITE_SOLID]
      [ENVIRONMENT_SPEC:GRANITE:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:SCHIST:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:MARBLE:CLUSTER_SMALL:100]

      [INORGANIC:YELLOW SPESSARTINE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:20][DISPLAY_COLOR:6:7:1][TILE:15][IS_GEM:yellow spessartine:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:METAMORPHIC:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:GRANITE:CLUSTER_SMALL:100]

      [INORGANIC:TOPAZ]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:20][DISPLAY_COLOR:6:7:1][TILE:15][IS_GEM:topaz:STP:OVERWRITE_SOLID]
      [ENVIRONMENT_SPEC:GRANITE:CLUSTER_SMALL:100]

      [INORGANIC:TOPAZOLITE]
      type of andradite, a garnet
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:20][DISPLAY_COLOR:6:7:1][TILE:15][IS_GEM:topazolite:STP:OVERWRITE_SOLID]
      [ENVIRONMENT_SPEC:MARBLE:CLUSTER_SMALL:100]

      [INORGANIC:YELLOW GROSSULAR]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:20][DISPLAY_COLOR:6:7:1][TILE:15][IS_GEM:yellow grossular:STP:OVERWRITE_SOLID]
      [ENVIRONMENT_SPEC:MARBLE:CLUSTER_SMALL:100]

      [INORGANIC:RUBICELLE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:20][DISPLAY_COLOR:6:7:1][TILE:15][IS_GEM:rubicelle:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:METAMORPHIC:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:DIORITE:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:GABBRO:CLUSTER_SMALL:100]

      [INORGANIC:CLEAR GARNET]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:20][DISPLAY_COLOR:7:7:1][TILE:15][IS_GEM:clear garnet:STP:OVERWRITE_SOLID]
      [BASIC_COLOR:7:0]
      [ENVIRONMENT:METAMORPHIC:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:GRANITE:CLUSTER_SMALL:100]

      [INORGANIC:GOSHENITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:20][DISPLAY_COLOR:7:7:1][TILE:15][IS_GEM:goshenite:STP:OVERWRITE_SOLID]
      [ENVIRONMENT_SPEC:GRANITE:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:SCHIST:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:MARBLE:CLUSTER_SMALL:100]

      [INORGANIC:CAT'S EYE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:20][DISPLAY_COLOR:7:7:1][TILE:15][IS_GEM:cat's eye:STP:OVERWRITE_SOLID]
      [ENVIRONMENT_SPEC:GRANITE:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:SCHIST:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:MARBLE:CLUSTER_SMALL:100]

      [INORGANIC:CLEAR ZIRCON]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:25][DISPLAY_COLOR:7:7:1][TILE:15][IS_GEM:clear zircon:STP:OVERWRITE_SOLID]
      [ENVIRONMENT:IGNEOUS_ALL:CLUSTER_SMALL:100]
      [ENVIRONMENT:METAMORPHIC:CLUSTER_SMALL:100]

      [INORGANIC:AMETHYST]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [TILE:15][IS_GEM:amethyst:STP:OVERWRITE_SOLID][DISPLAY_COLOR:5:7:1][MATERIAL_VALUE:20]
      [ENVIRONMENT:ALL_STONE:CLUSTER_SMALL:100]

      [INORGANIC:AQUAMARINE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [TILE:15][IS_GEM:aquamarine:STP:OVERWRITE_SOLID][DISPLAY_COLOR:3:7:1][MATERIAL_VALUE:20]
      [ENVIRONMENT_SPEC:GRANITE:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:SCHIST:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:MARBLE:CLUSTER_SMALL:100]

      [INORGANIC:SPINEL_RED]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [TILE:15][IS_GEM:red spinel:STP:OVERWRITE_SOLID][DISPLAY_COLOR:4:7:0][MATERIAL_VALUE:20]
      [ENVIRONMENT:METAMORPHIC:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:DIORITE:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:GABBRO:CLUSTER_SMALL:100]

      [INORGANIC:CHRYSOBERYL]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [TILE:15][IS_GEM:chrysoberyl:STP:OVERWRITE_SOLID][DISPLAY_COLOR:2:7:1][MATERIAL_VALUE:20]
      [ENVIRONMENT_SPEC:GRANITE:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:SCHIST:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:MARBLE:CLUSTER_SMALL:100]

      [INORGANIC:OPAL_PFIRE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [TILE:15][IS_GEM:precious fire opal:STP:OVERWRITE_SOLID][DISPLAY_COLOR:4:7:1][MATERIAL_VALUE:20]
      [ENVIRONMENT:ALL_STONE:CLUSTER_SMALL:8]

      [INORGANIC:OPAL_REDFLASH]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [TILE:15][IS_GEM:red flash opal:STP:OVERWRITE_SOLID][DISPLAY_COLOR:4:7:1][MATERIAL_VALUE:20]
      [ENVIRONMENT:ALL_STONE:CLUSTER_SMALL:8]

      [INORGANIC:OPAL_BLACK]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [TILE:15][IS_GEM:black opal:STP:OVERWRITE_SOLID][DISPLAY_COLOR:0:7:1][MATERIAL_VALUE:30]
      [ENVIRONMENT:ALL_STONE:CLUSTER_SMALL:8]

      [INORGANIC:OPAL_WHITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [TILE:15][IS_GEM:white opal:STP:OVERWRITE_SOLID][DISPLAY_COLOR:7:7:1][MATERIAL_VALUE:20]
      [ENVIRONMENT:ALL_STONE:CLUSTER_SMALL:8]

      [INORGANIC:OPAL_CRYSTAL]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [TILE:15][IS_GEM:crystal opal:STP:OVERWRITE_SOLID][DISPLAY_COLOR:7:7:1][MATERIAL_VALUE:20]
      [ENVIRONMENT:ALL_STONE:CLUSTER_SMALL:8]

      [INORGANIC:OPAL_CLARO]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [TILE:15][IS_GEM:claro opal:STP:OVERWRITE_SOLID][DISPLAY_COLOR:1:7:1][MATERIAL_VALUE:20]
      [ENVIRONMENT:ALL_STONE:CLUSTER_SMALL:8]

      [INORGANIC:OPAL_LEVIN]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [TILE:15][IS_GEM:levin opal:STP:OVERWRITE_SOLID][DISPLAY_COLOR:6:7:1][MATERIAL_VALUE:20]
      [ENVIRONMENT:ALL_STONE:CLUSTER_SMALL:8]

      [INORGANIC:OPAL_HARLEQUIN]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [TILE:15][IS_GEM:harlequin opal:STP:OVERWRITE_SOLID][DISPLAY_COLOR:7:7:1][MATERIAL_VALUE:20]
      [ENVIRONMENT:ALL_STONE:CLUSTER_SMALL:8]

      [INORGANIC:OPAL_PINFIRE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [TILE:15][IS_GEM:pinfire opal:STP:OVERWRITE_SOLID][DISPLAY_COLOR:7:7:1][MATERIAL_VALUE:20]
      [ENVIRONMENT:ALL_STONE:CLUSTER_SMALL:8]

      [INORGANIC:OPAL_BANDFIRE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [TILE:15][IS_GEM:bandfire opal:STP:OVERWRITE_SOLID][DISPLAY_COLOR:7:7:1][MATERIAL_VALUE:20]
      [ENVIRONMENT:ALL_STONE:CLUSTER_SMALL:8]

      [INORGANIC:DIAMOND_LY]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [TILE:4][IS_GEM:light yellow diamond:STP:OVERWRITE_SOLID][DISPLAY_COLOR:6:7:1][MATERIAL_VALUE:30]
      [SPEC_HEAT:409]
      [IGNITE_POINT:11440]
      [MELTING_POINT:NONE]
      [BOILING_POINT:16708]
      [ENVIRONMENT_SPEC:KIMBERLITE:CLUSTER_SMALL:100]
      [SOLID_DENSITY:3520]

      [INORGANIC:DIAMOND_FY]
      31+ precious
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [TILE:4][IS_GEM:faint yellow diamond:STP:OVERWRITE_SOLID][DISPLAY_COLOR:6:7:0][MATERIAL_VALUE:40]
      [SPEC_HEAT:409]
      [IGNITE_POINT:11440]
      [MELTING_POINT:NONE]
      [BOILING_POINT:16708]
      [ENVIRONMENT_SPEC:KIMBERLITE:CLUSTER_SMALL:100]
      [SOLID_DENSITY:3520]

      [INORGANIC:EMERALD]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [TILE:4][IS_GEM:emerald:STP:OVERWRITE_SOLID][DISPLAY_COLOR:2:7:0][MATERIAL_VALUE:40]
      [ENVIRONMENT_SPEC:GRANITE:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:SCHIST:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:MARBLE:CLUSTER_SMALL:100]

      [INORGANIC:RUBY]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [TILE:4][IS_GEM:ruby:rubies:OVERWRITE_SOLID][DISPLAY_COLOR:4:7:0][MATERIAL_VALUE:40]
      [ENVIRONMENT_SPEC:BAUXITE:CLUSTER_SMALL:100]

      [INORGANIC:SAPPHIRE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [TILE:4][IS_GEM:sapphire:STP:OVERWRITE_SOLID][DISPLAY_COLOR:1:7:0][MATERIAL_VALUE:40]
      [ENVIRONMENT_SPEC:BAUXITE:CLUSTER_SMALL:100]

      [INORGANIC:DIAMOND_CLEAR]
      rare -- only occurs with other gems
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [TILE:4][IS_GEM:clear diamond:STP:OVERWRITE_SOLID][DISPLAY_COLOR:7:7:1][MATERIAL_VALUE:60]
      [SPEC_HEAT:409]
      [IGNITE_POINT:11440]
      [MELTING_POINT:NONE]
      [BOILING_POINT:16708]
      [ENVIRONMENT_SPEC:DIAMOND_FY:CLUSTER_ONE:1]
      [SOLID_DENSITY:3520]

      [INORGANIC:DIAMOND_RED]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [TILE:4][IS_GEM:red diamond:STP:OVERWRITE_SOLID][DISPLAY_COLOR:4:7:0][MATERIAL_VALUE:60]
      [SPEC_HEAT:409]
      [IGNITE_POINT:11440]
      [MELTING_POINT:NONE]
      [BOILING_POINT:16708]
      [ENVIRONMENT_SPEC:DIAMOND_FY:CLUSTER_ONE:1]
      [SOLID_DENSITY:3520]

      [INORGANIC:DIAMOND_GREEN]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [TILE:4][IS_GEM:green diamond:STP:OVERWRITE_SOLID][DISPLAY_COLOR:2:7:0][MATERIAL_VALUE:60]
      [SPEC_HEAT:409]
      [IGNITE_POINT:11440]
      [MELTING_POINT:NONE]
      [BOILING_POINT:16708]
      [ENVIRONMENT_SPEC:DIAMOND_FY:CLUSTER_ONE:1]
      [SOLID_DENSITY:3520]

      [INORGANIC:DIAMOND_BLUE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [TILE:4][IS_GEM:blue diamond:STP:OVERWRITE_SOLID][DISPLAY_COLOR:1:7:0][MATERIAL_VALUE:60]
      [SPEC_HEAT:409]
      [IGNITE_POINT:11440]
      [MELTING_POINT:NONE]
      [BOILING_POINT:16708]
      [ENVIRONMENT_SPEC:DIAMOND_FY:CLUSTER_ONE:1]
      [SOLID_DENSITY:3520]

      [INORGANIC:DIAMOND_YELLOW]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [TILE:4][IS_GEM:yellow diamond:STP:OVERWRITE_SOLID][DISPLAY_COLOR:6:7:1][MATERIAL_VALUE:60]
      [SPEC_HEAT:409]
      [IGNITE_POINT:11440]
      [MELTING_POINT:NONE]
      [BOILING_POINT:16708]
      [ENVIRONMENT_SPEC:DIAMOND_FY:CLUSTER_ONE:1]
      [SOLID_DENSITY:3520]

      [INORGANIC:DIAMOND_BLACK]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [TILE:4][IS_GEM:black diamond:STP:OVERWRITE_SOLID][DISPLAY_COLOR:0:7:1][MATERIAL_VALUE:60]
      [SPEC_HEAT:409]
      [IGNITE_POINT:11440]
      [MELTING_POINT:NONE]
      [BOILING_POINT:16708]
      [ENVIRONMENT_SPEC:DIAMOND_FY:CLUSTER_ONE:1]
      [SOLID_DENSITY:3520]

      [INORGANIC:SAPPHIRE_STAR]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [TILE:4][IS_GEM:star sapphire:STP:OVERWRITE_SOLID][DISPLAY_COLOR:1:7:1][MATERIAL_VALUE:60]
      [ENVIRONMENT_SPEC:SAPPHIRE:CLUSTER_ONE:1]

      [INORGANIC:RUBY_STAR]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [TILE:4][IS_GEM:star ruby:star rubies:OVERWRITE_SOLID][DISPLAY_COLOR:4:7:1][MATERIAL_VALUE:60]
      [ENVIRONMENT_SPEC:RUBY:CLUSTER_ONE:1]

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Tarran on February 10, 2011, 07:42:04 pm
      Double posting due to the ever annoying 40000 character limit.
      Code: (inorganic_stone_genesis.txt) [Select]
      inorganic_stone_genesis

      [OBJECT:INORGANIC]

      [INORGANIC:STONE_ORES]
      [USE_MATERIAL_TEMPLATE:LEAF_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:- ORES -]
      [DISPLAY_COLOR:0:7:1]
      [TILE:156]

      [INORGANIC:BISMUTHINITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:2]
      [STONE_NAME:bismuthinite]
      [STATE_NAME_ADJ:ALL_SOLID:bismuthinite]
      [STATE_NAME_ADJ:LIQUID:molten bismuthinite]
      [STATE_NAME_ADJ:GAS:boiling bismuthinite]
      [DISPLAY_COLOR:7:7:1]
      [BASIC_COLOR:7:0]
      [TILE:37]
      [ITEM_SYMBOL:42]
      [ENVIRONMENT_SPEC:GRANITE:CLUSTER_SMALL:100]
      [METAL_ORE:BISMUTH:100]
      [SPEC_HEAT:123]
      [MELTING_POINT:10488]
      [BOILING_POINT:12815]
      [SOLID_DENSITY:9780]
      [LIQUID_DENSITY:10050]
      [MOLAR_MASS:208980]
      [IMPACT_YIELD:105000]
      [IMPACT_FRACTURE:175000]
      [IMPACT_STRAIN_AT_YIELD:3387]
      [COMPRESSIVE_YIELD:105000]
      [COMPRESSIVE_FRACTURE:175000]
      [COMPRESSIVE_STRAIN_AT_YIELD:3387]
      [TENSILE_YIELD:30000]
      [TENSILE_FRACTURE:50000]
      [TENSILE_STRAIN_AT_YIELD:94]
      [TORSION_YIELD:30000]
      [TORSION_FRACTURE:50000]
      [TORSION_STRAIN_AT_YIELD:250]
      [SHEAR_YIELD:30000]
      [SHEAR_FRACTURE:50000]
      [SHEAR_STRAIN_AT_YIELD:250]
      [BENDING_YIELD:30000]
      [BENDING_FRACTURE:50000]
      [BENDING_STRAIN_AT_YIELD:94]
      [MAX_EDGE:1000]
      [ITEMS_HARD]
      [IS_STONE]

      [INORGANIC:CASSITERITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:3]
      [STONE_NAME:cassiterite]
      [STATE_NAME_ADJ:ALL_SOLID:cassiterite]
      [STATE_NAME_ADJ:LIQUID:molten cassiterite]
      [STATE_NAME_ADJ:GAS:boiling cassiterite]
      [DISPLAY_COLOR:6:7:0]
      [TILE:156]
      [ITEM_SYMBOL:42]
      [ENVIRONMENT:ALLUVIAL:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:GRANITE:VEIN:100]
      [METAL_ORE:TIN:100]
      [SPEC_HEAT:210]
      [MELTING_POINT:10417]
      [BOILING_POINT:14684]
      [SOLID_DENSITY:7280]
      [LIQUID_DENSITY:6990]
      [MOLAR_MASS:118710]
      [IMPACT_YIELD:42000]
      [IMPACT_FRACTURE:350000]
      [IMPACT_STRAIN_AT_YIELD:724]
      [COMPRESSIVE_YIELD:42000]
      [COMPRESSIVE_FRACTURE:350000]
      [COMPRESSIVE_STRAIN_AT_YIELD:724]
      [TENSILE_YIELD:12000]
      [TENSILE_FRACTURE:100000]
      [TENSILE_STRAIN_AT_YIELD:24]
      [TORSION_YIELD:12000]
      [TORSION_FRACTURE:100000]
      [TORSION_STRAIN_AT_YIELD:66]
      [SHEAR_YIELD:12000]
      [SHEAR_FRACTURE:100000]
      [SHEAR_STRAIN_AT_YIELD:66]
      [BENDING_YIELD:12000]
      [BENDING_FRACTURE:100000]
      [BENDING_STRAIN_AT_YIELD:24]
      [MAX_EDGE:1000]
      [ITEMS_HARD]
      [IS_STONE]

      [INORGANIC:COBALTITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:7]
      [STONE_NAME:cobaltite]
      [STATE_NAME_ADJ:ALL_SOLID:cobaltite]
      [STATE_NAME_ADJ:LIQUID:molten cobaltite]
      [STATE_NAME_ADJ:GAS:boiling cobaltite]
      [DISPLAY_COLOR:1:7:1]
      [TILE:156]
      [ITEM_SYMBOL:42]
      [ENVIRONMENT:IGNEOUS_ALL:VEIN:100]
      [ENVIRONMENT:METAMORPHIC:VEIN:100]
      [METAL_ORE:COBALT:100]
      [SPEC_HEAT:450]
      [MELTING_POINT:11735]
      [BOILING_POINT:13168]
      [SOLID_DENSITY:8900]
      [LIQUID_DENSITY:7750]
      [MOLAR_MASS:55845]
      [IMPACT_YIELD:220000]
      [IMPACT_FRACTURE:370000]
      [IMPACT_ELASTICITY:771]
      [COMPRESSIVE_YIELD:220000]
      [COMPRESSIVE_FRACTURE:370000]
      [COMPRESSIVE_ELASTICITY:771]
      [TENSILE_YIELD:220000]
      [TENSILE_FRACTURE:370000]
      [TENSILE_ELASTICITY:62]
      [TORSION_YIELD:220000]
      [TORSION_FRACTURE:310000]
      [TORSION_ELASTICITY:159]
      [SHEAR_YIELD:220000]
      [SHEAR_FRACTURE:310000]
      [SHEAR_ELASTICITY:159]
      [BENDING_YIELD:220000]
      [BENDING_FRACTURE:310000]
      [BENDING_ELASTICITY:62]
      [MAX_EDGE:1000]
      [ITEMS_HARD]
      [IS_STONE]

      [INORGANIC:GALENA]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:5]
      [STATE_NAME_ADJ:ALL_SOLID:galena]
      [DISPLAY_COLOR:7:7:1]
      [TILE:156]
      [ITEM_SYMBOL:42]
      [ENVIRONMENT:IGNEOUS_EXTRUSIVE:VEIN:100]
      [ENVIRONMENT:METAMORPHIC:VEIN:100]
      [ENVIRONMENT_SPEC:GRANITE:VEIN:100]
      [ENVIRONMENT_SPEC:LIMESTONE:VEIN:100]
      [METAL_ORE:LEAD:100]
      [METAL_ORE:SILVER:50]
      [SPEC_HEAT:130]
      [MELTING_POINT:10589]
      [BOILING_POINT:13148]
      [SOLID_DENSITY:11340]
      [LIQUID_DENSITY:10660]
      [MOLAR_MASS:207200]
      [IMPACT_YIELD:35000]
      [IMPACT_FRACTURE:42000]
      [IMPACT_STRAIN_AT_YIELD:760]
      [COMPRESSIVE_YIELD:35000]
      [COMPRESSIVE_FRACTURE:42000]
      [COMPRESSIVE_STRAIN_AT_YIELD:760]
      [TENSILE_YIELD:10000]
      [TENSILE_FRACTURE:12000]
      [TENSILE_STRAIN_AT_YIELD:63]
      [TORSION_YIELD:10000]
      [TORSION_FRACTURE:12000]
      [TORSION_STRAIN_AT_YIELD:179]
      [SHEAR_YIELD:10000]
      [SHEAR_FRACTURE:12000]
      [SHEAR_STRAIN_AT_YIELD:179]
      [BENDING_YIELD:10000]
      [BENDING_FRACTURE:12000]
      [BENDING_STRAIN_AT_YIELD:63]
      [MAX_EDGE:1000]
      [ITEMS_HARD]
      [IS_STONE]

      [INORGANIC:GARNIERITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:garnierite]
      [DISPLAY_COLOR:2:7:1]
      [TILE:156]
      [ENVIRONMENT_SPEC:GABBRO:VEIN:100]
      [ITEM_SYMBOL:42]
      [METAL_ORE:NICKEL:100]
      [MATERIAL_VALUE:2]
      [IS_STONE]

      [INORGANIC:GOETHITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:6]
      [STATE_NAME_ADJ:ALL_SOLID:goethite]
      [DISPLAY_COLOR:4:6:1]
      [TILE:156]
      [ITEM_SYMBOL:42]
      [ENVIRONMENT:SEDIMENTARY:VEIN:5]
      [ENVIRONMENT_SPEC:MIRE_BLACK:VEIN:50]
      [ENVIRONMENT_SPEC:MIRE_RAISED:VEIN:10]
      [ENVIRONMENT_SPEC:MIRE_BLANKET:VEIN:40]
      [ENVIRONMENT_SPEC:PEAT_SWAMP:VEIN:100]
      [ENVIRONMENT_SPEC:PEAT:VEIN:80]
      [METAL_ORE:PURE_IRON:50]
      [SPEC_HEAT:385]
      [MELTING_POINT:11952]
      [BOILING_POINT:14611]
      [SOLID_DENSITY:6000]
      [LIQUID_DENSITY:8020]
      [MOLAR_MASS:63546]
      [IMPACT_YIELD:245000]
      [IMPACT_FRACTURE:770000]
      [IMPACT_STRAIN_AT_YIELD:175]
      [COMPRESSIVE_YIELD:245000]
      [COMPRESSIVE_FRACTURE:770000]
      [COMPRESSIVE_STRAIN_AT_YIELD:175]
      [TENSILE_YIELD:70000]
      [TENSILE_FRACTURE:220000]
      [TENSILE_STRAIN_AT_YIELD:58]
      [TORSION_YIELD:70000]
      [TORSION_FRACTURE:220000]
      [TORSION_STRAIN_AT_YIELD:145]
      [SHEAR_YIELD:70000]
      [SHEAR_FRACTURE:220000]
      [SHEAR_STRAIN_AT_YIELD:145]
      [BENDING_YIELD:70000]
      [BENDING_FRACTURE:220000]
      [BENDING_STRAIN_AT_YIELD:58]
      [MAX_EDGE:1000]
      [ITEMS_HARD]
      [IS_STONE]

      [INORGANIC:HEMATITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:8]
      [STATE_NAME_ADJ:ALL_SOLID:hematite]
      [DISPLAY_COLOR:4:7:1]
      [TILE:156]
      [ITEM_SYMBOL:42]
      [ENVIRONMENT:SEDIMENTARY:VEIN:100]
      [ENVIRONMENT:IGNEOUS_EXTRUSIVE:VEIN:100]
      [METAL_ORE:IRON:100]
      [SPEC_HEAT:450]
      [MELTING_POINT:12768]
      [BOILING_POINT:15150]
      [SOLID_DENSITY:7700]
      [LIQUID_DENSITY:6980]
      [MOLAR_MASS:55845]
      [IMPACT_YIELD:220000]
      [IMPACT_FRACTURE:370000]
      [IMPACT_STRAIN_AT_YIELD:771]
      [COMPRESSIVE_YIELD:220000]
      [COMPRESSIVE_FRACTURE:370000]
      [COMPRESSIVE_STRAIN_AT_YIELD:771]
      [TENSILE_YIELD:220000]
      [TENSILE_FRACTURE:370000]
      [TENSILE_STRAIN_AT_YIELD:62]
      [TORSION_YIELD:220000]
      [TORSION_FRACTURE:310000]
      [TORSION_STRAIN_AT_YIELD:159]
      [SHEAR_YIELD:220000]
      [SHEAR_FRACTURE:310000]
      [SHEAR_STRAIN_AT_YIELD:159]
      [BENDING_YIELD:220000]
      [BENDING_FRACTURE:310000]
      [BENDING_STRAIN_AT_YIELD:62]
      [MAX_EDGE:1000]
      [ITEMS_HARD]
      [IS_STONE]

      [INORGANIC:LIMONITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:8]
      [STATE_NAME_ADJ:ALL_SOLID:limonite]
      [DISPLAY_COLOR:6:7:1]
      [TILE:156]
      [ITEM_SYMBOL:42]
      [ENVIRONMENT:SEDIMENTARY:VEIN:100]
      [METAL_ORE:IRON:100]
      [SPEC_HEAT:450]
      [MELTING_POINT:12768]
      [BOILING_POINT:15150]
      [SOLID_DENSITY:7700]
      [LIQUID_DENSITY:6980]
      [MOLAR_MASS:55845]
      [IMPACT_YIELD:220000]
      [IMPACT_FRACTURE:370000]
      [IMPACT_STRAIN_AT_YIELD:771]
      [COMPRESSIVE_YIELD:220000]
      [COMPRESSIVE_FRACTURE:370000]
      [COMPRESSIVE_STRAIN_AT_YIELD:771]
      [TENSILE_YIELD:220000]
      [TENSILE_FRACTURE:370000]
      [TENSILE_STRAIN_AT_YIELD:62]
      [TORSION_YIELD:220000]
      [TORSION_FRACTURE:310000]
      [TORSION_STRAIN_AT_YIELD:159]
      [SHEAR_YIELD:220000]
      [SHEAR_FRACTURE:310000]
      [SHEAR_STRAIN_AT_YIELD:159]
      [BENDING_YIELD:220000]
      [BENDING_FRACTURE:310000]
      [BENDING_STRAIN_AT_YIELD:62]
      [MAX_EDGE:1000]
      [ITEMS_HARD]
      [IS_STONE]

      [INORGANIC:MALACHITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:4]
      [STATE_NAME_ADJ:ALL_SOLID:malachite]
      [DISPLAY_COLOR:2:7:0]
      [TILE:156]
      [ITEM_SYMBOL:42]
      [ENVIRONMENT_SPEC:LIMESTONE:VEIN:100]
      [ENVIRONMENT_SPEC:MARBLE:VEIN:100]
      [METAL_ORE:COPPER:100]
      [SPEC_HEAT:385]
      [MELTING_POINT:11952]
      [BOILING_POINT:14611]
      [SOLID_DENSITY:8930]
      [LIQUID_DENSITY:8020]
      [MOLAR_MASS:63546]
      [IMPACT_YIELD:245000]
      [IMPACT_FRACTURE:770000]
      [IMPACT_STRAIN_AT_YIELD:175]
      [COMPRESSIVE_YIELD:245000]
      [COMPRESSIVE_FRACTURE:770000]
      [COMPRESSIVE_STRAIN_AT_YIELD:175]
      [TENSILE_YIELD:70000]
      [TENSILE_FRACTURE:220000]
      [TENSILE_STRAIN_AT_YIELD:58]
      [TORSION_YIELD:70000]
      [TORSION_FRACTURE:220000]
      [TORSION_STRAIN_AT_YIELD:145]
      [SHEAR_YIELD:70000]
      [SHEAR_FRACTURE:220000]
      [SHEAR_STRAIN_AT_YIELD:145]
      [BENDING_YIELD:70000]
      [BENDING_FRACTURE:220000]
      [BENDING_STRAIN_AT_YIELD:58]
      [MAX_EDGE:1000]
      [ITEMS_HARD]
      [IS_STONE]

      [INORGANIC:NATIVE_ALUMINUM]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:40]
      [STONE_NAME:native aluminum]
      [STATE_NAME_ADJ:ALL_SOLID:native aluminum]
      [STATE_NAME_ADJ:LIQUID:molten native aluminum]
      [STATE_NAME_ADJ:GAS:boiling native aluminum]
      [DISPLAY_COLOR:7:7:1]
      [TILE:94]
      [ITEM_SYMBOL:42]
      [ENVIRONMENT:IGNEOUS_EXTRUSIVE:CLUSTER_SMALL:100]
      [METAL_ORE:ALUMINUM:100]
      [SPEC_HEAT:900]
      [MELTING_POINT:11188]
      [BOILING_POINT:14534]
      [SOLID_DENSITY:2700]
      [LIQUID_DENSITY:2375]
      [MOLAR_MASS:26981]
      [IMPACT_YIELD:70000]
      [IMPACT_FRACTURE:175000]
      [IMPACT_STRAIN_AT_YIELD:921]
      [COMPRESSIVE_YIELD:70000]
      [COMPRESSIVE_FRACTURE:175000]
      [COMPRESSIVE_STRAIN_AT_YIELD:921]
      [TENSILE_YIELD:20000]
      [TENSILE_FRACTURE:50000]
      [TENSILE_STRAIN_AT_YIELD:29]
      [TORSION_YIELD:20000]
      [TORSION_FRACTURE:50000]
      [TORSION_STRAIN_AT_YIELD:77]
      [SHEAR_YIELD:20000]
      [SHEAR_FRACTURE:50000]
      [SHEAR_STRAIN_AT_YIELD:77]
      [BENDING_YIELD:20000]
      [BENDING_FRACTURE:50000]
      [BENDING_STRAIN_AT_YIELD:29]
      [MAX_EDGE:1000]
      [ITEMS_HARD]
      [IS_STONE]

      [INORGANIC:NATIVE_COPPER]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:4]
      [STONE_NAME:copper nuggets]
      [STATE_NAME_ADJ:ALL_SOLID:native copper]
      [STATE_NAME_ADJ:LIQUID:molten native copper]
      [STATE_NAME_ADJ:GAS:boiling native copper]
      [DISPLAY_COLOR:6:7:0]
      [TILE:156]
      [ITEM_SYMBOL:42]
      [ENVIRONMENT:IGNEOUS_EXTRUSIVE:VEIN:100]
      [ENVIRONMENT_SPEC:SANDSTONE:VEIN:100]
      [ENVIRONMENT_SPEC:LIMESTONE:VEIN:100]
      [ENVIRONMENT_SPEC:MARBLE:VEIN:100]
      [METAL_ORE:COPPER:100]
      [SPEC_HEAT:385]
      [MELTING_POINT:11952]
      [BOILING_POINT:14611]
      [SOLID_DENSITY:8930]
      [LIQUID_DENSITY:8020]
      [MOLAR_MASS:63546]
      [IMPACT_YIELD:245000]
      [IMPACT_FRACTURE:770000]
      [IMPACT_STRAIN_AT_YIELD:175]
      [COMPRESSIVE_YIELD:245000]
      [COMPRESSIVE_FRACTURE:770000]
      [COMPRESSIVE_STRAIN_AT_YIELD:175]
      [TENSILE_YIELD:70000]
      [TENSILE_FRACTURE:220000]
      [TENSILE_STRAIN_AT_YIELD:58]
      [TORSION_YIELD:70000]
      [TORSION_FRACTURE:220000]
      [TORSION_STRAIN_AT_YIELD:145]
      [SHEAR_YIELD:70000]
      [SHEAR_FRACTURE:220000]
      [SHEAR_STRAIN_AT_YIELD:145]
      [BENDING_YIELD:70000]
      [BENDING_FRACTURE:220000]
      [BENDING_STRAIN_AT_YIELD:58]
      [MAX_EDGE:1000]
      [ITEMS_HARD]
      [IS_STONE]

      [INORGANIC:NATIVE_GOLD]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:30]
      [STONE_NAME:gold nuggets]
      [STATE_NAME:SOLID:native gold]
      [STATE_NAME:SOLID_POWDER:native gold dust]
      [STATE_ADJ:ALL_SOLID:native gold]
      [STATE_NAME_ADJ:LIQUID:molten native gold]
      [STATE_NAME_ADJ:GAS:boiling native gold]
      [DISPLAY_COLOR:6:7:1]
      [TILE:156]
      [ITEM_SYMBOL:42]
      [ENVIRONMENT:IGNEOUS_ALL:VEIN:100]
      [ENVIRONMENT:ALLUVIAL:CLUSTER_SMALL:100]
      [METAL_ORE:GOLD:100]
      [SPEC_HEAT:129]
      [MELTING_POINT:11915]
      [BOILING_POINT:15141]
      [SOLID_DENSITY:19320]
      [LIQUID_DENSITY:17310]
      [MOLAR_MASS:196967]
      [IMPACT_YIELD:175000]
      [IMPACT_FRACTURE:350000]
      [IMPACT_STRAIN_AT_YIELD:97]
      [COMPRESSIVE_YIELD:175000]
      [COMPRESSIVE_FRACTURE:350000]
      [COMPRESSIVE_STRAIN_AT_YIELD:97]
      [TENSILE_YIELD:50000]
      [TENSILE_FRACTURE:100000]
      [TENSILE_STRAIN_AT_YIELD:64]
      [TORSION_YIELD:50000]
      [TORSION_FRACTURE:100000]
      [TORSION_STRAIN_AT_YIELD:185]
      [SHEAR_YIELD:50000]
      [SHEAR_FRACTURE:100000]
      [SHEAR_STRAIN_AT_YIELD:185]
      [BENDING_YIELD:50000]
      [BENDING_FRACTURE:100000]
      [BENDING_STRAIN_AT_YIELD:64]
      [MAX_EDGE:1000]
      [ITEMS_HARD]
      [IS_STONE]

      [INORGANIC:NATIVE_PLATINUM]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:40]
      [STONE_NAME:platinum nuggets]
      [STATE_NAME_ADJ:ALL_SOLID:native platinum]
      [STATE_NAME_ADJ:LIQUID:molten native platinum]
      [STATE_NAME_ADJ:GAS:boiling native platinum]
      [DISPLAY_COLOR:7:7:1]
      [TILE:156]
      [ITEM_SYMBOL:42]
      [ENVIRONMENT:ALLUVIAL:CLUSTER_SMALL:100]
      [ENVIRONMENT:ALLUVIAL:VEIN:50]
      [METAL_ORE:PLATINUM:100]
      [SPEC_HEAT:130]
      [MELTING_POINT:13182]
      [BOILING_POINT:16885]
      [SOLID_DENSITY:21400]
      [LIQUID_DENSITY:19770]
      [MOLAR_MASS:195084]
      [IMPACT_YIELD:350000]
      [IMPACT_FRACTURE:700000]
      [IMPACT_STRAIN_AT_YIELD:152]
      [COMPRESSIVE_YIELD:350000]
      [COMPRESSIVE_FRACTURE:700000]
      [COMPRESSIVE_STRAIN_AT_YIELD:152]
      [TENSILE_YIELD:100000]
      [TENSILE_FRACTURE:200000]
      [TENSILE_STRAIN_AT_YIELD:60]
      [TORSION_YIELD:100000]
      [TORSION_FRACTURE:200000]
      [TORSION_STRAIN_AT_YIELD:164]
      [SHEAR_YIELD:100000]
      [SHEAR_FRACTURE:200000]
      [SHEAR_STRAIN_AT_YIELD:164]
      [BENDING_YIELD:100000]
      [BENDING_FRACTURE:200000]
      [BENDING_STRAIN_AT_YIELD:60]
      [MAX_EDGE:1000]
      [ITEMS_HARD]
      [IS_STONE]

      [INORGANIC:RAW_ADAMANTINE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:250]
      [THREAD_METAL:ADAMANTINE:100]
      [STATE_NAME_ADJ:ALL_SOLID:raw adamantine]
      [STATE_NAME_ADJ:LIQUID:molten raw adamantine]
      [STATE_NAME_ADJ:GAS:boiling raw adamantine]
      [DISPLAY_COLOR:3:7:1]
      [TILE:156]
      [ITEM_SYMBOL:42]
      [SPEC_HEAT:7500]
      [MELTING_POINT:25000]
      [BOILING_POINT:50000]
      [SOLID_DENSITY:200]
      [LIQUID_DENSITY:2600]
      [MOLAR_MASS:55845]
      [IMPACT_YIELD:2500000]
      [IMPACT_FRACTURE:3000000]
      [IMPACT_STRAIN_AT_YIELD:0]
      [COMPRESSIVE_YIELD:2500000]
      [COMPRESSIVE_FRACTURE:3000000]
      [COMPRESSIVE_STRAIN_AT_YIELD:0]
      [TENSILE_YIELD:2500000]
      [TENSILE_FRACTURE:3000000]
      [TENSILE_STRAIN_AT_YIELD:0]
      [TORSION_YIELD:2500000]
      [TORSION_FRACTURE:3000000]
      [TORSION_STRAIN_AT_YIELD:0]
      [SHEAR_YIELD:2500000]
      [SHEAR_FRACTURE:3000000]
      [SHEAR_STRAIN_AT_YIELD:0]
      [BENDING_YIELD:2500000]
      [BENDING_FRACTURE:3000000]
      [BENDING_STRAIN_AT_YIELD:0]
      [DEEP_SPECIAL]
      [MAX_EDGE:1000]
      [ITEMS_HARD]
      [IS_STONE]

      [INORGANIC:NATIVE_SILVER]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:10]
      [STONE_NAME:silver nuggets]
      [STATE_NAME_ADJ:ALL_SOLID:native silver]
      [STATE_NAME_ADJ:LIQUID:molten native silver]
      [STATE_NAME_ADJ:GAS:boiling native silver]
      [DISPLAY_COLOR:7:7:1]
      [TILE:156]
      [ITEM_SYMBOL:42]
      [ENVIRONMENT_SPEC:GRANITE:VEIN:100]
      [ENVIRONMENT_SPEC:GNEISS:VEIN:100]
      [METAL_ORE:SILVER:100]
      [SPEC_HEAT:230]
      [MELTING_POINT:11731]
      [BOILING_POINT:13892]
      [SOLID_DENSITY:10490]
      [LIQUID_DENSITY:9320]
      [MOLAR_MASS:107868]
      [IMPACT_YIELD:350000]
      [IMPACT_FRACTURE:595000]
      [IMPACT_STRAIN_AT_YIELD:350]
      [COMPRESSIVE_YIELD:350000]
      [COMPRESSIVE_FRACTURE:595000]
      [COMPRESSIVE_STRAIN_AT_YIELD:350]
      [TENSILE_YIELD:100000]
      [TENSILE_FRACTURE:170000]
      [TENSILE_STRAIN_AT_YIELD:120]
      [TORSION_YIELD:100000]
      [TORSION_FRACTURE:170000]
      [TORSION_STRAIN_AT_YIELD:333]
      [SHEAR_YIELD:100000]
      [SHEAR_FRACTURE:170000]
      [SHEAR_STRAIN_AT_YIELD:333]
      [BENDING_YIELD:100000]
      [BENDING_FRACTURE:170000]
      [BENDING_STRAIN_AT_YIELD:120]
      [MAX_EDGE:1000]
      [ITEMS_HARD]
      [IS_STONE]

      [INORGANIC:SPHALERITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:2]
      [STONE_NAME:sphalerite]
      [STATE_NAME_ADJ:ALL_SOLID:sphalerite]
      [STATE_NAME_ADJ:LIQUID:molten sphalerite]
      [STATE_NAME_ADJ:GAS:boiling sphalerite]
      [DISPLAY_COLOR:0:7:1]
      [TILE:156]
      [ITEM_SYMBOL:42]
      [ENVIRONMENT:METAMORPHIC:VEIN:100]
      [METAL_ORE:ZINC:100]
      [MELTING_POINT:10755]
      [BOILING_POINT:11633]
      [SOLID_DENSITY:7135]
      [LIQUID_DENSITY:6570]
      [MOLAR_MASS:65380]
      [IMPACT_YIELD:175000]
      [IMPACT_FRACTURE:525000]
      [IMPACT_STRAIN_AT_YIELD:250]
      [COMPRESSIVE_YIELD:175000]
      [COMPRESSIVE_FRACTURE:525000]
      [COMPRESSIVE_STRAIN_AT_YIELD:250]
      [TENSILE_YIELD:50000]
      [TENSILE_FRACTURE:150000]
      [TENSILE_STRAIN_AT_YIELD:46]
      [TORSION_YIELD:50000]
      [TORSION_FRACTURE:150000]
      [TORSION_STRAIN_AT_YIELD:116]
      [SHEAR_YIELD:50000]
      [SHEAR_FRACTURE:150000]
      [SHEAR_STRAIN_AT_YIELD:116]
      [BENDING_YIELD:50000]
      [BENDING_FRACTURE:150000]
      [BENDING_STRAIN_AT_YIELD:46]
      [MAX_EDGE:10000]
      [ITEMS_HARD]
      [IS_STONE]

      [INORGANIC:STONE_FLUX]
      [USE_MATERIAL_TEMPLATE:LEAF_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:- FLUX STONE -]
      [DISPLAY_COLOR:0:7:1]
      [TILE:176]

      [INORGANIC:CALCITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:calcite]
      [DISPLAY_COLOR:7:7:1]
      [TILE:34]
      [REACTION_CLASS:FLUX]
      [ENVIRONMENT_SPEC:LIMESTONE:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:MARBLE:CLUSTER_SMALL:100]
      [MATERIAL_VALUE:2]
      [IS_STONE]
      [MELTING_POINT:12902]

      [INORGANIC:CHALK]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:chalk]
      [DISPLAY_COLOR:7:7:1]
      [TILE:176]
      [REACTION_CLASS:FLUX]
      [SEDIMENTARY]
      [MATERIAL_VALUE:2]
      [IS_STONE]
      [MELTING_POINT:11485]

      [INORGANIC:DOLOMITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:dolomite]
      [DISPLAY_COLOR:7:7:1]
      [TILE:96]
      [REACTION_CLASS:FLUX]
      [SEDIMENTARY]
      [MATERIAL_VALUE:2]
      [IS_STONE]
      [MELTING_POINT:16507]
      [BOILING_POINT:18000]

      [INORGANIC:LIMESTONE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:limestone]
      [DISPLAY_COLOR:7:7:1]
      [TILE:178]
      [REACTION_CLASS:FLUX]
      [SEDIMENTARY]
      [SEDIMENTARY_OCEAN_DEEP]
      [MATERIAL_VALUE:2]
      [IS_STONE]
      [MELTING_POINT:11485]

      [INORGANIC:MARBLE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:marble]
      [DISPLAY_COLOR:7:7:1]
      [TILE:178]
      [REACTION_CLASS:FLUX]
      [METAMORPHIC]
      [MATERIAL_VALUE:2]
      [IS_STONE]
      [MELTING_POINT:11485]

      [INORGANIC:STONE_FUEL]
      [USE_MATERIAL_TEMPLATE:LEAF_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:- FUEL -]
      [DISPLAY_COLOR:0:7:1]
      [TILE:15]

      [INORGANIC:COAL_BITUMINOUS]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:bituminous coal]
      [DISPLAY_COLOR:0:7:1]
      [TILE:15]
      [ENVIRONMENT:SEDIMENTARY:VEIN:100]
      [ITEM_SYMBOL:42]
      [SPEC_HEAT:409]
      [IGNITE_POINT:11440]
      [MELTING_POINT:NONE]
      [BOILING_POINT:16708]
      [SOLID_DENSITY:1346]
      [IS_STONE]

      [INORGANIC:PEAT]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:compact peat]
      [DISPLAY_COLOR:6:6:1]
      [TILE:15]
      [ENVIRONMENT_SPEC:MIRE_BLANKET:CLUSTER:10]
      [ENVIRONMENT_SPEC:MIRE_RAISED:CLUSTER:10]
      [ENVIRONMENT_SPEC:MIRE_BLACK:CLUSTER:10]
      [ENVIRONMENT_SPEC:PEAT_SWAMP:CLUSTER:30]
      [ENVIRONMENT_SPEC:MIRE_BLANKET:VEIN:5]
      [ENVIRONMENT_SPEC:MIRE_RAISED:VEIN:5]
      [ENVIRONMENT_SPEC:MIRE_BLACK:VEIN:5]
      [ENVIRONMENT_SPEC:PEAT_SWAMP:VEIN:5]
      [IGNITE_POINT:10440]
      [IS_STONE]
      [MELTING_POINT:12070]

      [INORGANIC:LIGNITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:lignite]
      [DISPLAY_COLOR:0:7:1]
      [TILE:42]
      [ENVIRONMENT:SEDIMENTARY:VEIN:100]
      [SPEC_HEAT:409]
      [IGNITE_POINT:11440]
      [MELTING_POINT:NONE]
      [BOILING_POINT:16708]
      [SOLID_DENSITY:1346]
      [IS_STONE]

      [INORGANIC:STONE_SPECIAL]
      [USE_MATERIAL_TEMPLATE:LEAF_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:- SPECIAL STONE -]
      [DISPLAY_COLOR:0:7:1]
      [TILE:15]

      [INORGANIC:BAUXITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:bauxite]
      [DISPLAY_COLOR:4:7:0]
      [TILE:43]
      [ENVIRONMENT:SEDIMENTARY:CLUSTER:100]
      [MELTING_POINT:13600]
      [BOILING_POINT:15000]
      [IS_STONE]

      [INORGANIC:ILMENITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:ilmenite]
      [DISPLAY_COLOR:0:7:1]
      [TILE:46]
      [ENVIRONMENT_SPEC:GABBRO:CLUSTER_SMALL:100]
      [SOLID_DENSITY:2307]
      [IS_STONE]
      [MELTING_POINT:12457]

      [INORGANIC:OBSIDIAN]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MELTING_POINT:13600]
      [BOILING_POINT:16000]
      [STATE_NAME_ADJ:ALL_SOLID:obsidian]
      [DISPLAY_COLOR:0:7:1]
      [TILE:177]
      [LAVA]
      [MAX_EDGE:20000]
      [IGNEOUS_EXTRUSIVE]
      [MATERIAL_VALUE:3]
      [IS_STONE]

      [INORGANIC:STONE_OTHER]
      [USE_MATERIAL_TEMPLATE:LEAF_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:- OTHER STONE -]
      [DISPLAY_COLOR:0:7:1]
      [TILE:46]

      [INORGANIC:ALABASTER]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:alabaster]
      [DISPLAY_COLOR:7:7:1]
      [TILE:94]
      [ENVIRONMENT_SPEC:GYPSUM:CLUSTER_SMALL:100]
      [SOLID_DENSITY:2787]
      [IS_STONE]
      [REACTION_CLASS:GYPSUM]
      [MELTING_POINT:10261]

      [INORGANIC:ALUNITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:alunite]
      [DISPLAY_COLOR:7:7:1]
      [TILE:96]
      [ENVIRONMENT:IGNEOUS_EXTRUSIVE:CLUSTER:100]
      [ENVIRONMENT_SPEC:KAOLINITE:CLUSTER:100]
      [IS_STONE]
      [MELTING_POINT:13690]
      [BOILING_POINT:15364]

      [INORGANIC:ANHYDRITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:anhydrite]
      [DISPLAY_COLOR:7:7:1]
      [TILE:118]
      [BASIC_COLOR:7:0]
      [ENVIRONMENT_SPEC:GYPSUM:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:SATINSPAR:CLUSTER_ONE:100]
      [ENVIRONMENT_SPEC:ALABASTER:CLUSTER_ONE:100]
      [ENVIRONMENT_SPEC:SELENITE:CLUSTER_ONE:100]
      [SOLID_DENSITY:2787]
      [IS_STONE]
      [MELTING_POINT:12610]

      [INORGANIC:ANDESITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:andesite]
      [DISPLAY_COLOR:0:7:1]
      [TILE:236]
      [IGNEOUS_EXTRUSIVE]
      [IS_STONE]
      [MELTING_POINT:11800]

      [INORGANIC:BASALT]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:basalt]
      [DISPLAY_COLOR:0:7:1]
      [TILE:35]
      [IGNEOUS_EXTRUSIVE]
      [IS_STONE]
      [MELTING_POINT:12160]

      [INORGANIC:BORAX]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:borax]
      [DISPLAY_COLOR:7:7:1]
      [TILE:94]
      [ENVIRONMENT_SPEC:GYPSUM:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:ROCK_SALT:CLUSTER:100]
      [IS_STONE]
      [MELTING_POINT:11334]
      [BOILING_POINT:12835]

      [INORGANIC:BRIMSTONE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:brimstone]
      [DISPLAY_COLOR:6:7:1]
      [TILE:37]
      [ENVIRONMENT:IGNEOUS_EXTRUSIVE:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:GYPSUM:CLUSTER_SMALL:100]
      [SOLID_DENSITY:2070]
      [IS_STONE]
      [MELTING_POINT:10207]
      [BOILING_POINT:10800]

      [INORGANIC:CHERT]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:chert]
      [DISPLAY_COLOR:6:7:0]
      [TILE:61]
      [SEDIMENTARY]
      [IS_STONE]
      [MELTING_POINT:13101]

      [INORGANIC:CHROMITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:chromite]
      [DISPLAY_COLOR:0:7:1]
      [TILE:61]
      [ENVIRONMENT_SPEC:OLIVINE:VEIN:100]
      [SOLID_DENSITY:2162]
      [IS_STONE]
      [MELTING_POINT:13645]

      [INORGANIC:CINNABAR]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:cinnabar]
      [DISPLAY_COLOR:4:7:1]
      [TILE:156]
      [ENVIRONMENT:IGNEOUS_EXTRUSIVE:VEIN:100]
      [ENVIRONMENT_SPEC:SHALE:VEIN:100]
      [ENVIRONMENT_SPEC:QUARTZITE:VEIN:100]
      [ITEM_SYMBOL:15]
      [IS_STONE]
      [MELTING_POINT:11044]

      [INORGANIC:CLAYSTONE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:claystone]
      [DISPLAY_COLOR:0:7:1]
      [TILE:44]
      [SEDIMENTARY]
      [IS_STONE]

      [INORGANIC:CONGLOMERATE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:conglomerate]
      [DISPLAY_COLOR:6:7:0]
      [TILE:236]
      [SEDIMENTARY]
      [SEDIMENTARY_OCEAN_SHALLOW]
      [IS_STONE]

      [INORGANIC:CRYOLITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:cryolite]
      [DISPLAY_COLOR:7:7:1]
      [TILE:45]
      [ENVIRONMENT_SPEC:GRANITE:CLUSTER_SMALL:100]
      [IS_STONE]
      [MELTING_POINT:11817]

      [INORGANIC:DACITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:dacite]
      [DISPLAY_COLOR:0:7:1]
      [TILE:46]
      [BASIC_COLOR:7:0]
      [IGNEOUS_EXTRUSIVE]
      [IS_STONE]

      [INORGANIC:DIORITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:diorite]
      [DISPLAY_COLOR:0:7:1]
      [TILE:176]
      [IGNEOUS_INTRUSIVE]
      [IS_STONE]
      [MELTING_POINT:11800]

      [INORGANIC:GABBRO]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:gabbro]
      [DISPLAY_COLOR:0:7:1]
      [TILE:177]
      [IGNEOUS_INTRUSIVE]
      [IS_STONE]
      [MELTING_POINT:12160]

      [INORGANIC:GNEISS]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:gneiss]
      [DISPLAY_COLOR:7:7:1]
      [TILE:61]
      [BASIC_COLOR:7:0]
      [METAMORPHIC]
      [IS_STONE]

      [INORGANIC:GRANITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:granite]
      [DISPLAY_COLOR:7:8:0]
      [TILE:178]
      [IGNEOUS_INTRUSIVE]
      [IS_STONE]
      [MELTING_POINT:11440]

      [INORGANIC:GRAPHITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:graphite]
      [DISPLAY_COLOR:0:7:1]
      [TILE:111]
      [ENVIRONMENT_SPEC:GNEISS:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:QUARTZITE:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:MARBLE:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:SCHIST:CLUSTER_SMALL:100]
      [SPEC_HEAT:409]
      [IGNITE_POINT:11440]
      [MELTING_POINT:NONE]
      [BOILING_POINT:16708]
      [SOLID_DENSITY:2160]
      [IS_STONE]

      [INORGANIC:GYPSUM]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:gypsum]
      [DISPLAY_COLOR:6:7:1]
      [TILE:35]
      [ENVIRONMENT:SEDIMENTARY:CLUSTER:100]
      [SOLID_DENSITY:2787]
      [IS_STONE]
      [REACTION_CLASS:GYPSUM]
      [MELTING_POINT:10261]

      [INORGANIC:HORNBLENDE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:hornblende]
      [DISPLAY_COLOR:0:7:1]
      [TILE:34]
      [ENVIRONMENT:IGNEOUS_ALL:CLUSTER_SMALL:100]
      [ENVIRONMENT:METAMORPHIC:CLUSTER_SMALL:100]
      [IS_STONE]
      [MELTING_POINT:11890]

      [INORGANIC:JET]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:jet]
      [DISPLAY_COLOR:0:7:1]
      [TILE:176]
      [ENVIRONMENT:SEDIMENTARY:CLUSTER:100]
      [IS_STONE]

      [INORGANIC:KAOLINITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:kaolinite]
      [DISPLAY_COLOR:4:7:0]
      [TILE:61]
      [ENVIRONMENT:SEDIMENTARY:CLUSTER:100]
      [IS_STONE]
      [MELTING_POINT:13150]

      [INORGANIC:KIMBERLITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:kimberlite]
      [DISPLAY_COLOR:1:7:1]
      [TILE:37]
      [ENVIRONMENT_SPEC:GABBRO:VEIN:100]
      [IS_STONE]

      [INORGANIC:MARCASITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:marcasite]
      [DISPLAY_COLOR:7:7:1]
      [TILE:37]
      [ENVIRONMENT_SPEC:KAOLINITE:CLUSTER_SMALL:100]
      [IS_STONE]
      [MELTING_POINT:10810]

      [INORGANIC:MICA]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:mica]
      [DISPLAY_COLOR:0:7:1]
      [TILE:118]
      [ENVIRONMENT:METAMORPHIC:CLUSTER:100]
      [ENVIRONMENT_SPEC:GRANITE:CLUSTER:100]
      [SOLID_DENSITY:2883]
      [IS_STONE]
      [MELTING_POINT:12295]

      [INORGANIC:MICROCLINE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:microcline]
      [DISPLAY_COLOR:3:7:1]
      [TILE:37]
      [ENVIRONMENT:ALL_STONE:CLUSTER:100]
      [IS_STONE]

      [INORGANIC:MUDSTONE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:mudstone]
      [DISPLAY_COLOR:6:7:0]
      [TILE:247]
      [SEDIMENTARY]
      [IS_STONE]

      [INORGANIC:OLIVINE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:olivine]
      [DISPLAY_COLOR:2:7:0]
      [TILE:37]
      [ENVIRONMENT_SPEC:GABBRO:CLUSTER:100]
      [IS_STONE]
      [MELTING_POINT:13168]

      [INORGANIC:ORPIMENT]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:orpiment]
      [DISPLAY_COLOR:6:7:1]
      [TILE:45]
      [ENVIRONMENT:IGNEOUS_EXTRUSIVE:CLUSTER_SMALL:100]
      [IS_STONE]
      [MELTING_POINT:10639]
      [BOILING_POINT:11017]

      [INORGANIC:ORTHOCLASE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:orthoclase]
      [DISPLAY_COLOR:6:7:1]
      [TILE:37]
      [ENVIRONMENT:IGNEOUS_INTRUSIVE:CLUSTER:100]
      [ENVIRONMENT:METAMORPHIC:CLUSTER:100]
      [IS_STONE]
      [MELTING_POINT:12250]

      [INORGANIC:PERICLASE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:periclase]
      [DISPLAY_COLOR:7:7:1]
      [TILE:44]
      [ENVIRONMENT_SPEC:MARBLE:CLUSTER_SMALL:100]
      [IS_STONE]
      [MELTING_POINT:15040]
      [BOILING_POINT:16000]

      [INORGANIC:PETRIFIED_WOOD]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:petrified wood]
      [DISPLAY_COLOR:4:7:1]
      [TILE:37]
      [ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:100]
      [IS_STONE]
      [MELTING_POINT:12970]
      [BOILING_POINT:14014]

      [INORGANIC:PHYLLITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:phyllite]
      [DISPLAY_COLOR:0:7:1]
      [TILE:45]
      [BASIC_COLOR:7:0]
      [METAMORPHIC]
      [IS_STONE]

      [INORGANIC:PITCHBLENDE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:pitchblende]
      [DISPLAY_COLOR:5:7:0]
      [TILE:42]
      [ENVIRONMENT_SPEC:GRANITE:CLUSTER_SMALL:100]
      [IS_STONE]
      [MELTING_POINT:12070]
      [BOILING_POINT:12340]

      [INORGANIC:PUDDINGSTONE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:puddingstone]
      [DISPLAY_COLOR:6:7:0]
      [TILE:233]
      [ENVIRONMENT_SPEC:CONGLOMERATE:CLUSTER:100]
      [AQUIFER]
      [IS_STONE]

      [INORGANIC:REALGAR]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:realgar]
      [DISPLAY_COLOR:4:7:1]
      [TILE:37]
      [ENVIRONMENT:IGNEOUS_EXTRUSIVE:CLUSTER_SMALL:100]
      [IS_STONE]
      [MELTING_POINT:10639]
      [BOILING_POINT:11017]

      [INORGANIC:PYROLUSITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:pyrolusite]
      [DISPLAY_COLOR:0:7:1]
      [TILE:37]
      [ENVIRONMENT:IGNEOUS_ALL:CLUSTER_SMALL:100]
      [IS_STONE]
      [MELTING_POINT:10963]

      [INORGANIC:RHYOLITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:rhyolite]
      [DISPLAY_COLOR:0:7:1]
      [TILE:44]
      [IGNEOUS_EXTRUSIVE]
      [IS_STONE]
      [MELTING_POINT:11440]

      [INORGANIC:ROCK_SALT]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:rock salt]
      [DISPLAY_COLOR:7:7:1]
      [TILE:35]
      [SEDIMENTARY]
      [SOLID_DENSITY:2100]
      [IS_STONE]
      [MELTING_POINT:11442]
      [BOILING_POINT:12637]

      [INORGANIC:RUTILE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:rutile]
      [DISPLAY_COLOR:5:7:0]
      [TILE:94]
      [ENVIRONMENT:METAMORPHIC:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:GRANITE:CLUSTER_SMALL:100]
      [IS_STONE]
      [MELTING_POINT:13285]

      [INORGANIC:SALTPETER]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:saltpeter]
      [DISPLAY_COLOR:6:7:1]
      [TILE:120]
      [ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:100]
      [SOLID_DENSITY:1201]
      [IS_STONE]
      [MELTING_POINT:10601]
      [BOILING_POINT:10720]

      [INORGANIC:SANDSTONE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:sandstone]
      [DISPLAY_COLOR:6:7:0]
      [TILE:35]
      [SEDIMENTARY]
      [SEDIMENTARY_OCEAN_SHALLOW]
      [IS_STONE]
      [MELTING_POINT:12070]

      [INORGANIC:SATINSPAR]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:satinspar]
      [DISPLAY_COLOR:7:7:1]
      [TILE:45]
      [ENVIRONMENT_SPEC:GYPSUM:CLUSTER_SMALL:100]
      [SOLID_DENSITY:2787]
      [IS_STONE]
      [REACTION_CLASS:GYPSUM]
      [MELTING_POINT:10261]

      [INORGANIC:SCHIST]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:schist]
      [DISPLAY_COLOR:6:7:0]
      [TILE:94]
      [METAMORPHIC]
      [IS_STONE]

      [INORGANIC:SELENITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:selenite]
      [DISPLAY_COLOR:7:7:1]
      [TILE:59]
      [ENVIRONMENT_SPEC:GYPSUM:CLUSTER_SMALL:100]
      [SOLID_DENSITY:2787]
      [IS_STONE]
      [REACTION_CLASS:GYPSUM]
      [MELTING_POINT:10225]

      [INORGANIC:SERPENTINE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:serpentine]
      [DISPLAY_COLOR:2:7:0]
      [TILE:247]
      [ENVIRONMENT_SPEC:OLIVINE:CLUSTER_SMALL:100]
      [IS_STONE]
      [MELTING_POINT:10281]

      [INORGANIC:SHALE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:shale]
      [DISPLAY_COLOR:0:7:1]
      [TILE:46]
      [SEDIMENTARY]
      [SEDIMENTARY_OCEAN_SHALLOW]
      [IS_STONE]

      [INORGANIC:SILTSTONE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:siltstone]
      [DISPLAY_COLOR:6:7:0]
      [TILE:37]
      [SEDIMENTARY]
      [IS_STONE]

      [INORGANIC:SLADE]
      [STATE_NAME_ADJ:ALL_SOLID:slade]
      [DISPLAY_COLOR:0:0:1]
      [TILE:177]
      [ITEM_SYMBOL:42]
      [DEEP_SURFACE]
      [DISPLAY_COLOR:0:0:1]
      [SOLID_DENSITY:200000]
      [IMPACT_YIELD:4000000]
      [IMPACT_FRACTURE:5000000]
      [IMPACT_STRAIN_AT_YIELD:100]
      [COMPRESSIVE_YIELD:4000000]
      [COMPRESSIVE_FRACTURE:5000000]
      [COMPRESSIVE_STRAIN_AT_YIELD:100]
      [TENSILE_YIELD:4000000]
      [TENSILE_FRACTURE:5000000]
      [TENSILE_STRAIN_AT_YIELD:100]
      [TORSION_YIELD:4000000]
      [TORSION_FRACTURE:5000000]
      [TORSION_STRAIN_AT_YIELD:100]
      [SHEAR_YIELD:4000000]
      [SHEAR_FRACTURE:5000000]
      [SHEAR_STRAIN_AT_YIELD:100]
      [BENDING_YIELD:4000000]
      [BENDING_FRACTURE:5000000]
      [BENDING_STRAIN_AT_YIELD:100]
      [MAX_EDGE:1000]
      [ITEMS_HARD]
      [IS_STONE]
      [UNDIGGABLE]

      [INORGANIC:SLATE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:slate]
      [DISPLAY_COLOR:0:7:1]
      [TILE:37]
      [METAMORPHIC]
      [IS_STONE]

      [INORGANIC:STIBNITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:stibnite]
      [DISPLAY_COLOR:7:7:1]
      [TILE:37]
      [BASIC_COLOR:7:0]
      [ENVIRONMENT:IGNEOUS_EXTRUSIVE:CLUSTER_SMALL:100]
      [IS_STONE]
      [MELTING_POINT:10990]

      [INORGANIC:SYLVITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:sylvite]
      [DISPLAY_COLOR:6:7:1]
      [TILE:61]
      [ENVIRONMENT_SPEC:ROCK_SALT:CLUSTER:100]
      [IS_STONE]
      [MELTING_POINT:11397]
      [BOILING_POINT:12700]

      [INORGANIC:TALC]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:talc]
      [DISPLAY_COLOR:7:7:1]
      [TILE:124]
      [ENVIRONMENT_SPEC:DOLOMITE:CLUSTER:100]
      [SOLID_DENSITY:2691]
      [IS_STONE]
      [MELTING_POINT:12700]

      [INORGANIC:QUARTZITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:quartzite]
      [DISPLAY_COLOR:7:7:1]
      [TILE:45]
      [METAMORPHIC]
      [IS_STONE]
      [MELTING_POINT:12970]
      [BOILING_POINT:14014]

      [INORGANIC:PEAT_SWAMP]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:swamp peat]
      [DISPLAY_COLOR:6:0:0]
      [TILE:178]
      [SOIL]
      [AQUIFER]
      [SOLID_DENSITY:1600]

      [INORGANIC:MIRE_BLACK]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:black bog]
      [DISPLAY_COLOR:0:6:1]
      [TILE:178]
      [SOIL]
      [AQUIFER]
      [SOLID_DENSITY:1600]

      [INORGANIC:MIRE_RAISED]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:raised mire]
      [DISPLAY_COLOR:2:1:0]
      [TILE:178]
      [SOIL]
      [SOLID_DENSITY:1600]

      [INORGANIC:MIRE_BLANKET]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:blanked mire]
      [DISPLAY_COLOR:6:1:0]
      [TILE:178]
      [SOIL]
      [AQUIFER]
      [SOLID_DENSITY:1600]

      [INORGANIC:BRICK]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:brick]
      [STONE_NAME:bricks]
      [DISPLAY_COLOR:0:4:1]
      [TILE:178]

      [INORGANIC:PLASTER]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL:gypsum plaster]
      [DISPLAY_COLOR:6:7:0]
      [TILE:178]
      [SOLID_DENSITY:2787]
      [IS_STONE]
      [HARDENS_WITH_WATER:INORGANIC:GYPSUM]
      [MATERIAL_VALUE:3]

      [INORGANIC:FIREBALL]
      [USE_MATERIAL_TEMPLATE:SUBSTANCE_TEMPLATE]
      [STATE_NAME:ALL:fireball]
      [STATE_ADJ:ALL:fireball]
      [SPEC_HEAT:4]
      [MAT_FIXED_TEMP:11060]
      [IGNITE_POINT:11050]

      [INORGANIC:ICEBALL]
      [USE_MATERIAL_TEMPLATE:SUBSTANCE_TEMPLATE]
      [STATE_NAME:ALL:ice]
      [STATE_ADJ:ALL:ice]
      [SPEC_HEAT:4]
      [MAT_FIXED_TEMP:10]
      [IGNITE_POINT:16000]

      [INORGANIC:GAS_SPORE_DROP]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:frozen toxis spores]
      [DISPLAY_COLOR:7:7:1]
      [TILE:42]
      [ITEM_SYMBOL:42]
      [SOLID_DENSITY:7500]
      [MATERIAL_VALUE:1]
      [MELTING_POINT:8000]
      [BOILING_POINT:15000]
      [STATE_COLOR:LIQUID:SEA_GREEN]
      [STATE_NAME:LIQUID:toxic slime]
      [SYNDROME]
      [SYN_NAME:gas spore intoxication]
      [SYN_AFFECTED_CLASS:GENERAL_POISON]
      [SYN_IMMUNE_CREATURE:BEHOLDER:ALL]
      [SYN_INHALED]
      [CE_FEVER:SEV:1000:PROB:100:START:50:PEAK:500:END:1500]
      [CE_NAUSEA:SEV:1000:PROB:100:START:50:PEAK:500:END:1500]
      [CE_DIZZINESS:SEV:1000:PROB:100:START:50:PEAK:500:END:1500]
      [CE_PAIN:SEV:1000:PROB:100:VASCULAR_ONLY:START:50:PEAK:500:END:1500]
      [CE_SWELLING:SEV:1000:PROB:100:VASCULAR_ONLY:START:50:PEAK:500:END:1500]
      [CE_OOZING:SEV:1000:PROB:100:VASCULAR_ONLY:START:50:PEAK:500:END:1500]
      [CE_BRUISING:SEV:1000:PROB:100:VASCULAR_ONLY:START:50:PEAK:500:END:1500]
      [CE_BLEEDING:SEV:1000:PROB:100:VASCULAR_ONLY:START:50:PEAK:75:END:100]
      [CE_NECROSIS:SEV:1000:PROB:100:BP:BY_TYPE:THOUGHT:ALL:BP:BY_TYPE:NERVOUS:ALL:START:30:PEAK:60:END:1200]

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: abadidea on February 10, 2011, 08:34:14 pm
      Double posting due to the ever annoying 40000 character limit.
      Code: (inorganic_stone_genesis.txt) [Select]
      inorganic_stone_genesis

      [OBJECT:INORGANIC]

      [INORGANIC:STONE_ORES]
      [USE_MATERIAL_TEMPLATE:LEAF_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:- ORES -]
      [DISPLAY_COLOR:0:7:1]
      [TILE:156]

      [INORGANIC:BISMUTHINITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:2]
      [STONE_NAME:bismuthinite]
      [STATE_NAME_ADJ:ALL_SOLID:bismuthinite]
      [STATE_NAME_ADJ:LIQUID:molten bismuthinite]
      [STATE_NAME_ADJ:GAS:boiling bismuthinite]
      [DISPLAY_COLOR:7:7:1]
      [BASIC_COLOR:7:0]
      [TILE:37]
      [ITEM_SYMBOL:42]
      [ENVIRONMENT_SPEC:GRANITE:CLUSTER_SMALL:100]
      [METAL_ORE:BISMUTH:100]
      [SPEC_HEAT:123]
      [MELTING_POINT:10488]
      [BOILING_POINT:12815]
      [SOLID_DENSITY:9780]
      [LIQUID_DENSITY:10050]
      [MOLAR_MASS:208980]
      [IMPACT_YIELD:105000]
      [IMPACT_FRACTURE:175000]
      [IMPACT_STRAIN_AT_YIELD:3387]
      [COMPRESSIVE_YIELD:105000]
      [COMPRESSIVE_FRACTURE:175000]
      [COMPRESSIVE_STRAIN_AT_YIELD:3387]
      [TENSILE_YIELD:30000]
      [TENSILE_FRACTURE:50000]
      [TENSILE_STRAIN_AT_YIELD:94]
      [TORSION_YIELD:30000]
      [TORSION_FRACTURE:50000]
      [TORSION_STRAIN_AT_YIELD:250]
      [SHEAR_YIELD:30000]
      [SHEAR_FRACTURE:50000]
      [SHEAR_STRAIN_AT_YIELD:250]
      [BENDING_YIELD:30000]
      [BENDING_FRACTURE:50000]
      [BENDING_STRAIN_AT_YIELD:94]
      [MAX_EDGE:1000]
      [ITEMS_HARD]
      [IS_STONE]

      [INORGANIC:CASSITERITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:3]
      [STONE_NAME:cassiterite]
      [STATE_NAME_ADJ:ALL_SOLID:cassiterite]
      [STATE_NAME_ADJ:LIQUID:molten cassiterite]
      [STATE_NAME_ADJ:GAS:boiling cassiterite]
      [DISPLAY_COLOR:6:7:0]
      [TILE:156]
      [ITEM_SYMBOL:42]
      [ENVIRONMENT:ALLUVIAL:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:GRANITE:VEIN:100]
      [METAL_ORE:TIN:100]
      [SPEC_HEAT:210]
      [MELTING_POINT:10417]
      [BOILING_POINT:14684]
      [SOLID_DENSITY:7280]
      [LIQUID_DENSITY:6990]
      [MOLAR_MASS:118710]
      [IMPACT_YIELD:42000]
      [IMPACT_FRACTURE:350000]
      [IMPACT_STRAIN_AT_YIELD:724]
      [COMPRESSIVE_YIELD:42000]
      [COMPRESSIVE_FRACTURE:350000]
      [COMPRESSIVE_STRAIN_AT_YIELD:724]
      [TENSILE_YIELD:12000]
      [TENSILE_FRACTURE:100000]
      [TENSILE_STRAIN_AT_YIELD:24]
      [TORSION_YIELD:12000]
      [TORSION_FRACTURE:100000]
      [TORSION_STRAIN_AT_YIELD:66]
      [SHEAR_YIELD:12000]
      [SHEAR_FRACTURE:100000]
      [SHEAR_STRAIN_AT_YIELD:66]
      [BENDING_YIELD:12000]
      [BENDING_FRACTURE:100000]
      [BENDING_STRAIN_AT_YIELD:24]
      [MAX_EDGE:1000]
      [ITEMS_HARD]
      [IS_STONE]

      [INORGANIC:COBALTITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:7]
      [STONE_NAME:cobaltite]
      [STATE_NAME_ADJ:ALL_SOLID:cobaltite]
      [STATE_NAME_ADJ:LIQUID:molten cobaltite]
      [STATE_NAME_ADJ:GAS:boiling cobaltite]
      [DISPLAY_COLOR:1:7:1]
      [TILE:156]
      [ITEM_SYMBOL:42]
      [ENVIRONMENT:IGNEOUS_ALL:VEIN:100]
      [ENVIRONMENT:METAMORPHIC:VEIN:100]
      [METAL_ORE:COBALT:100]
      [SPEC_HEAT:450]
      [MELTING_POINT:11735]
      [BOILING_POINT:13168]
      [SOLID_DENSITY:8900]
      [LIQUID_DENSITY:7750]
      [MOLAR_MASS:55845]
      [IMPACT_YIELD:220000]
      [IMPACT_FRACTURE:370000]
      [IMPACT_ELASTICITY:771]
      [COMPRESSIVE_YIELD:220000]
      [COMPRESSIVE_FRACTURE:370000]
      [COMPRESSIVE_ELASTICITY:771]
      [TENSILE_YIELD:220000]
      [TENSILE_FRACTURE:370000]
      [TENSILE_ELASTICITY:62]
      [TORSION_YIELD:220000]
      [TORSION_FRACTURE:310000]
      [TORSION_ELASTICITY:159]
      [SHEAR_YIELD:220000]
      [SHEAR_FRACTURE:310000]
      [SHEAR_ELASTICITY:159]
      [BENDING_YIELD:220000]
      [BENDING_FRACTURE:310000]
      [BENDING_ELASTICITY:62]
      [MAX_EDGE:1000]
      [ITEMS_HARD]
      [IS_STONE]

      [INORGANIC:GALENA]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:5]
      [STATE_NAME_ADJ:ALL_SOLID:galena]
      [DISPLAY_COLOR:7:7:1]
      [TILE:156]
      [ITEM_SYMBOL:42]
      [ENVIRONMENT:IGNEOUS_EXTRUSIVE:VEIN:100]
      [ENVIRONMENT:METAMORPHIC:VEIN:100]
      [ENVIRONMENT_SPEC:GRANITE:VEIN:100]
      [ENVIRONMENT_SPEC:LIMESTONE:VEIN:100]
      [METAL_ORE:LEAD:100]
      [METAL_ORE:SILVER:50]
      [SPEC_HEAT:130]
      [MELTING_POINT:10589]
      [BOILING_POINT:13148]
      [SOLID_DENSITY:11340]
      [LIQUID_DENSITY:10660]
      [MOLAR_MASS:207200]
      [IMPACT_YIELD:35000]
      [IMPACT_FRACTURE:42000]
      [IMPACT_STRAIN_AT_YIELD:760]
      [COMPRESSIVE_YIELD:35000]
      [COMPRESSIVE_FRACTURE:42000]
      [COMPRESSIVE_STRAIN_AT_YIELD:760]
      [TENSILE_YIELD:10000]
      [TENSILE_FRACTURE:12000]
      [TENSILE_STRAIN_AT_YIELD:63]
      [TORSION_YIELD:10000]
      [TORSION_FRACTURE:12000]
      [TORSION_STRAIN_AT_YIELD:179]
      [SHEAR_YIELD:10000]
      [SHEAR_FRACTURE:12000]
      [SHEAR_STRAIN_AT_YIELD:179]
      [BENDING_YIELD:10000]
      [BENDING_FRACTURE:12000]
      [BENDING_STRAIN_AT_YIELD:63]
      [MAX_EDGE:1000]
      [ITEMS_HARD]
      [IS_STONE]

      [INORGANIC:GARNIERITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:garnierite]
      [DISPLAY_COLOR:2:7:1]
      [TILE:156]
      [ENVIRONMENT_SPEC:GABBRO:VEIN:100]
      [ITEM_SYMBOL:42]
      [METAL_ORE:NICKEL:100]
      [MATERIAL_VALUE:2]
      [IS_STONE]

      [INORGANIC:GOETHITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:6]
      [STATE_NAME_ADJ:ALL_SOLID:goethite]
      [DISPLAY_COLOR:4:6:1]
      [TILE:156]
      [ITEM_SYMBOL:42]
      [ENVIRONMENT:SEDIMENTARY:VEIN:5]
      [ENVIRONMENT_SPEC:MIRE_BLACK:VEIN:50]
      [ENVIRONMENT_SPEC:MIRE_RAISED:VEIN:10]
      [ENVIRONMENT_SPEC:MIRE_BLANKET:VEIN:40]
      [ENVIRONMENT_SPEC:PEAT_SWAMP:VEIN:100]
      [ENVIRONMENT_SPEC:PEAT:VEIN:80]
      [METAL_ORE:PURE_IRON:50]
      [SPEC_HEAT:385]
      [MELTING_POINT:11952]
      [BOILING_POINT:14611]
      [SOLID_DENSITY:6000]
      [LIQUID_DENSITY:8020]
      [MOLAR_MASS:63546]
      [IMPACT_YIELD:245000]
      [IMPACT_FRACTURE:770000]
      [IMPACT_STRAIN_AT_YIELD:175]
      [COMPRESSIVE_YIELD:245000]
      [COMPRESSIVE_FRACTURE:770000]
      [COMPRESSIVE_STRAIN_AT_YIELD:175]
      [TENSILE_YIELD:70000]
      [TENSILE_FRACTURE:220000]
      [TENSILE_STRAIN_AT_YIELD:58]
      [TORSION_YIELD:70000]
      [TORSION_FRACTURE:220000]
      [TORSION_STRAIN_AT_YIELD:145]
      [SHEAR_YIELD:70000]
      [SHEAR_FRACTURE:220000]
      [SHEAR_STRAIN_AT_YIELD:145]
      [BENDING_YIELD:70000]
      [BENDING_FRACTURE:220000]
      [BENDING_STRAIN_AT_YIELD:58]
      [MAX_EDGE:1000]
      [ITEMS_HARD]
      [IS_STONE]

      [INORGANIC:HEMATITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:8]
      [STATE_NAME_ADJ:ALL_SOLID:hematite]
      [DISPLAY_COLOR:4:7:1]
      [TILE:156]
      [ITEM_SYMBOL:42]
      [ENVIRONMENT:SEDIMENTARY:VEIN:100]
      [ENVIRONMENT:IGNEOUS_EXTRUSIVE:VEIN:100]
      [METAL_ORE:IRON:100]
      [SPEC_HEAT:450]
      [MELTING_POINT:12768]
      [BOILING_POINT:15150]
      [SOLID_DENSITY:7700]
      [LIQUID_DENSITY:6980]
      [MOLAR_MASS:55845]
      [IMPACT_YIELD:220000]
      [IMPACT_FRACTURE:370000]
      [IMPACT_STRAIN_AT_YIELD:771]
      [COMPRESSIVE_YIELD:220000]
      [COMPRESSIVE_FRACTURE:370000]
      [COMPRESSIVE_STRAIN_AT_YIELD:771]
      [TENSILE_YIELD:220000]
      [TENSILE_FRACTURE:370000]
      [TENSILE_STRAIN_AT_YIELD:62]
      [TORSION_YIELD:220000]
      [TORSION_FRACTURE:310000]
      [TORSION_STRAIN_AT_YIELD:159]
      [SHEAR_YIELD:220000]
      [SHEAR_FRACTURE:310000]
      [SHEAR_STRAIN_AT_YIELD:159]
      [BENDING_YIELD:220000]
      [BENDING_FRACTURE:310000]
      [BENDING_STRAIN_AT_YIELD:62]
      [MAX_EDGE:1000]
      [ITEMS_HARD]
      [IS_STONE]

      [INORGANIC:LIMONITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:8]
      [STATE_NAME_ADJ:ALL_SOLID:limonite]
      [DISPLAY_COLOR:6:7:1]
      [TILE:156]
      [ITEM_SYMBOL:42]
      [ENVIRONMENT:SEDIMENTARY:VEIN:100]
      [METAL_ORE:IRON:100]
      [SPEC_HEAT:450]
      [MELTING_POINT:12768]
      [BOILING_POINT:15150]
      [SOLID_DENSITY:7700]
      [LIQUID_DENSITY:6980]
      [MOLAR_MASS:55845]
      [IMPACT_YIELD:220000]
      [IMPACT_FRACTURE:370000]
      [IMPACT_STRAIN_AT_YIELD:771]
      [COMPRESSIVE_YIELD:220000]
      [COMPRESSIVE_FRACTURE:370000]
      [COMPRESSIVE_STRAIN_AT_YIELD:771]
      [TENSILE_YIELD:220000]
      [TENSILE_FRACTURE:370000]
      [TENSILE_STRAIN_AT_YIELD:62]
      [TORSION_YIELD:220000]
      [TORSION_FRACTURE:310000]
      [TORSION_STRAIN_AT_YIELD:159]
      [SHEAR_YIELD:220000]
      [SHEAR_FRACTURE:310000]
      [SHEAR_STRAIN_AT_YIELD:159]
      [BENDING_YIELD:220000]
      [BENDING_FRACTURE:310000]
      [BENDING_STRAIN_AT_YIELD:62]
      [MAX_EDGE:1000]
      [ITEMS_HARD]
      [IS_STONE]

      [INORGANIC:MALACHITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:4]
      [STATE_NAME_ADJ:ALL_SOLID:malachite]
      [DISPLAY_COLOR:2:7:0]
      [TILE:156]
      [ITEM_SYMBOL:42]
      [ENVIRONMENT_SPEC:LIMESTONE:VEIN:100]
      [ENVIRONMENT_SPEC:MARBLE:VEIN:100]
      [METAL_ORE:COPPER:100]
      [SPEC_HEAT:385]
      [MELTING_POINT:11952]
      [BOILING_POINT:14611]
      [SOLID_DENSITY:8930]
      [LIQUID_DENSITY:8020]
      [MOLAR_MASS:63546]
      [IMPACT_YIELD:245000]
      [IMPACT_FRACTURE:770000]
      [IMPACT_STRAIN_AT_YIELD:175]
      [COMPRESSIVE_YIELD:245000]
      [COMPRESSIVE_FRACTURE:770000]
      [COMPRESSIVE_STRAIN_AT_YIELD:175]
      [TENSILE_YIELD:70000]
      [TENSILE_FRACTURE:220000]
      [TENSILE_STRAIN_AT_YIELD:58]
      [TORSION_YIELD:70000]
      [TORSION_FRACTURE:220000]
      [TORSION_STRAIN_AT_YIELD:145]
      [SHEAR_YIELD:70000]
      [SHEAR_FRACTURE:220000]
      [SHEAR_STRAIN_AT_YIELD:145]
      [BENDING_YIELD:70000]
      [BENDING_FRACTURE:220000]
      [BENDING_STRAIN_AT_YIELD:58]
      [MAX_EDGE:1000]
      [ITEMS_HARD]
      [IS_STONE]

      [INORGANIC:NATIVE_ALUMINUM]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:40]
      [STONE_NAME:native aluminum]
      [STATE_NAME_ADJ:ALL_SOLID:native aluminum]
      [STATE_NAME_ADJ:LIQUID:molten native aluminum]
      [STATE_NAME_ADJ:GAS:boiling native aluminum]
      [DISPLAY_COLOR:7:7:1]
      [TILE:94]
      [ITEM_SYMBOL:42]
      [ENVIRONMENT:IGNEOUS_EXTRUSIVE:CLUSTER_SMALL:100]
      [METAL_ORE:ALUMINUM:100]
      [SPEC_HEAT:900]
      [MELTING_POINT:11188]
      [BOILING_POINT:14534]
      [SOLID_DENSITY:2700]
      [LIQUID_DENSITY:2375]
      [MOLAR_MASS:26981]
      [IMPACT_YIELD:70000]
      [IMPACT_FRACTURE:175000]
      [IMPACT_STRAIN_AT_YIELD:921]
      [COMPRESSIVE_YIELD:70000]
      [COMPRESSIVE_FRACTURE:175000]
      [COMPRESSIVE_STRAIN_AT_YIELD:921]
      [TENSILE_YIELD:20000]
      [TENSILE_FRACTURE:50000]
      [TENSILE_STRAIN_AT_YIELD:29]
      [TORSION_YIELD:20000]
      [TORSION_FRACTURE:50000]
      [TORSION_STRAIN_AT_YIELD:77]
      [SHEAR_YIELD:20000]
      [SHEAR_FRACTURE:50000]
      [SHEAR_STRAIN_AT_YIELD:77]
      [BENDING_YIELD:20000]
      [BENDING_FRACTURE:50000]
      [BENDING_STRAIN_AT_YIELD:29]
      [MAX_EDGE:1000]
      [ITEMS_HARD]
      [IS_STONE]

      [INORGANIC:NATIVE_COPPER]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:4]
      [STONE_NAME:copper nuggets]
      [STATE_NAME_ADJ:ALL_SOLID:native copper]
      [STATE_NAME_ADJ:LIQUID:molten native copper]
      [STATE_NAME_ADJ:GAS:boiling native copper]
      [DISPLAY_COLOR:6:7:0]
      [TILE:156]
      [ITEM_SYMBOL:42]
      [ENVIRONMENT:IGNEOUS_EXTRUSIVE:VEIN:100]
      [ENVIRONMENT_SPEC:SANDSTONE:VEIN:100]
      [ENVIRONMENT_SPEC:LIMESTONE:VEIN:100]
      [ENVIRONMENT_SPEC:MARBLE:VEIN:100]
      [METAL_ORE:COPPER:100]
      [SPEC_HEAT:385]
      [MELTING_POINT:11952]
      [BOILING_POINT:14611]
      [SOLID_DENSITY:8930]
      [LIQUID_DENSITY:8020]
      [MOLAR_MASS:63546]
      [IMPACT_YIELD:245000]
      [IMPACT_FRACTURE:770000]
      [IMPACT_STRAIN_AT_YIELD:175]
      [COMPRESSIVE_YIELD:245000]
      [COMPRESSIVE_FRACTURE:770000]
      [COMPRESSIVE_STRAIN_AT_YIELD:175]
      [TENSILE_YIELD:70000]
      [TENSILE_FRACTURE:220000]
      [TENSILE_STRAIN_AT_YIELD:58]
      [TORSION_YIELD:70000]
      [TORSION_FRACTURE:220000]
      [TORSION_STRAIN_AT_YIELD:145]
      [SHEAR_YIELD:70000]
      [SHEAR_FRACTURE:220000]
      [SHEAR_STRAIN_AT_YIELD:145]
      [BENDING_YIELD:70000]
      [BENDING_FRACTURE:220000]
      [BENDING_STRAIN_AT_YIELD:58]
      [MAX_EDGE:1000]
      [ITEMS_HARD]
      [IS_STONE]

      [INORGANIC:NATIVE_GOLD]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:30]
      [STONE_NAME:gold nuggets]
      [STATE_NAME:SOLID:native gold]
      [STATE_NAME:SOLID_POWDER:native gold dust]
      [STATE_ADJ:ALL_SOLID:native gold]
      [STATE_NAME_ADJ:LIQUID:molten native gold]
      [STATE_NAME_ADJ:GAS:boiling native gold]
      [DISPLAY_COLOR:6:7:1]
      [TILE:156]
      [ITEM_SYMBOL:42]
      [ENVIRONMENT:IGNEOUS_ALL:VEIN:100]
      [ENVIRONMENT:ALLUVIAL:CLUSTER_SMALL:100]
      [METAL_ORE:GOLD:100]
      [SPEC_HEAT:129]
      [MELTING_POINT:11915]
      [BOILING_POINT:15141]
      [SOLID_DENSITY:19320]
      [LIQUID_DENSITY:17310]
      [MOLAR_MASS:196967]
      [IMPACT_YIELD:175000]
      [IMPACT_FRACTURE:350000]
      [IMPACT_STRAIN_AT_YIELD:97]
      [COMPRESSIVE_YIELD:175000]
      [COMPRESSIVE_FRACTURE:350000]
      [COMPRESSIVE_STRAIN_AT_YIELD:97]
      [TENSILE_YIELD:50000]
      [TENSILE_FRACTURE:100000]
      [TENSILE_STRAIN_AT_YIELD:64]
      [TORSION_YIELD:50000]
      [TORSION_FRACTURE:100000]
      [TORSION_STRAIN_AT_YIELD:185]
      [SHEAR_YIELD:50000]
      [SHEAR_FRACTURE:100000]
      [SHEAR_STRAIN_AT_YIELD:185]
      [BENDING_YIELD:50000]
      [BENDING_FRACTURE:100000]
      [BENDING_STRAIN_AT_YIELD:64]
      [MAX_EDGE:1000]
      [ITEMS_HARD]
      [IS_STONE]

      [INORGANIC:NATIVE_PLATINUM]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:40]
      [STONE_NAME:platinum nuggets]
      [STATE_NAME_ADJ:ALL_SOLID:native platinum]
      [STATE_NAME_ADJ:LIQUID:molten native platinum]
      [STATE_NAME_ADJ:GAS:boiling native platinum]
      [DISPLAY_COLOR:7:7:1]
      [TILE:156]
      [ITEM_SYMBOL:42]
      [ENVIRONMENT:ALLUVIAL:CLUSTER_SMALL:100]
      [ENVIRONMENT:ALLUVIAL:VEIN:50]
      [METAL_ORE:PLATINUM:100]
      [SPEC_HEAT:130]
      [MELTING_POINT:13182]
      [BOILING_POINT:16885]
      [SOLID_DENSITY:21400]
      [LIQUID_DENSITY:19770]
      [MOLAR_MASS:195084]
      [IMPACT_YIELD:350000]
      [IMPACT_FRACTURE:700000]
      [IMPACT_STRAIN_AT_YIELD:152]
      [COMPRESSIVE_YIELD:350000]
      [COMPRESSIVE_FRACTURE:700000]
      [COMPRESSIVE_STRAIN_AT_YIELD:152]
      [TENSILE_YIELD:100000]
      [TENSILE_FRACTURE:200000]
      [TENSILE_STRAIN_AT_YIELD:60]
      [TORSION_YIELD:100000]
      [TORSION_FRACTURE:200000]
      [TORSION_STRAIN_AT_YIELD:164]
      [SHEAR_YIELD:100000]
      [SHEAR_FRACTURE:200000]
      [SHEAR_STRAIN_AT_YIELD:164]
      [BENDING_YIELD:100000]
      [BENDING_FRACTURE:200000]
      [BENDING_STRAIN_AT_YIELD:60]
      [MAX_EDGE:1000]
      [ITEMS_HARD]
      [IS_STONE]

      [INORGANIC:RAW_ADAMANTINE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:250]
      [THREAD_METAL:ADAMANTINE:100]
      [STATE_NAME_ADJ:ALL_SOLID:raw adamantine]
      [STATE_NAME_ADJ:LIQUID:molten raw adamantine]
      [STATE_NAME_ADJ:GAS:boiling raw adamantine]
      [DISPLAY_COLOR:3:7:1]
      [TILE:156]
      [ITEM_SYMBOL:42]
      [SPEC_HEAT:7500]
      [MELTING_POINT:25000]
      [BOILING_POINT:50000]
      [SOLID_DENSITY:200]
      [LIQUID_DENSITY:2600]
      [MOLAR_MASS:55845]
      [IMPACT_YIELD:2500000]
      [IMPACT_FRACTURE:3000000]
      [IMPACT_STRAIN_AT_YIELD:0]
      [COMPRESSIVE_YIELD:2500000]
      [COMPRESSIVE_FRACTURE:3000000]
      [COMPRESSIVE_STRAIN_AT_YIELD:0]
      [TENSILE_YIELD:2500000]
      [TENSILE_FRACTURE:3000000]
      [TENSILE_STRAIN_AT_YIELD:0]
      [TORSION_YIELD:2500000]
      [TORSION_FRACTURE:3000000]
      [TORSION_STRAIN_AT_YIELD:0]
      [SHEAR_YIELD:2500000]
      [SHEAR_FRACTURE:3000000]
      [SHEAR_STRAIN_AT_YIELD:0]
      [BENDING_YIELD:2500000]
      [BENDING_FRACTURE:3000000]
      [BENDING_STRAIN_AT_YIELD:0]
      [DEEP_SPECIAL]
      [MAX_EDGE:1000]
      [ITEMS_HARD]
      [IS_STONE]

      [INORGANIC:NATIVE_SILVER]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:10]
      [STONE_NAME:silver nuggets]
      [STATE_NAME_ADJ:ALL_SOLID:native silver]
      [STATE_NAME_ADJ:LIQUID:molten native silver]
      [STATE_NAME_ADJ:GAS:boiling native silver]
      [DISPLAY_COLOR:7:7:1]
      [TILE:156]
      [ITEM_SYMBOL:42]
      [ENVIRONMENT_SPEC:GRANITE:VEIN:100]
      [ENVIRONMENT_SPEC:GNEISS:VEIN:100]
      [METAL_ORE:SILVER:100]
      [SPEC_HEAT:230]
      [MELTING_POINT:11731]
      [BOILING_POINT:13892]
      [SOLID_DENSITY:10490]
      [LIQUID_DENSITY:9320]
      [MOLAR_MASS:107868]
      [IMPACT_YIELD:350000]
      [IMPACT_FRACTURE:595000]
      [IMPACT_STRAIN_AT_YIELD:350]
      [COMPRESSIVE_YIELD:350000]
      [COMPRESSIVE_FRACTURE:595000]
      [COMPRESSIVE_STRAIN_AT_YIELD:350]
      [TENSILE_YIELD:100000]
      [TENSILE_FRACTURE:170000]
      [TENSILE_STRAIN_AT_YIELD:120]
      [TORSION_YIELD:100000]
      [TORSION_FRACTURE:170000]
      [TORSION_STRAIN_AT_YIELD:333]
      [SHEAR_YIELD:100000]
      [SHEAR_FRACTURE:170000]
      [SHEAR_STRAIN_AT_YIELD:333]
      [BENDING_YIELD:100000]
      [BENDING_FRACTURE:170000]
      [BENDING_STRAIN_AT_YIELD:120]
      [MAX_EDGE:1000]
      [ITEMS_HARD]
      [IS_STONE]

      [INORGANIC:SPHALERITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MATERIAL_VALUE:2]
      [STONE_NAME:sphalerite]
      [STATE_NAME_ADJ:ALL_SOLID:sphalerite]
      [STATE_NAME_ADJ:LIQUID:molten sphalerite]
      [STATE_NAME_ADJ:GAS:boiling sphalerite]
      [DISPLAY_COLOR:0:7:1]
      [TILE:156]
      [ITEM_SYMBOL:42]
      [ENVIRONMENT:METAMORPHIC:VEIN:100]
      [METAL_ORE:ZINC:100]
      [MELTING_POINT:10755]
      [BOILING_POINT:11633]
      [SOLID_DENSITY:7135]
      [LIQUID_DENSITY:6570]
      [MOLAR_MASS:65380]
      [IMPACT_YIELD:175000]
      [IMPACT_FRACTURE:525000]
      [IMPACT_STRAIN_AT_YIELD:250]
      [COMPRESSIVE_YIELD:175000]
      [COMPRESSIVE_FRACTURE:525000]
      [COMPRESSIVE_STRAIN_AT_YIELD:250]
      [TENSILE_YIELD:50000]
      [TENSILE_FRACTURE:150000]
      [TENSILE_STRAIN_AT_YIELD:46]
      [TORSION_YIELD:50000]
      [TORSION_FRACTURE:150000]
      [TORSION_STRAIN_AT_YIELD:116]
      [SHEAR_YIELD:50000]
      [SHEAR_FRACTURE:150000]
      [SHEAR_STRAIN_AT_YIELD:116]
      [BENDING_YIELD:50000]
      [BENDING_FRACTURE:150000]
      [BENDING_STRAIN_AT_YIELD:46]
      [MAX_EDGE:10000]
      [ITEMS_HARD]
      [IS_STONE]

      [INORGANIC:STONE_FLUX]
      [USE_MATERIAL_TEMPLATE:LEAF_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:- FLUX STONE -]
      [DISPLAY_COLOR:0:7:1]
      [TILE:176]

      [INORGANIC:CALCITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:calcite]
      [DISPLAY_COLOR:7:7:1]
      [TILE:34]
      [REACTION_CLASS:FLUX]
      [ENVIRONMENT_SPEC:LIMESTONE:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:MARBLE:CLUSTER_SMALL:100]
      [MATERIAL_VALUE:2]
      [IS_STONE]
      [MELTING_POINT:12902]

      [INORGANIC:CHALK]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:chalk]
      [DISPLAY_COLOR:7:7:1]
      [TILE:176]
      [REACTION_CLASS:FLUX]
      [SEDIMENTARY]
      [MATERIAL_VALUE:2]
      [IS_STONE]
      [MELTING_POINT:11485]

      [INORGANIC:DOLOMITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:dolomite]
      [DISPLAY_COLOR:7:7:1]
      [TILE:96]
      [REACTION_CLASS:FLUX]
      [SEDIMENTARY]
      [MATERIAL_VALUE:2]
      [IS_STONE]
      [MELTING_POINT:16507]
      [BOILING_POINT:18000]

      [INORGANIC:LIMESTONE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:limestone]
      [DISPLAY_COLOR:7:7:1]
      [TILE:178]
      [REACTION_CLASS:FLUX]
      [SEDIMENTARY]
      [SEDIMENTARY_OCEAN_DEEP]
      [MATERIAL_VALUE:2]
      [IS_STONE]
      [MELTING_POINT:11485]

      [INORGANIC:MARBLE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:marble]
      [DISPLAY_COLOR:7:7:1]
      [TILE:178]
      [REACTION_CLASS:FLUX]
      [METAMORPHIC]
      [MATERIAL_VALUE:2]
      [IS_STONE]
      [MELTING_POINT:11485]

      [INORGANIC:STONE_FUEL]
      [USE_MATERIAL_TEMPLATE:LEAF_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:- FUEL -]
      [DISPLAY_COLOR:0:7:1]
      [TILE:15]

      [INORGANIC:COAL_BITUMINOUS]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:bituminous coal]
      [DISPLAY_COLOR:0:7:1]
      [TILE:15]
      [ENVIRONMENT:SEDIMENTARY:VEIN:100]
      [ITEM_SYMBOL:42]
      [SPEC_HEAT:409]
      [IGNITE_POINT:11440]
      [MELTING_POINT:NONE]
      [BOILING_POINT:16708]
      [SOLID_DENSITY:1346]
      [IS_STONE]

      [INORGANIC:PEAT]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:compact peat]
      [DISPLAY_COLOR:6:6:1]
      [TILE:15]
      [ENVIRONMENT_SPEC:MIRE_BLANKET:CLUSTER:10]
      [ENVIRONMENT_SPEC:MIRE_RAISED:CLUSTER:10]
      [ENVIRONMENT_SPEC:MIRE_BLACK:CLUSTER:10]
      [ENVIRONMENT_SPEC:PEAT_SWAMP:CLUSTER:30]
      [ENVIRONMENT_SPEC:MIRE_BLANKET:VEIN:5]
      [ENVIRONMENT_SPEC:MIRE_RAISED:VEIN:5]
      [ENVIRONMENT_SPEC:MIRE_BLACK:VEIN:5]
      [ENVIRONMENT_SPEC:PEAT_SWAMP:VEIN:5]
      [IGNITE_POINT:10440]
      [IS_STONE]
      [MELTING_POINT:12070]

      [INORGANIC:LIGNITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:lignite]
      [DISPLAY_COLOR:0:7:1]
      [TILE:42]
      [ENVIRONMENT:SEDIMENTARY:VEIN:100]
      [SPEC_HEAT:409]
      [IGNITE_POINT:11440]
      [MELTING_POINT:NONE]
      [BOILING_POINT:16708]
      [SOLID_DENSITY:1346]
      [IS_STONE]

      [INORGANIC:STONE_SPECIAL]
      [USE_MATERIAL_TEMPLATE:LEAF_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:- SPECIAL STONE -]
      [DISPLAY_COLOR:0:7:1]
      [TILE:15]

      [INORGANIC:BAUXITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:bauxite]
      [DISPLAY_COLOR:4:7:0]
      [TILE:43]
      [ENVIRONMENT:SEDIMENTARY:CLUSTER:100]
      [MELTING_POINT:13600]
      [BOILING_POINT:15000]
      [IS_STONE]

      [INORGANIC:ILMENITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:ilmenite]
      [DISPLAY_COLOR:0:7:1]
      [TILE:46]
      [ENVIRONMENT_SPEC:GABBRO:CLUSTER_SMALL:100]
      [SOLID_DENSITY:2307]
      [IS_STONE]
      [MELTING_POINT:12457]

      [INORGANIC:OBSIDIAN]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [MELTING_POINT:13600]
      [BOILING_POINT:16000]
      [STATE_NAME_ADJ:ALL_SOLID:obsidian]
      [DISPLAY_COLOR:0:7:1]
      [TILE:177]
      [LAVA]
      [MAX_EDGE:20000]
      [IGNEOUS_EXTRUSIVE]
      [MATERIAL_VALUE:3]
      [IS_STONE]

      [INORGANIC:STONE_OTHER]
      [USE_MATERIAL_TEMPLATE:LEAF_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:- OTHER STONE -]
      [DISPLAY_COLOR:0:7:1]
      [TILE:46]

      [INORGANIC:ALABASTER]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:alabaster]
      [DISPLAY_COLOR:7:7:1]
      [TILE:94]
      [ENVIRONMENT_SPEC:GYPSUM:CLUSTER_SMALL:100]
      [SOLID_DENSITY:2787]
      [IS_STONE]
      [REACTION_CLASS:GYPSUM]
      [MELTING_POINT:10261]

      [INORGANIC:ALUNITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:alunite]
      [DISPLAY_COLOR:7:7:1]
      [TILE:96]
      [ENVIRONMENT:IGNEOUS_EXTRUSIVE:CLUSTER:100]
      [ENVIRONMENT_SPEC:KAOLINITE:CLUSTER:100]
      [IS_STONE]
      [MELTING_POINT:13690]
      [BOILING_POINT:15364]

      [INORGANIC:ANHYDRITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:anhydrite]
      [DISPLAY_COLOR:7:7:1]
      [TILE:118]
      [BASIC_COLOR:7:0]
      [ENVIRONMENT_SPEC:GYPSUM:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:SATINSPAR:CLUSTER_ONE:100]
      [ENVIRONMENT_SPEC:ALABASTER:CLUSTER_ONE:100]
      [ENVIRONMENT_SPEC:SELENITE:CLUSTER_ONE:100]
      [SOLID_DENSITY:2787]
      [IS_STONE]
      [MELTING_POINT:12610]

      [INORGANIC:ANDESITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:andesite]
      [DISPLAY_COLOR:0:7:1]
      [TILE:236]
      [IGNEOUS_EXTRUSIVE]
      [IS_STONE]
      [MELTING_POINT:11800]

      [INORGANIC:BASALT]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:basalt]
      [DISPLAY_COLOR:0:7:1]
      [TILE:35]
      [IGNEOUS_EXTRUSIVE]
      [IS_STONE]
      [MELTING_POINT:12160]

      [INORGANIC:BORAX]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:borax]
      [DISPLAY_COLOR:7:7:1]
      [TILE:94]
      [ENVIRONMENT_SPEC:GYPSUM:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:ROCK_SALT:CLUSTER:100]
      [IS_STONE]
      [MELTING_POINT:11334]
      [BOILING_POINT:12835]

      [INORGANIC:BRIMSTONE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:brimstone]
      [DISPLAY_COLOR:6:7:1]
      [TILE:37]
      [ENVIRONMENT:IGNEOUS_EXTRUSIVE:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:GYPSUM:CLUSTER_SMALL:100]
      [SOLID_DENSITY:2070]
      [IS_STONE]
      [MELTING_POINT:10207]
      [BOILING_POINT:10800]

      [INORGANIC:CHERT]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:chert]
      [DISPLAY_COLOR:6:7:0]
      [TILE:61]
      [SEDIMENTARY]
      [IS_STONE]
      [MELTING_POINT:13101]

      [INORGANIC:CHROMITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:chromite]
      [DISPLAY_COLOR:0:7:1]
      [TILE:61]
      [ENVIRONMENT_SPEC:OLIVINE:VEIN:100]
      [SOLID_DENSITY:2162]
      [IS_STONE]
      [MELTING_POINT:13645]

      [INORGANIC:CINNABAR]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:cinnabar]
      [DISPLAY_COLOR:4:7:1]
      [TILE:156]
      [ENVIRONMENT:IGNEOUS_EXTRUSIVE:VEIN:100]
      [ENVIRONMENT_SPEC:SHALE:VEIN:100]
      [ENVIRONMENT_SPEC:QUARTZITE:VEIN:100]
      [ITEM_SYMBOL:15]
      [IS_STONE]
      [MELTING_POINT:11044]

      [INORGANIC:CLAYSTONE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:claystone]
      [DISPLAY_COLOR:0:7:1]
      [TILE:44]
      [SEDIMENTARY]
      [IS_STONE]

      [INORGANIC:CONGLOMERATE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:conglomerate]
      [DISPLAY_COLOR:6:7:0]
      [TILE:236]
      [SEDIMENTARY]
      [SEDIMENTARY_OCEAN_SHALLOW]
      [IS_STONE]

      [INORGANIC:CRYOLITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:cryolite]
      [DISPLAY_COLOR:7:7:1]
      [TILE:45]
      [ENVIRONMENT_SPEC:GRANITE:CLUSTER_SMALL:100]
      [IS_STONE]
      [MELTING_POINT:11817]

      [INORGANIC:DACITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:dacite]
      [DISPLAY_COLOR:0:7:1]
      [TILE:46]
      [BASIC_COLOR:7:0]
      [IGNEOUS_EXTRUSIVE]
      [IS_STONE]

      [INORGANIC:DIORITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:diorite]
      [DISPLAY_COLOR:0:7:1]
      [TILE:176]
      [IGNEOUS_INTRUSIVE]
      [IS_STONE]
      [MELTING_POINT:11800]

      [INORGANIC:GABBRO]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:gabbro]
      [DISPLAY_COLOR:0:7:1]
      [TILE:177]
      [IGNEOUS_INTRUSIVE]
      [IS_STONE]
      [MELTING_POINT:12160]

      [INORGANIC:GNEISS]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:gneiss]
      [DISPLAY_COLOR:7:7:1]
      [TILE:61]
      [BASIC_COLOR:7:0]
      [METAMORPHIC]
      [IS_STONE]

      [INORGANIC:GRANITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:granite]
      [DISPLAY_COLOR:7:8:0]
      [TILE:178]
      [IGNEOUS_INTRUSIVE]
      [IS_STONE]
      [MELTING_POINT:11440]

      [INORGANIC:GRAPHITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:graphite]
      [DISPLAY_COLOR:0:7:1]
      [TILE:111]
      [ENVIRONMENT_SPEC:GNEISS:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:QUARTZITE:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:MARBLE:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:SCHIST:CLUSTER_SMALL:100]
      [SPEC_HEAT:409]
      [IGNITE_POINT:11440]
      [MELTING_POINT:NONE]
      [BOILING_POINT:16708]
      [SOLID_DENSITY:2160]
      [IS_STONE]

      [INORGANIC:GYPSUM]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:gypsum]
      [DISPLAY_COLOR:6:7:1]
      [TILE:35]
      [ENVIRONMENT:SEDIMENTARY:CLUSTER:100]
      [SOLID_DENSITY:2787]
      [IS_STONE]
      [REACTION_CLASS:GYPSUM]
      [MELTING_POINT:10261]

      [INORGANIC:HORNBLENDE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:hornblende]
      [DISPLAY_COLOR:0:7:1]
      [TILE:34]
      [ENVIRONMENT:IGNEOUS_ALL:CLUSTER_SMALL:100]
      [ENVIRONMENT:METAMORPHIC:CLUSTER_SMALL:100]
      [IS_STONE]
      [MELTING_POINT:11890]

      [INORGANIC:JET]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:jet]
      [DISPLAY_COLOR:0:7:1]
      [TILE:176]
      [ENVIRONMENT:SEDIMENTARY:CLUSTER:100]
      [IS_STONE]

      [INORGANIC:KAOLINITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:kaolinite]
      [DISPLAY_COLOR:4:7:0]
      [TILE:61]
      [ENVIRONMENT:SEDIMENTARY:CLUSTER:100]
      [IS_STONE]
      [MELTING_POINT:13150]

      [INORGANIC:KIMBERLITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:kimberlite]
      [DISPLAY_COLOR:1:7:1]
      [TILE:37]
      [ENVIRONMENT_SPEC:GABBRO:VEIN:100]
      [IS_STONE]

      [INORGANIC:MARCASITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:marcasite]
      [DISPLAY_COLOR:7:7:1]
      [TILE:37]
      [ENVIRONMENT_SPEC:KAOLINITE:CLUSTER_SMALL:100]
      [IS_STONE]
      [MELTING_POINT:10810]

      [INORGANIC:MICA]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:mica]
      [DISPLAY_COLOR:0:7:1]
      [TILE:118]
      [ENVIRONMENT:METAMORPHIC:CLUSTER:100]
      [ENVIRONMENT_SPEC:GRANITE:CLUSTER:100]
      [SOLID_DENSITY:2883]
      [IS_STONE]
      [MELTING_POINT:12295]

      [INORGANIC:MICROCLINE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:microcline]
      [DISPLAY_COLOR:3:7:1]
      [TILE:37]
      [ENVIRONMENT:ALL_STONE:CLUSTER:100]
      [IS_STONE]

      [INORGANIC:MUDSTONE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:mudstone]
      [DISPLAY_COLOR:6:7:0]
      [TILE:247]
      [SEDIMENTARY]
      [IS_STONE]

      [INORGANIC:OLIVINE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:olivine]
      [DISPLAY_COLOR:2:7:0]
      [TILE:37]
      [ENVIRONMENT_SPEC:GABBRO:CLUSTER:100]
      [IS_STONE]
      [MELTING_POINT:13168]

      [INORGANIC:ORPIMENT]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:orpiment]
      [DISPLAY_COLOR:6:7:1]
      [TILE:45]
      [ENVIRONMENT:IGNEOUS_EXTRUSIVE:CLUSTER_SMALL:100]
      [IS_STONE]
      [MELTING_POINT:10639]
      [BOILING_POINT:11017]

      [INORGANIC:ORTHOCLASE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:orthoclase]
      [DISPLAY_COLOR:6:7:1]
      [TILE:37]
      [ENVIRONMENT:IGNEOUS_INTRUSIVE:CLUSTER:100]
      [ENVIRONMENT:METAMORPHIC:CLUSTER:100]
      [IS_STONE]
      [MELTING_POINT:12250]

      [INORGANIC:PERICLASE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:periclase]
      [DISPLAY_COLOR:7:7:1]
      [TILE:44]
      [ENVIRONMENT_SPEC:MARBLE:CLUSTER_SMALL:100]
      [IS_STONE]
      [MELTING_POINT:15040]
      [BOILING_POINT:16000]

      [INORGANIC:PETRIFIED_WOOD]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:petrified wood]
      [DISPLAY_COLOR:4:7:1]
      [TILE:37]
      [ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:100]
      [IS_STONE]
      [MELTING_POINT:12970]
      [BOILING_POINT:14014]

      [INORGANIC:PHYLLITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:phyllite]
      [DISPLAY_COLOR:0:7:1]
      [TILE:45]
      [BASIC_COLOR:7:0]
      [METAMORPHIC]
      [IS_STONE]

      [INORGANIC:PITCHBLENDE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:pitchblende]
      [DISPLAY_COLOR:5:7:0]
      [TILE:42]
      [ENVIRONMENT_SPEC:GRANITE:CLUSTER_SMALL:100]
      [IS_STONE]
      [MELTING_POINT:12070]
      [BOILING_POINT:12340]

      [INORGANIC:PUDDINGSTONE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:puddingstone]
      [DISPLAY_COLOR:6:7:0]
      [TILE:233]
      [ENVIRONMENT_SPEC:CONGLOMERATE:CLUSTER:100]
      [AQUIFER]
      [IS_STONE]

      [INORGANIC:REALGAR]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:realgar]
      [DISPLAY_COLOR:4:7:1]
      [TILE:37]
      [ENVIRONMENT:IGNEOUS_EXTRUSIVE:CLUSTER_SMALL:100]
      [IS_STONE]
      [MELTING_POINT:10639]
      [BOILING_POINT:11017]

      [INORGANIC:PYROLUSITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:pyrolusite]
      [DISPLAY_COLOR:0:7:1]
      [TILE:37]
      [ENVIRONMENT:IGNEOUS_ALL:CLUSTER_SMALL:100]
      [IS_STONE]
      [MELTING_POINT:10963]

      [INORGANIC:RHYOLITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:rhyolite]
      [DISPLAY_COLOR:0:7:1]
      [TILE:44]
      [IGNEOUS_EXTRUSIVE]
      [IS_STONE]
      [MELTING_POINT:11440]

      [INORGANIC:ROCK_SALT]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:rock salt]
      [DISPLAY_COLOR:7:7:1]
      [TILE:35]
      [SEDIMENTARY]
      [SOLID_DENSITY:2100]
      [IS_STONE]
      [MELTING_POINT:11442]
      [BOILING_POINT:12637]

      [INORGANIC:RUTILE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:rutile]
      [DISPLAY_COLOR:5:7:0]
      [TILE:94]
      [ENVIRONMENT:METAMORPHIC:CLUSTER_SMALL:100]
      [ENVIRONMENT_SPEC:GRANITE:CLUSTER_SMALL:100]
      [IS_STONE]
      [MELTING_POINT:13285]

      [INORGANIC:SALTPETER]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:saltpeter]
      [DISPLAY_COLOR:6:7:1]
      [TILE:120]
      [ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:100]
      [SOLID_DENSITY:1201]
      [IS_STONE]
      [MELTING_POINT:10601]
      [BOILING_POINT:10720]

      [INORGANIC:SANDSTONE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:sandstone]
      [DISPLAY_COLOR:6:7:0]
      [TILE:35]
      [SEDIMENTARY]
      [SEDIMENTARY_OCEAN_SHALLOW]
      [IS_STONE]
      [MELTING_POINT:12070]

      [INORGANIC:SATINSPAR]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:satinspar]
      [DISPLAY_COLOR:7:7:1]
      [TILE:45]
      [ENVIRONMENT_SPEC:GYPSUM:CLUSTER_SMALL:100]
      [SOLID_DENSITY:2787]
      [IS_STONE]
      [REACTION_CLASS:GYPSUM]
      [MELTING_POINT:10261]

      [INORGANIC:SCHIST]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:schist]
      [DISPLAY_COLOR:6:7:0]
      [TILE:94]
      [METAMORPHIC]
      [IS_STONE]

      [INORGANIC:SELENITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:selenite]
      [DISPLAY_COLOR:7:7:1]
      [TILE:59]
      [ENVIRONMENT_SPEC:GYPSUM:CLUSTER_SMALL:100]
      [SOLID_DENSITY:2787]
      [IS_STONE]
      [REACTION_CLASS:GYPSUM]
      [MELTING_POINT:10225]

      [INORGANIC:SERPENTINE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:serpentine]
      [DISPLAY_COLOR:2:7:0]
      [TILE:247]
      [ENVIRONMENT_SPEC:OLIVINE:CLUSTER_SMALL:100]
      [IS_STONE]
      [MELTING_POINT:10281]

      [INORGANIC:SHALE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:shale]
      [DISPLAY_COLOR:0:7:1]
      [TILE:46]
      [SEDIMENTARY]
      [SEDIMENTARY_OCEAN_SHALLOW]
      [IS_STONE]

      [INORGANIC:SILTSTONE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:siltstone]
      [DISPLAY_COLOR:6:7:0]
      [TILE:37]
      [SEDIMENTARY]
      [IS_STONE]

      [INORGANIC:SLADE]
      [STATE_NAME_ADJ:ALL_SOLID:slade]
      [DISPLAY_COLOR:0:0:1]
      [TILE:177]
      [ITEM_SYMBOL:42]
      [DEEP_SURFACE]
      [DISPLAY_COLOR:0:0:1]
      [SOLID_DENSITY:200000]
      [IMPACT_YIELD:4000000]
      [IMPACT_FRACTURE:5000000]
      [IMPACT_STRAIN_AT_YIELD:100]
      [COMPRESSIVE_YIELD:4000000]
      [COMPRESSIVE_FRACTURE:5000000]
      [COMPRESSIVE_STRAIN_AT_YIELD:100]
      [TENSILE_YIELD:4000000]
      [TENSILE_FRACTURE:5000000]
      [TENSILE_STRAIN_AT_YIELD:100]
      [TORSION_YIELD:4000000]
      [TORSION_FRACTURE:5000000]
      [TORSION_STRAIN_AT_YIELD:100]
      [SHEAR_YIELD:4000000]
      [SHEAR_FRACTURE:5000000]
      [SHEAR_STRAIN_AT_YIELD:100]
      [BENDING_YIELD:4000000]
      [BENDING_FRACTURE:5000000]
      [BENDING_STRAIN_AT_YIELD:100]
      [MAX_EDGE:1000]
      [ITEMS_HARD]
      [IS_STONE]
      [UNDIGGABLE]

      [INORGANIC:SLATE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:slate]
      [DISPLAY_COLOR:0:7:1]
      [TILE:37]
      [METAMORPHIC]
      [IS_STONE]

      [INORGANIC:STIBNITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:stibnite]
      [DISPLAY_COLOR:7:7:1]
      [TILE:37]
      [BASIC_COLOR:7:0]
      [ENVIRONMENT:IGNEOUS_EXTRUSIVE:CLUSTER_SMALL:100]
      [IS_STONE]
      [MELTING_POINT:10990]

      [INORGANIC:SYLVITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:sylvite]
      [DISPLAY_COLOR:6:7:1]
      [TILE:61]
      [ENVIRONMENT_SPEC:ROCK_SALT:CLUSTER:100]
      [IS_STONE]
      [MELTING_POINT:11397]
      [BOILING_POINT:12700]

      [INORGANIC:TALC]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:talc]
      [DISPLAY_COLOR:7:7:1]
      [TILE:124]
      [ENVIRONMENT_SPEC:DOLOMITE:CLUSTER:100]
      [SOLID_DENSITY:2691]
      [IS_STONE]
      [MELTING_POINT:12700]

      [INORGANIC:QUARTZITE]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:quartzite]
      [DISPLAY_COLOR:7:7:1]
      [TILE:45]
      [METAMORPHIC]
      [IS_STONE]
      [MELTING_POINT:12970]
      [BOILING_POINT:14014]

      [INORGANIC:PEAT_SWAMP]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:swamp peat]
      [DISPLAY_COLOR:6:0:0]
      [TILE:178]
      [SOIL]
      [AQUIFER]
      [SOLID_DENSITY:1600]

      [INORGANIC:MIRE_BLACK]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:black bog]
      [DISPLAY_COLOR:0:6:1]
      [TILE:178]
      [SOIL]
      [AQUIFER]
      [SOLID_DENSITY:1600]

      [INORGANIC:MIRE_RAISED]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:raised mire]
      [DISPLAY_COLOR:2:1:0]
      [TILE:178]
      [SOIL]
      [SOLID_DENSITY:1600]

      [INORGANIC:MIRE_BLANKET]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:blanked mire]
      [DISPLAY_COLOR:6:1:0]
      [TILE:178]
      [SOIL]
      [AQUIFER]
      [SOLID_DENSITY:1600]

      [INORGANIC:BRICK]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:brick]
      [STONE_NAME:bricks]
      [DISPLAY_COLOR:0:4:1]
      [TILE:178]

      [INORGANIC:PLASTER]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL:gypsum plaster]
      [DISPLAY_COLOR:6:7:0]
      [TILE:178]
      [SOLID_DENSITY:2787]
      [IS_STONE]
      [HARDENS_WITH_WATER:INORGANIC:GYPSUM]
      [MATERIAL_VALUE:3]

      [INORGANIC:FIREBALL]
      [USE_MATERIAL_TEMPLATE:SUBSTANCE_TEMPLATE]
      [STATE_NAME:ALL:fireball]
      [STATE_ADJ:ALL:fireball]
      [SPEC_HEAT:4]
      [MAT_FIXED_TEMP:11060]
      [IGNITE_POINT:11050]

      [INORGANIC:ICEBALL]
      [USE_MATERIAL_TEMPLATE:SUBSTANCE_TEMPLATE]
      [STATE_NAME:ALL:ice]
      [STATE_ADJ:ALL:ice]
      [SPEC_HEAT:4]
      [MAT_FIXED_TEMP:10]
      [IGNITE_POINT:16000]

      [INORGANIC:GAS_SPORE_DROP]
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:frozen toxis spores]
      [DISPLAY_COLOR:7:7:1]
      [TILE:42]
      [ITEM_SYMBOL:42]
      [SOLID_DENSITY:7500]
      [MATERIAL_VALUE:1]
      [MELTING_POINT:8000]
      [BOILING_POINT:15000]
      [STATE_COLOR:LIQUID:SEA_GREEN]
      [STATE_NAME:LIQUID:toxic slime]
      [SYNDROME]
      [SYN_NAME:gas spore intoxication]
      [SYN_AFFECTED_CLASS:GENERAL_POISON]
      [SYN_IMMUNE_CREATURE:BEHOLDER:ALL]
      [SYN_INHALED]
      [CE_FEVER:SEV:1000:PROB:100:START:50:PEAK:500:END:1500]
      [CE_NAUSEA:SEV:1000:PROB:100:START:50:PEAK:500:END:1500]
      [CE_DIZZINESS:SEV:1000:PROB:100:START:50:PEAK:500:END:1500]
      [CE_PAIN:SEV:1000:PROB:100:VASCULAR_ONLY:START:50:PEAK:500:END:1500]
      [CE_SWELLING:SEV:1000:PROB:100:VASCULAR_ONLY:START:50:PEAK:500:END:1500]
      [CE_OOZING:SEV:1000:PROB:100:VASCULAR_ONLY:START:50:PEAK:500:END:1500]
      [CE_BRUISING:SEV:1000:PROB:100:VASCULAR_ONLY:START:50:PEAK:500:END:1500]
      [CE_BLEEDING:SEV:1000:PROB:100:VASCULAR_ONLY:START:50:PEAK:75:END:100]
      [CE_NECROSIS:SEV:1000:PROB:100:BP:BY_TYPE:THOUGHT:ALL:BP:BY_TYPE:NERVOUS:ALL:START:30:PEAK:60:END:1200]


      Thank you very much, except that my save crashes on load when I replace the raws with this  :'(
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Tarran on February 10, 2011, 08:38:43 pm
      Thank you very much, except that my save crashes on load when I replace the raws with this  :'(
      Really? Mine doesn't. Does the Error Log say anything, maybe?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: abadidea on February 10, 2011, 08:50:00 pm
      Thank you very much, except that my save crashes on load when I replace the raws with this  :'(
      Really? Mine doesn't. Does the Error Log say anything, maybe?

      Does it append to the top or the bottom? But it all seems to be about pathfinding and embark profiles. FWIW I am on OSX and just copying the raws out of the ascii download.

      Actually, this is at the top...

      Unrecognized Embark Profile Token: TITLA
      Unrecognized Embark Profile Token: SJILL
      Unrecognized Skill Token: STANCE_STRIJE
      Unrecognized Skill Token: WRESTLANG
      Unrecognized Skill Token: STANCE_STR   K
      Unrecognized Skill Token: FORGE_EAPON
      Unrecognized Embark Profile Token: SKIHL
      Unrecognized Skill Token: WRSTLING
      Unrecognized Embark Profile Token: SKIL
      Unrecognized Embark Profile Token: SKIL
      Unrecognized Embark Profile Token: SKALL
      Unrecognized Skill Token: RECORD_KEEPINF
      PROFILE:Unrecognized Material Token: INOREANIC
      Unrecognized Embark Profile Token: IEM
      PROFILE:Unrecognized Item Token: DR   NK
      PROFILE:Unrecognized Material Token: PLANT_MAT*PODSWEET
      PROFILE:Unrecognized Item Token: DBINK
      PROFILE:Unrecognized Item Token: SEDDS


      What the?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Tarran on February 10, 2011, 08:51:30 pm
      I do believe the latest is always at the bottom. So those errors are very likely ancient.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Cynsye on February 10, 2011, 09:55:08 pm
      Thanks, that sorted it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: abadidea on February 10, 2011, 11:56:27 pm
      Oh I bet I know what it is, Tarran. I made the world a few hours after .18f went up and you probably made this conformance to .18f2. I'll see if I can Spot The Difference.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Deon on February 11, 2011, 12:27:12 am
      Found another "Nothing" wrestler, this one's named though.

      Note: I'm using 3.18e.

      "Void Master, an evil and sadistic being, cow-sized humanoid in appearance but with a four-tentacled octopus-like head. They laugh at mechanical traps as their forcefields protect them..."

      Sounds like an Archmaster to me.


      Weird, open your creature_illithid.txt and make sure that [CASTE:VOID_MASTER] has that:
      Code: [Select]
      [CASTE_NAME:void master:void masters:illithid]
      It has for me so I have no problems. It was an old error, I think back in 3.17. I don't know how did you keep it :).


      Regarding "no reaction", it's my bad. I've made some materials economic to show them in the list, but forgot to remap them to some building but smelter which you do not have access to. I will fix it soon, sorry for the trouble.

      I also didn't notice that gobbos don't have civillian professions in Sphr style (they had old pixelated tiles from some of the original tilesets avaliable) so I redrew all professions, so the next fix will come with full goblin graphics.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: abadidea on February 11, 2011, 12:33:26 am
      Nailed it. My genned world had Genesis's new mineral names. BISMUTHINITE -> NATIVE_BISMUTH, etc, fixed it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Deon on February 11, 2011, 12:36:00 am
      Yeah, it was prior to f2, I fixed it back to make this mod compatible with Wizard Tower (and probably other) mods.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Flaede on February 11, 2011, 12:40:55 am
      I just liked how Phoebus made it very clear where is a metal and where is a flux stone, so I wanted to make something like that with ASCII version. If it bothers you too much, I can change it.

      I like the nice ascii format there. The clarity about flux and such is wonderful.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Deon on February 11, 2011, 02:45:33 am
      Okay, so I will put f3 soon, but if you don't want to download the whole game folder again, here're the fixes.

      building_crafting.txt
      Spoiler (click to show/hide)

      Then Ctrl-H (replace) all SMELTER with PLACEHOLDER_WORKSHOP in reaction_economic.txt. This should remove all "no reaction" from smelter.

      Also here is the new version for gobbos/demonic tiles, save as 24bit bmp and replace goblins.bmp in your /raw/graphics/ folder (or save as .png and change goblins.bmp to goblins.png in /raw/graphics/graphics_example.txt)
      (http://i54.tinypic.com/2hsawc7.png)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Dutchling on February 11, 2011, 08:04:22 am
      @Deon. You didn't say anything about me embarking with lizardman and green devourers, so I assume it was intended?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Deon on February 11, 2011, 12:20:57 pm
      Eh, do you have anything in your errorlog.txt?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Rumrusher on February 11, 2011, 02:28:59 pm
      hey Deon I just finish working on a werewolf/nightcreature code for you.
      Code: [Select]
      function adv_tools.lycanressurect()
      repeat -- remove this and until for the chance of not wanting to
      local trgs=selectall()
      for k,v in pairs(trgs) do
      --indx=GetCreatureAtPos(v)
      --indx=engine.peek(v,ptr_creature.ID)
      print("Werewolf:"..k)
      v2=engine.peek(v,ptr_Creature.hurt1)
      for i=0,v2:size()-1 do
      v2:setval(i,0)
      end
      v2=engine.peek(v,ptr_Creature.hurt2)
      v2.type=DWORD
      for i=0,v2:size()-1 do
      v2:setval(i,0)
      end

      engine.peek(v,ptr_Creature.civ)
      engine.poke(v,ptr_Creature.civ,-1)
      engine.poke(v,ptr_Creature.bloodlvl,60000) --give blood
      engine.poke(v,ptr_Creature.bleedlvl,24) --stop some bleeding...
      local flags=engine.peek(v,ptr_Creature.flags)
      flags:set(1,0) -- alive!
      flags:set(12,0) --zombie
      flags:set(17,1)
      flags:set(19,1)
      engine.poke(v,ptr_Creature.flags,flags)
      engine.poke(v,ptr_Creature.race,151)
      end
      until r==7
      end

      function selectall()
        local retvec={} --return vector (or a list)
        myoff=offsets.getEx("AdvCreatureVec")
        vector=engine.peek(myoff+16,ptr_vector) --standart start
        for i=0,vector:size()-1 do --check all creatures
           local off
           off=vector:getval(i)
           local flags=engine.peek(off,ptr_Creature.flags)
           if flags:get(1)==1 and flags:get(12)==0 then  --if dead  and not undead so that you don't have spawn killing zombies...
              table.insert(retvec,off)--... add it to return vector
           end
        end
        return retvec --return the "return vector" :)
      end

      Though I can't seem to figure out how to add in a means of if killed by a werewolf the victim is turn into one as of yet. also best to use change race then change adventure in tools to find the race number for WEREWOLF first before running this code. I just found out that 151 is not the universal number for werewolf in vanilla and got blood gnats.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Dutchling on February 11, 2011, 03:19:34 pm
      Eh, do you have anything in your errorlog.txt?

      I have this (could be double because I genned multiple worlds)
      Spoiler (click to show/hide)

      Do you think that is the reason for this too?
      (http://img.ie/images/34812.jpg) (http://img.ie/)

      I think I like this world, there's nothing wrong with the world is general, just a few odd things :P
      btw: My current civ does not have any ''exotic'' creatures like the last one ...
      btwbtw: Are Dread Trolls supposed to be so weak? And are they supposed to be thieves?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Lord Shonus on February 11, 2011, 03:23:01 pm
      a soap cloak? This is almost certainly duplicate raws.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Dutchling on February 11, 2011, 03:43:00 pm
      Yeah, the vulture and the saltwater crocodile are both duplicated (vulture is both in creature_large_tropical and creature_genesis_bird and the saltwater crocodile is both in creature_large_tropical and creature_genesis_reptile)

      I haven't changed anything in the raws except the aquifers, so is this just something wrong with my computer copying the files or does everyone with Genesis mod plays in a duplicate raws world now? It doesn't fuck up my world like you hear in most stories about  them, just a few odd fun stuff ...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Deon on February 11, 2011, 04:44:53 pm
      You didn't copy some files for some reason. I recommend a clean install :). Do NOT copy the new version over old btw, there are some files which are missing and should cause more problems.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Dutchling on February 11, 2011, 05:08:30 pm
      removed the old file, downloaded new file, extracted to /dwarf fortress/genesis. tried to embark and I can still choose Green Devourers and Reptile Men.
      It is the ASCIIMOD version btw. I really think this is not my fault :P but tell me if I did anything wrond, I'll try to find the duplicated RAWS now and I'll look if they duplicated in the zipped file too.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Deon on February 11, 2011, 05:17:57 pm
      ... FU WinMerge! You fooled me!

      So yeah, I didn't see this difference for some reason with WinMerge. I definitely forgot to update those two critters. Right now you can just remove duplicates manually, and I will upload the fixed version tonight.

      Thank you very much.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Dutchling on February 11, 2011, 05:21:39 pm
      ok :)
      two questions though:
      1)are Dread Trolls Thieves intended or were they another effect of the duplicated RAWS?
      2)how the hell does doubling the raws of those 2 creatures give me soap cloaks and insta-fracture-troll-skulls?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Deon on February 11, 2011, 05:24:23 pm
      Okay, I've updated the ASCII version, thank you very much. All you have to do is to remove the saltwater crocodile and the vulture from the end of creature_large_tropical.txt.

      ok :)
      two questions though:
      1)are Dread Trolls Thieves intended or were they another effect of the duplicated RAWS?
      2)how the hell does doubling the raws of those 2 creatures give me soap cloaks and insta-fracture-troll-skulls?
      Duplicated raws can cause anything, from fluffy wambler civs to burning water.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: TwilightWalker on February 11, 2011, 05:25:17 pm
      Bug hunting, it's what users are for. Arent'cha glad you have us Deon?  :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Aramco on February 11, 2011, 05:26:38 pm
      Okay, I've updated the ASCII version, thank you very much. All you have to do is to remove the saltwater crocodile and the vulture from the end of creature_large_tropical.txt.

      ok :)
      two questions though:
      1)are Dread Trolls Thieves intended or were they another effect of the duplicated RAWS?
      2)how the hell does doubling the raws of those 2 creatures give me soap cloaks and insta-fracture-troll-skulls?
      Duplicated raws can cause anything, from fluffy wambler civs to burning water.

      Sometimes I duplicate my RAWS, as it can get quite comical.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Deon on February 11, 2011, 05:27:39 pm
      Bug hunting, it's what users are for. Arent'cha glad you have us Deon?  :P
      Yes I am. I feed on your thousands of downloads for my mod :D.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Dutchling on February 11, 2011, 05:30:48 pm
      I just saw you had a page with artifacts possible with your mod, here I have a picture of an artifact picturing a booze waterfall :) I'm pretty sure that's new too casue I never saw something like this while playing vanilla:
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Deon on February 11, 2011, 05:35:51 pm
      Hah, an epic artifact indeed :). Thanks.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Jacob/Lee on February 11, 2011, 08:36:21 pm
      Oh. Damn. Crescent arrows can shoot off limbs...

      Sorry, random Archer #4 about your shot off left leg.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: arghy on February 12, 2011, 12:29:13 am
      Heh why does ilithid ambushes have a massive toxic cloud that follows them everywhere?--i had 6 friggin diplomats arrive one after another then a werewolf siege followed by 4 ilithid ambushes and for some reason my bowdwarves refuse to shoot now which doesnt make much sense. I almost cleaned the entire map of debris to which was quite a feat considering there was 3 different sieges and 2 different ambushes. I had 1 siege and 2 different ambushes haha gobbos ambushed the werewolves and there was a hilariously apt werewolf vs vampire fight before all 4 gobbo partys were utterly destroyed by the werewolf siege.

      My animals are reaching their 200 mark and i'm slaughtering all the newborns except my war animal stock which populations combat has wonderfully controled.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Nopkar on February 12, 2011, 04:28:42 am
      blah! is it just me or are there NO towns/hamlets/villages/cities? all I wanna do is dump this loot i've got, but I can't find ANYWHERE to sell it...the forts are populated, but they're all Nord, I'm a Steel Dwarf...can't find my homies!!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: arghy on February 12, 2011, 05:16:20 am
      Alright cleaning up after sieges is becoming extremely tedious when i'm getting 24 FPS because all the dwarves are gathering shit. Can we remove alot of the clothing on the invaders? werewolves and ilithid wrestlers are friggin awesome because all they leave me is corpses to be cleaned. I found the problem with the ranged dwarves--if you mix bows/xbows they'll pick up the wrong ammo which is annoying as hell.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Torgan on February 12, 2011, 06:41:50 am
      Heh why does ilithid ambushes have a massive toxic cloud that follows them everywhere?
      One of the illithid types constantly releases an illithid toxin cloud, I think it may be the outpost minds and void masters but I can't remember.  It's actually useful as it's visible on your screen even if you haven't discovered the ambush so you can have a quick look around the map to try and spot an illithid ambush before you actually get ambushed.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: myrkul on February 12, 2011, 06:53:24 am
      Deon: I was getting the odd result that I could purchase adventurer meat on embark... interesting, but not too tasty, so, I looked in the raws, and moved the [NOT_BUTCHERABLE] tag up to where it is in the other creature entries:
      Spoiler (click to show/hide)

      Above the biome. This seems to have fixed it. Another bug squashed!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Deon on February 12, 2011, 07:53:10 am
      The position should not affect its work... Ghouls, mummies have it under the biome and still are not butcherable. I will check it.

      Heh why does ilithid ambushes have a massive toxic cloud that follows them everywhere?
      One of the illithid types constantly releases an illithid toxin cloud, I think it may be the outpost minds and void masters but I can't remember.  It's actually useful as it's visible on your screen even if you haven't discovered the ambush so you can have a quick look around the map to try and spot an illithid ambush before you actually get ambushed.
      Yeah, I liked it in the end. It's like "invisible presence" you feel if you pay attention :D.

      blah! is it just me or are there NO towns/hamlets/villages/cities? all I wanna do is dump this loot i've got, but I can't find ANYWHERE to sell it...the forts are populated, but they're all Nord, I'm a Steel Dwarf...can't find my homies!!
      Try to make less civs in world settings. I have a lot of cottages/towns, but you may get too many civs on the map size you use for them to sprawl properly.

      Oh. Damn. Crescent arrows can shoot off limbs...

      Sorry, random Archer #4 about your shot off left leg.
      Yeah, they are like flying mini-axes :).

      Quote
      I found the problem with the ranged dwarves--if you mix bows/xbows they'll pick up the wrong ammo which is annoying as hell.
      Ah yeah, never mix xbow/bow squads, it's a known DF problem.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Sirdrake on February 12, 2011, 10:37:57 am
      Did you use a track from Runescape for this mod it sounds so familiar :-\ ;D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Sarudak on February 12, 2011, 11:49:41 am
      EDIT: Nevermind dwarf therapist just has a problem with genders apparently.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Dutchling on February 12, 2011, 12:49:24 pm
      Did you use a track from Runescape for this mod it sounds so familiar :-\ ;D

      I asked the same thing a few pages ago but he said it was Warcraft II

      EDIT:
      EDIT: Nevermind dwarf therapist just has a problem with genders apparently.

      Genders are castes and it the 1st caste=male and the rest=female for DT, so male(or female) stone dwarfs (the first caste) is displayed as male and the rest as female.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: myrkul on February 12, 2011, 01:09:37 pm
      Crazy question: Is there any way for an obsidian dwarf adventurer to breathe fire? (like they do in fortress mode)

      I want to rain fiery death down upon my enemies SO BAD....
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Ultimuh on February 12, 2011, 02:11:54 pm
      What? f2? ARGH!
      I have just edited the raws to suit my needs.. Now I have to do it all over again.   :-\
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: arghy on February 12, 2011, 02:43:45 pm
      I def love the toxic clouds and wish that all races had something similar because ambushes are annoying as hell.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Deon on February 12, 2011, 03:51:30 pm
      Crazy question: Is there any way for an obsidian dwarf adventurer to breathe fire? (like they do in fortress mode)

      I want to rain fiery death down upon my enemies SO BAD....
      Sadly, no. And this question comes up way too often :). Same with webs and breath attacks.

      What? f2? ARGH!
      I have just edited the raws to suit my needs.. Now I have to do it all over again.   :-\
      Just use something like WinMerge. There's no difference for the most part, mostly minerals.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Sarudak on February 12, 2011, 04:16:08 pm
      My FPS suddenly dropped from 140 to 17. Is this perhaps caused by ithlids bringing building destroyer mounts in an ambush?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Deon on February 12, 2011, 06:29:13 pm
      Yep. When building destroyers cannot path they cause a lot of lag. Kill them or let them go. Same happens when goblins bring trolls in vanilla from time to time.

      Also make sure you have no ghosts.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Alkhemia on February 12, 2011, 06:36:51 pm
      My obsidian dwarf set fire to my hole map and a bunch of peat. The peat been burning for 3 season will it ever burn it self away?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: myrkul on February 12, 2011, 07:09:16 pm
      Crazy question: Is there any way for an obsidian dwarf adventurer to breathe fire? (like they do in fortress mode)

      I want to rain fiery death down upon my enemies SO BAD....
      Sadly, no. And this question comes up way too often :). Same with webs and breath attacks.

      would an adventurer Naga's bite still inject venom?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Flaede on February 12, 2011, 07:21:59 pm
      blah! is it just me or are there NO towns/hamlets/villages/cities? all I wanna do is dump this loot i've got, but I can't find ANYWHERE to sell it...the forts are populated, but they're all Nord, I'm a Steel Dwarf...can't find my homies!!

      As well as Deon's answer, worldgen Nord settlements on the actual frozen tundra don't show up. Only the forts.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Sarudak on February 12, 2011, 07:33:19 pm
      I'm having a really hard time finding something underground to train as war animals. I want something really tough. But I can't seem to find anything. I wanted one of those dragon raptors or something. Sadly the dwarven civ is dead so no requesting. Is there any hope of finding an awesome trainable creature in the caverns? So far I've found Troglodytes, Rabbits (??), Crundles, Dire Trolls, Cave Crocodiles, Blood Spiders, Giant Olms, Moledogs, Archanas, Gorlaks, Giant Earthworms, Giant Cave Swallows, and Scorpions. None of which seem to be trainable... :(
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: D_E on February 12, 2011, 07:39:47 pm
      would an adventurer Naga's bite still inject venom?

      Yes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Sirdrake on February 12, 2011, 08:02:28 pm
      How do you train animals i cant find the kennels  ???
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Sarudak on February 12, 2011, 08:22:29 pm
      The kennels isn't a workshop. It's in the build menu. b -> k
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Dutchling on February 13, 2011, 04:56:22 am
      Deon, I really like it that you made it possible for us to turn off the Obisidian Dwarfs fire breath, but...
      FFFFFUUUUUU Fire Mephit!

      aka: could there pls be an option for those critters too?

      EDIT: Nevermind, I thought fire was dangerous but my dwarves just walked through it, and the kobold has already solved the Mephit problem.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Sirdrake on February 13, 2011, 06:14:51 am
      How do you make Soap and What is the reaction the for blast furnace
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Dutchling on February 13, 2011, 07:42:46 am
      How do you make Soap and What is the reaction the for blast furnace

      There is a genesis wiki, afai it isn't very complete but the metals and plants are there: http://df-genesis.wikidot.com/metals

      EDIT: Deon, I've found a ''bug'': Gypsum isn't in the special stones list in Z menu, I think it is supposed to be there?

      EDIT2: Finally combat!
      I have a few questions though.
      Did you improved the strength or size of dwarfs or something like that? A Thunderbird came and 18 unarmed civilians were able to take it down with just 3 losses (they were there before the rest came). the 15 survivors were also able to kill 6 Gray Werewolves, still unarmed and untrained!?
      One engraver actually dueled a werewolf 1v1 and he almost won (both had a lot of red wounds)
      Later, a goblin ambush came and my unarmed civilians were able to take those down too, but with a few more losses (the gobbo's were pikemen)

      So my questions:
      1) Was I just lucky or are Werewolves a bunch of pussies puppies?
      2) Why are goblins trap_avoid and werewolves not? I can understand you want to make the game harder by making the goblins trap_avoid but why aren't the Werewolves? Aren't they supposed to be agile wolf men?
      3) I saw the goblin RAWS to check if they are trap_avoid and you have this:
      Code: [Select]
      [MENT_ATT_RANGE:MEMORY:5000:5000:5000:5000:5000:5000:5000]               max Why? :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Flaede on February 13, 2011, 09:14:01 am
      I'm having a really hard time finding something underground to train as war animals. I want something really tough. But I can't seem to find anything. I wanted one of those dragon raptors or something. Sadly the dwarven civ is dead so no requesting. Is there any hope of finding an awesome trainable creature in the caverns? So far I've found Troglodytes, Rabbits (??), Crundles, Dire Trolls, Cave Crocodiles, Blood Spiders, Giant Olms, Moledogs, Archanas, Gorlaks, Giant Earthworms, Giant Cave Swallows, and Scorpions. None of which seem to be trainable... :(

      I thought the Swallows and Crocodiles were trainable, at the very least. Scratch that. Only MOUNT, not trainable. Dang.

      I'd suggest getting a siege, capturing their animals, and keeping them in cages. You can tame and train their offspring.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Torgan on February 13, 2011, 09:39:58 am
      I'm having a really hard time finding something underground to train as war animals. I want something really tough. But I can't seem to find anything. I wanted one of those dragon raptors or something. Sadly the dwarven civ is dead so no requesting. Is there any hope of finding an awesome trainable creature in the caverns? So far I've found Troglodytes, Rabbits (??), Crundles, Dire Trolls, Cave Crocodiles, Blood Spiders, Giant Olms, Moledogs, Archanas, Gorlaks, Giant Earthworms, Giant Cave Swallows, and Scorpions. None of which seem to be trainable... :(
      Blood spiders could be worth capturing and taming at least, I bought one from the elves and it attacked some goblins that got into my fortress during a siege even though it wasn't a war animal.  Seemed to tear quite a few chunks out of them as well.

      I always find war animals pretty rubbish though, any enemy with an edged weapon just tends to chop them to pieces.  War dogs even have trouble with thieves now daggers are a bit stronger.  The only use for them I've found is just to have them around your military so that the enemy might target them instead of your dwarves.

      What we really need is pet armour, wtb adamantine armoured battle elephants.  (But I guess that's not moddable).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Sirdrake on February 13, 2011, 10:45:33 am
      Quote
      There is a genesis wiki, afai it isn't very complete but the metals and plants are there: http://df-genesis.wikidot.com/metals

      Ive looked there all iit says is mass smelting that doesnt really explain much
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Delta_02_Cat on February 13, 2011, 10:56:03 am
      Deon you added a few nobles didn't you?

      How would I do that? I want a few more useless dwarfs :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: BigD145 on February 13, 2011, 12:41:22 pm
      I always find war animals pretty rubbish though, any enemy with an edged weapon just tends to chop them to pieces.  War dogs even have trouble with thieves now daggers are a bit stronger.  The only use for them I've found is just to have them around your military so that the enemy might target them instead of your dwarves.

      What we really need is pet armour, wtb adamantine armoured battle elephants.  (But I guess that's not moddable).

      Dogs suck as security. Have you tried rhino's?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Dutchling on February 13, 2011, 12:44:32 pm
      Quote
      There is a genesis wiki, afai it isn't very complete but the metals and plants are there: http://df-genesis.wikidot.com/metals

      Ive looked there all iit says is mass smelting that doesnt really explain much

      ok I though that was what you meant. afaik the mass smelting means that is smelts 6 ores/bars at a time (with 6 fuel ofc) so it' just faster.
      I haven't actually done it myself though but I think I've read it somewhere
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Sarudak on February 13, 2011, 12:50:26 pm
      The blast furnace takes 6 iron ore, 6 flux, and 6 charcol/coke, and one fuel and produces 6 bars of steel. Most fuel efficient way to make steel if you have flux.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Kiktamo on February 13, 2011, 03:28:53 pm
      Hmm? Just got the new version is there a reason magnetite seems to be missing from my raws? At least I've searched for it and it doesn't seem to be there.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Deon on February 13, 2011, 03:40:32 pm
      No-raisins.

      I mean, yeah. I forgot to put it back when I separated simple ores and normal mineral names mod components, thanks for noting it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: LordShotGun on February 13, 2011, 05:03:59 pm
      Are turkeys supposed to be super badass? I just had a few turkeys kill one of my dwarfs, a giant scorpion, a war raptor and a war dog. Reading the combat logs it seems that once the turkeys get a grip with their beak they have a tendency to CRUSH whatever they are holding. All of the deaths ended with crushed skulls, or the equivalent on the scorpion, and torn apart brains.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Deon on February 13, 2011, 05:31:55 pm
      They are not supposed to. They are not that big too. It's a quirk of DF combat system I guess.

      (http://media.tumblr.com/tumblr_ktonciwQm71qa2xgl.gif)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: LordShotGun on February 13, 2011, 07:56:01 pm
      Well I am in a terrifying biome. I was just expecting undead or giant spiders of some sort and not normal everyday turkeys.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Cynsye on February 13, 2011, 09:41:37 pm
      Well I am in a terrifying biome. I was just expecting undead or giant spiders of some sort and not normal everyday turkeys.
      Deadly super turkeys sound about right in a terrifying biome as far as I'm concerned :P .
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: myrkul on February 13, 2011, 09:44:58 pm
      Were they undead? Zombie turkeys sound pretty terrifying.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Sarudak on February 14, 2011, 01:33:21 am
      Why are spellwood and sun gold so expensive when they're both weaker than even standard steel?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Tarran on February 14, 2011, 01:39:56 am
      Why are spellwood and sun gold so expensive when they're both weaker than even standard steel?
      Well, they're lighter if that counts. But personally I'd guess the reason why they're more expensive is the same reason why platinum is much more valuable than steel; they're rarer metals.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Sarudak on February 14, 2011, 02:24:02 am
      They don't seem that rare to me. I mean us dwarves can't make them but the elves have lots and lots.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Tarran on February 14, 2011, 02:34:27 am
      They don't seem that rare to me. I mean us dwarves can't make them but the elves have lots and lots.
      Think about it this way:

      Steel: Needs Iron (common), Flux (somewhat rare), and wood (not rare at all).
      Spellwood: Needs Ironwood (rare; [DRY][SAVAGE][BIOME:NOT_FREEZING] biome), and a enchanter (potentially rare).

      So while they may have a lot of Spellwood in their caravans, they're still quite costly to make. No idea about Sun Gold, though.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: Deon on February 14, 2011, 03:52:36 am
      Gold and platinum are not rare either ;).

      Spellwood and sun gold are expensive because they are magical resources not avaliable in the world otherwise, so yeah, blame elves for overpricing them.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
      Post by: arghy on February 14, 2011, 05:37:52 am
      Damn i highly suggest you stay at only 3x3 for your embark areas because my 4x4 fortress is stuck at 24 FPS with 103 dwarves. I also suggest killing off all useless animals before they get to high.

      I'm still trying to figure out how the hell i'm going to try and keep my FPS up when my fort gets old.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Deon on February 14, 2011, 07:43:46 am
      It all depends on your pc and CPU usage. I can stay on 4x4 with 80-100 fps for a few years.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Sirdrake on February 14, 2011, 12:15:07 pm
      Quote
      6 ores/bars at a time (with 6 fuel ofc)

      Why Fuel when I embarked on a Volcanoe
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Cynsye on February 14, 2011, 12:20:13 pm
      Quote
      6 ores/bars at a time (with 6 fuel ofc)

      Why Fuel when I embarked on a Volcanoe
      The coke is a part of the reaction to simulate the carbon being added to the iron to make steel, the full reaction is 6 ore/bar + 6 coke with an additional coke to fuel the reaction itself. The magma blast furnace only saves that final coke.

      EDIT: Though, really blast furnaces would only produce pig iron, just in large quantities needing further processing to produce steel. I guess they have invented a whole new way to improve it, praise Armok.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Sirdrake on February 14, 2011, 12:29:36 pm
      Oww so thats why it was sayin no tasks available
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: arghy on February 14, 2011, 01:08:56 pm
      It all depends on your pc and CPU usage. I can stay on 4x4 with 80-100 fps for a few years.

      Intel quad core 2.66ghz 3.50 gigs of ram with a video card that has 512mb of ram--i thought i would be able to get high FPS to buy apparently not. I buried everyone so i shouldent have any ghosts and theres no hostiles but there is a few building destroyers but their caged. I turned off weather/temp/caveins so i have no idea why i'm getting 24 fps.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Sirdrake on February 14, 2011, 01:15:38 pm
      kill any animals you dont need such as cats kittens and dogs
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Ultimuh on February 14, 2011, 01:19:20 pm
      kill any animals you dont need such as cats kittens and dogs


      But then the vermin will eat all your food and bite your sleeping dorfs.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Deon on February 14, 2011, 03:06:03 pm
      It all depends on your pc and CPU usage. I can stay on 4x4 with 80-100 fps for a few years.

      Intel quad core 2.66ghz 3.50 gigs of ram with a video card that has 512mb of ram--i thought i would be able to get high FPS to buy apparently not. I buried everyone so i shouldent have any ghosts and theres no hostiles but there is a few building destroyers but their caged. I turned off weather/temp/caveins so i have no idea why i'm getting 24 fps.
      It's all situational. You could have a single building destroyer in caverns who does it. And 2.66 is not a lot.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Nopkar on February 14, 2011, 03:21:48 pm
      do we have dual-core support? If not, that could be a serious factor in the whole frame-rate thing. If I'm not careful and get to ambitious with my excavation projects, my frame rate can hit 10 or even less...that's in the first few years...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Lamphare on February 14, 2011, 03:26:28 pm
      yeah that magma-water megaproject caused it to be under 10 for a long time, too.

      i think the game doesnot support multi-core.
      at least on my pc it only run on one processor.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Deon on February 14, 2011, 03:29:09 pm
      It can use two cores, but only for graphical stuff, so all the CPU-heavy stuff like pathfinding, water mechanics and temperature take a single processor.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Delta_02_Cat on February 14, 2011, 05:21:57 pm
      Dwarf Fortress is still a work in progress wich means that it isn't optimized yet.
      So i wouldn't think to much about it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: kilakan on February 14, 2011, 05:40:36 pm
      hey with the current version, dwarves that walk over 1/7 water instantly freeze to death.  Dunno if it has something to do with fire immunity, or with an ice dwarf walking throuh first... but it really sucks.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: arghy on February 14, 2011, 07:17:39 pm
      I do have alot of stone excavated and theres a building destroying FB in my second cavern. I also have over 200 animals even with me killing the majority of them but like 150 of them are caged. I'm thinking its the mix of massive excavations, 103 dwarves, over 200 animals and a 4x4 embark.

      I'm going to start a new fortress with a stream lined design in a 3x3 embark because picking up after the siegers gets really annoying when theres multiple siegers and they kill each other in the middle of no where instead of right outside my fortress hehe.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Nopkar on February 14, 2011, 09:44:48 pm
      Question, where would I add the tags [NO_EAT] [NO_DRINK] tags? the creature_standard.txt doesn't have dwarves, but with all the caste's in the genesis.txt file, I didn't know if sticking it on the first dwarf entry would effect your fortress dwarves?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Tarran on February 14, 2011, 09:47:03 pm
      Question, where would I add the tags [NO_EAT] [NO_DRINK] tags? the creature_standard.txt doesn't have dwarves, but with all the caste's in the genesis.txt file, I didn't know if sticking it on the first dwarf entry would effect your fortress dwarves?
      Actually it does. Just look at the top. "[CREATURE:DWARF]". Just add it right next to the [INTELLIGENT] tag or something like that.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Nopkar on February 14, 2011, 09:52:12 pm
      Awesome, didn't want to break my current world with testing :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Sarudak on February 15, 2011, 01:06:45 am
      What is the point of the gaming table, chess table, and the gateball field? How do I get the items to build the first two? And do any of them have any reactions?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Alkhemia on February 15, 2011, 01:21:08 am
      What is the point of the gaming table, chess table, and the gateball field? How do I get the items to build the first two? And do do any of them have any reactions?
      There just for looks right now I think.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Deon on February 15, 2011, 01:30:13 am
      hey with the current version, dwarves that walk over 1/7 water instantly freeze to death.  Dunno if it has something to do with fire immunity, or with an ice dwarf walking throuh first... but it really sucks.
      Eh, no. It's probably a really cold climate, or something like that. It never happened to me.

      Quote
      How do I get the items to build the first two? And do do any of them have any reactions?
      They are toys, so just craft a few. Also they are just to decorate your rooms. I like to have a small room with a few chess tables next to my guard post.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: RogueArchivist on February 15, 2011, 02:02:16 am
      I am haveing a problem with the latest version of the Genesis Mod. At the embark screen, when I go to view my dwarves, it instantly cuases not DF to crash, but my entire computer to crash and reboot. How do I fix this?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Deon on February 15, 2011, 02:50:24 am
      Check for viruses and turn off the reboot on error in your windows perfomance settings.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Kogut on February 15, 2011, 05:41:09 am
      Is it supposed to work with defence mod?
      If not - what can I do to fix it?
      <Great pseudo-ASCII graphics!>
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Deon on February 15, 2011, 06:33:47 am
      Eh, I will look into it. You could do it yourself but it takes some time.

      P.S. It looks like it's totally compatible.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Kogut on February 15, 2011, 07:45:19 am
      No errorlog, nothing weird in first months. I will see how siege will behave.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Deon on February 15, 2011, 09:32:35 am
      I checked the files and they don't change anything vanilla, that's why it should be compatible.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Kogut on February 15, 2011, 10:34:42 am
      - Altar of Nature - ash is doing nothing. Why?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: myrkul on February 15, 2011, 11:02:03 am
      It's a 50% chance. you just haven't hit the odds yet.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Joost66 on February 15, 2011, 05:21:42 pm
      Hey.. I dowloaded the mod and i was wondering. Is there a way to just have all the crafting stuff? Like the butchering and whatnot., without the graphics and other types of creature castes? Im not sure if this question was asked, Didnt want to read through 330 somthing pages of text. Thanks!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Lamphare on February 15, 2011, 05:44:07 pm
      you need to copy the custom workshops files, item files, first entry in entity files and reaction files.
      also you probably need to tweak with tile set a bit, depending on how you make the change.
      if you use ASCII it'd be fine. otherwise you should check with graphics see if everything is set right.

      edit: if you need the materials specific to genesis, copy them from the inorganic files. if not, delete them in reaction and entity entry accordingly. copy mandrake in plant for altar.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Icee77 on February 15, 2011, 06:04:30 pm
      I just got my first demonic ambush! :D :D
      Guess how long it was! like 5 frames..... My copper guardsmen and meatshields made short work of them. And more better weapons. Also got an imp spearmen. He is now naked....
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Joost66 on February 15, 2011, 06:22:13 pm
      you need to copy the custom workshops files, item files, first entry in entity files and reaction files.
      also you probably need to tweak with tile set a bit, depending on how you make the change.
      if you use ASCII it'd be fine. otherwise you should check with graphics see if everything is set right.

      edit: if you need the materials specific to genesis, copy them from the inorganic files. if not, delete them in reaction and entity entry accordingly. copy mandrake in plant for altar.
      Right... I was unclear... The ONLY thing that i want is for all the armor making and such in adventure mode... thats it... and if thats what you just told me then i am very sorry., I am no good at modding...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Lamphare on February 15, 2011, 06:32:19 pm
      you need to copy the custom workshops files, item files, first entry in entity files and reaction files.
      also you probably need to tweak with tile set a bit, depending on how you make the change.
      if you use ASCII it'd be fine. otherwise you should check with graphics see if everything is set right.

      edit: if you need the materials specific to genesis, copy them from the inorganic files. if not, delete them in reaction and entity entry accordingly. copy mandrake in plant for altar.
      Right... I was unclear... The ONLY thing that i want is for all the armor making and such in adventure mode... thats it... and if thats what you just told me then i am very sorry., I am no good at modding...

      then reaction_wanderer.txt, associated item files, inorganic_other_genesis.txt and probably some entries in plant files, if you want the brewage part(if not just delete the reactions in reaction_wanderer.txt)
      hum... yep that's it, i guess
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Deon on February 15, 2011, 06:42:21 pm
      Yeah, it's easier to grab the Lofn's "wanderer's friend" mod for you, Joost66. Search for it in this Modding forum.
      It only adds adventure mode crafting.

      It looks like there're ~4 days till the next release. Which means a lot of balancing in pricing and materials :). Caravan arc for the win!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Rumrusher on February 15, 2011, 08:11:08 pm
      Yeah, it's easier to grab the Lofn's "wanderer's friend" mod for you, Joost66. Search for it in this Modding forum.
      It only adds adventure mode crafting.

      It looks like there're ~4 days till the next release. Which means a lot of balancing in pricing and materials :). Caravan arc for the win!
      Noo all those utilities(mostly mine) going to be null making me have to re-research. dang in 4~ days, well time to cancel all research seeing how finding anything new would just be brush under the new release.  :'( it's too soon Too soon!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Sarudak on February 16, 2011, 01:14:41 am
      I've gotten twice now the error : Nemesis unit load failed. And it crashes my game. It is sad because the fort is 22 years old and the dwarven civ is extinct and I'm liking having to raise my own batch of dwarves. Any idea why this might be happening and if this is mod related or not?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Kogut on February 16, 2011, 02:02:03 am
      - Altar of Nature - ash is doing nothing. Why?
      It's a 50% chance. you just haven't hit the odds yet.
      It consumed 200 units of ash, without effect. Mad RNG/broken?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Deon on February 16, 2011, 02:05:47 am
      - Altar of Nature - ash is doing nothing. Why?
      It's a 50% chance. you just haven't hit the odds yet.
      It consumed 200 units of ash, without effect. Mad RNG/broken?
      Weird, it was not broken for me, I'll check.

      I've gotten twice now the error : Nemesis unit load failed. And it crashes my game. It is sad because the fort is 22 years old and the dwarven civ is extinct and I'm liking having to raise my own batch of dwarves. Any idea why this might be happening and if this is mod related or not?
      http://www.bay12forums.com/smf/index.php?topic=34296.msg517717#msg517717
      It's been here since 2d version of DF.

      Have you been using ctrl-alt-del? Also, back up your saves.

      There're a few fixes which may work, try to look for them using search.

      P.S. Try this: http://www.bay12forums.com/smf/index.php?topic=34296.msg526637#msg526637
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Sarudak on February 16, 2011, 02:15:30 am
      I did use ctrl-alt-del mostly to go back on mistakes that happened due to inattention. I have no backups (stupid I know). Is this the end of everything then? This makes me very sad. :(
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Kogut on February 16, 2011, 07:06:20 am
      Puzzle tree - is it Araucaria araucana (Monkey-puzzle tree)?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Kogut on February 16, 2011, 08:44:53 am
      I noticed multiple strange things (no reaction reactions in smelter, weird metals and wood).
      Checked with clean mod (ASCII) problem
      stockpiles:armor-metal-<there is: fireball, frozen toxic spores, 2 types of ooze>
      spinach, onions as type of wood

      smelter:"no reaction" reactions
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Deon on February 16, 2011, 09:18:56 am
      Oops. If you can dl the ironhand version, get reaction_economic.txt and building_crafting.txt from there and the issue with "no reaction" should be fixed.

      Those types of ooze do nothing, are just listed there.

      Spinach and onions as what? Can you show me a screenshot? Weird :). Or do you mean a stockpile?

      Puzzle tree - is it Araucaria araucana (Monkey-puzzle tree)?
      Yes it is.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Kogut on February 16, 2011, 10:10:04 am
      Those types of ooze do nothing, are just listed there.

      Spinach and onions as what? Can you show me a screenshot? Weird :). Or do you mean a stockpile?
      There are listed as subtypes in stockpiles what is a bit strange.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Sirdrake on February 16, 2011, 10:15:01 am
      Quote
      smelter:"no reaction" reactions
      i get that its annoying
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Deon on February 16, 2011, 12:54:21 pm
      Oh god, why NOW? I mean, I need to work on my diploma right now... Oh well, expect release in a few days :D.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: BigD145 on February 16, 2011, 01:23:36 pm
      Nono. You go work on your diploma.

      ...who am I kidding. UPDATE NOW!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Qinetix on February 16, 2011, 02:06:23 pm
      UPDATE NAU , actually work on your diploma we can live without the mod some days...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Kogut on February 16, 2011, 02:31:40 pm
      There are bugs in 19 anyway.

      Oops. If you can dl the ironhand version, get reaction_economic.txt and building_crafting.txt from there and the issue with "no reaction" should be fixed.

      Not working. Also in new world.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Deon on February 16, 2011, 02:33:17 pm
      Weird, I think I just didn't update the D/L link then.

      Well, the new version is out soon :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Kogut on February 16, 2011, 03:17:24 pm
      Disable fire for obsidian cast: is it supposed to work for visiting caravans? One of them just nuked my wood stockpile (with half of population in it).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Nopkar on February 16, 2011, 04:18:07 pm
      meh, i'm going to wait for the whole meat and potatoes Arc release to finish...no use in breaking an already awesome game for a half-implemented feature as of now :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Deon on February 17, 2011, 03:34:42 am
      Disable fire for obsidian cast: is it supposed to work for visiting caravans? One of them just nuked my wood stockpile (with half of population in it).
      It works for a new world only, otherwise you have to go into your /data/save/region*/raw/objects/ folder and remove [FIREBREATH] from dwarves in creature_genesis.txt.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Deon on February 17, 2011, 11:35:27 am
      Okay, I am in process of converting the mod.

      I wonder why don't we have sheep milk. It's going in.

      What do you think about goats? They originally have a hair insulation of "200", so I plan to make them shearable for wool. Is it fine?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Ultimuh on February 17, 2011, 11:36:38 am
      Sure, why not?  :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: deknegt on February 17, 2011, 11:46:08 am
      Maybe you could add a value to every type of wool too.

      Like that the denser wool is more valuable than the less ones.

      Have some pimp dwarves walking around with their adamantine canes and Goat wool boots.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Deon on February 17, 2011, 11:49:03 am
      Sure.

      Also damn, it's much more work to do than I thought. There's a lot of new animals, so tons of little tweaks like adding milk/cheese to sheep and the like; and I should backtrack and add eggs to all new birds I have... Firebird omelet, someone?

      Oh well, I should finish today.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: deknegt on February 17, 2011, 11:52:37 am
      Sounds good Deon, i am pretty sure it will be even more epic than the previous version =D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Ultimuh on February 17, 2011, 11:53:57 am
      Well, I am slightly worried about the graphical version.. since noone have made somthing tangiable yet.. exept for ironhand.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Deon on February 17, 2011, 01:00:58 pm
      What do you mean by "tangiable"? Genesis had graphics for many months already.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Dutchling on February 17, 2011, 01:14:28 pm
      Okay, I am in process of converting the mod.

      I wonder why don't we have sheep milk. It's going in.

      What do you think about goats? They originally have a hair insulation of "200", so I plan to make them shearable for wool. Is it fine?

      As long as you make Ice Dwarves shearable, how else could they endure the cold?
      btw: Chrome says shearable is not a word :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: deknegt on February 17, 2011, 01:17:35 pm
      Okay, I am in process of converting the mod.

      I wonder why don't we have sheep milk. It's going in.

      What do you think about goats? They originally have a hair insulation of "200", so I plan to make them shearable for wool. Is it fine?

      As long as you make Ice Dwarves shearable, how else could they endure the cold?
      btw: Chrome says shearable is not a word :)

      They endure the cold because they are too smashed on the Dwarven Vodka to care about the cold.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Deon on February 17, 2011, 01:21:48 pm
      btw: Chrome says shearable is not a word :)
      http://www.springerlink.com/content/p108r75625166381/
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Lamphare on February 17, 2011, 01:29:37 pm
      Okay, I am in process of converting the mod.

      I wonder why don't we have sheep milk. It's going in.

      What do you think about goats? They originally have a hair insulation of "200", so I plan to make them shearable for wool. Is it fine?

      As long as you make Ice Dwarves shearable, how else could they endure the cold?
      btw: Chrome says shearable is not a word :)
      i believe it is not a dictionary word
      the closest synonym should be shavable
      but none the less, the liberal soul of linguistics enables us to understand it, which it good enough  :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Ultimuh on February 17, 2011, 02:39:37 pm
      What do you mean by "tangiable"? Genesis had graphics for many months already.

      Oh well nevermind then, I just tend to think too deep sometimes, completely forgetting stuff.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Qinetix on February 17, 2011, 02:52:04 pm
      hope its finished by the end of the weekend.... atleast it will take my look away from it for some time
      Just a question , will we able to put in pens silk worms?
      And another question : IN wich biome silk worms live (i don't see any in a cold biome :<)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.51 ϟ] - Music is back!
      Post by: Babylon on February 17, 2011, 03:40:16 pm
      Ugh I hate Microsoft downloads!
      :C I guess I'll just never read it.

      Open Office can also read Microsoft Excel documents.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Deon on February 17, 2011, 03:41:46 pm
      The ASCII version is ready. I am working on graphical versions, should take another hour.

      Silkworms are vermin so I doubt they will be able to be put in pens... I didn't even try the new version yet, so I don't know. I spend all my time to port the mod to the new version :).

      Silkworms live in tropical forests. You will know it immediately: you will see a TON of web around trees.

      2Hippoman: I use OpenOffice, it's free.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Deon on February 17, 2011, 06:18:49 pm
      Sorry, it will take a little longer. With the new plant oil/soap feature, I am working on existing plants.

      I make a major plant rework. We have quite a lot of useless plants in Genesis. For example, cotton could be used for thread only, thus there was no reason to grow it at all (rope reed was much better). Now we have cottonseed oil and soap.
      I make all EDIBLE_RAW plants to be also EDIBLE_COOKED, because it makes sense.

      All in all, I've made a lot of work on plants, and there's more ahead. I hope you will forgive me for the wait and will enjoy the new features :D.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: jayseesee on February 17, 2011, 06:27:01 pm
      DF is not, and has not been considered updated for me until Deon releases the Genesis Patch for a good, long while now.  And I like it that way.  Take your time man, quality over speed.  I, for one, have stopped d/ling the releases until you have it fixed.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ]
      Post by: Lamphare on February 17, 2011, 07:06:43 pm
      one thing
      could you expand the glazing just like you did with dyes?
      e.g. cobalt creates blue(blue and white chinaware uses this), iron oxide(hematite) creats red, copper carbonate(malachite) creats teal, titanium dioxide(rutile) creats tan etc.

      edit:my bad, didnt think too much on magnetite.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19 ϟ] - first ASCII release
      Post by: Deon on February 17, 2011, 07:15:02 pm
      one thing
      could you expand the glazing just like you did with dyes?
      e.g. cobalt creates blue(blue and white chinaware uses this), iron oxide(hematite) creats red, copper carbonate(malachite) creats teal, titanium dioxide(rutile) creats tan, ferrous oxide(magnetite) for black etc.
      I had the same idea, it will come with the next content patch. Along with alchemy. It looks like it's very hard to have multiple metals, and you will never have a lot of different ores like before. Thus I feel that the alchemy is where I should move first. With ability to transmute metals and materials, you will get more options for gear, constructions and decoration, which means more fun.

      Anyway, here's the ASCII version, not much has changed, I mainly applied new features to existing creatures and plants, which is a lot of work.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19 ϟ] - first ASCII release
      Post by: kilakan on February 17, 2011, 07:15:31 pm
      ferrous oxide(magnetite) for black etc.
      Technically that would be red too, it's iron, and the rust is red.  The black it gets from impurities that surprisingly don't rust.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19 ϟ] - first ASCII release
      Post by: Deon on February 17, 2011, 07:15:49 pm
      A new version is released.

      3.19
      * Moving to a new DF version (0.31.19).
      * All reptiles and birds lay eggs now.
      * Goats and mammoths have wool in addition to existing wooly animals.
      * Brick making reaction removed because of the appearance of clay and clay reactions.
      * Tweaks to soils so more types net clays; sandy clay loam is the best soil now because you can find BOTH clay and sand in it.
      * Global plant rework; many new plants have seeds which can be grinded into oil and later made into soap.
      * Small tweaks to existing creatures.

      Graphical versions are on the way
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19 ϟ] - first ASCII release
      Post by: Eman6881 on February 17, 2011, 07:36:32 pm
      Yayz, v.18.19 is out! Thx Deon for doing dat so quickly. Now excuse me, ive got a fortress to make!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19 ϟ] - first ASCII release
      Post by: Icee77 on February 17, 2011, 07:43:17 pm
      May I ask if you edited the ore scarcity? I just want to  know so when i get the graphical mod i don't use metals for useless tools.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19 ϟ] - first ASCII release
      Post by: Deon on February 17, 2011, 08:29:36 pm
      I cannot edit the ore scarcity, only relative values. I think if you strike a vein, it's usually pretty huge. The problem is to find it.


      Also, on the site finder look for shallow metalS and deep metalS. If it says "shallow metal" (singular) there will be just ONE metal. If it doesn't say anything about metals, the site has no metals at all!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19 ϟ] - first ASCII release
      Post by: Lamphare on February 17, 2011, 08:39:04 pm
      before alchemy comes out
      trading, goblinite and blue cotton candy would be my preference of metal for now

      and seriously, in 31.18, it was too easy to get metals, especially gold and copper.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19 ϟ] - first ASCII release
      Post by: Ultimuh on February 17, 2011, 08:40:21 pm
      before alchemy comes out
      trading, goblinite and blue cotton candy would be my preference of metal for now

      and seriously, in 31.18, it was too easy to get metals, especially gold and copper.

      Well, copper is the most common type of metal.. in DF.. or it WAS.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19 ϟ] - first ASCII release
      Post by: Eman6881 on February 17, 2011, 08:56:12 pm
      How long will it take for Ironhand Graphics to come out? Misha hates the normal one. Also, the faster ironhand comes out, the faster PlumphelmetPunk can make a Lets Play of the new version. So, Hurry up slave! Lol but  srsly, good job on the genisis mod, it make  Originall dwarf fortress look like a pile of crap! Keep up da good work, i love this mod
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19 ϟ] - first ASCII release
      Post by: Eman6881 on February 17, 2011, 09:02:44 pm
      I mean good in the way that it make the ORIGINALL DF look like crap!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19 ϟ] - first ASCII release
      Post by: Deon on February 17, 2011, 09:03:54 pm
      It's ready.

      However I've hit a problem. Whenever I try to enter a town with shops, the game crashes. My "town" civs probably lack some important tokens which vanilla humans have so new shop products are bugged. Let me fix it and upload a fixed version AND graphics.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19 ϟ] - first ASCII release
      Post by: Acanthus117 on February 17, 2011, 09:04:28 pm
      Eman6881:

      I find your statement to be horseshit.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19 ϟ] - first ASCII release
      Post by: Eman6881 on February 17, 2011, 09:05:55 pm
      You dunt like this mod Acanthus117?0_0
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19 ϟ] - first ASCII release
      Post by: Ultimuh on February 17, 2011, 09:06:53 pm
      Of course he does, he just don't like the way you disrespect vanilla DF.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19 ϟ] - first ASCII release
      Post by: Icee77 on February 17, 2011, 09:07:40 pm
      You dunt like this mod Acanthus117?0_0
      Vanilla is like BoatMurdered
      This Mod is like BattleFailed.
      Get it?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19 ϟ] - first ASCII release
      Post by: Eman6881 on February 17, 2011, 09:08:31 pm
      DF is awsome as is, but after i see this mod, i never see originall DF the same way
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19 ϟ] - first ASCII release
      Post by: Eman6881 on February 17, 2011, 09:11:11 pm
      And nay, DF is awsome, but genisis makes it LOOK awful. Its like comparing God to Chuck norris. God LOOKS awful compared to norris, but is still awsome.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19 ϟ] - first ASCII release
      Post by: Ultimuh on February 17, 2011, 09:13:01 pm
      And nay, DF is awsome, but genisis makes it LOOK awful. Its like comparing God to Chuck norris. God LOOKS awful compared to norris, but is still awsome.

      Well you may insult some people however you say it.
      Maybe you should choose your words abit more.. carefully..
      (By the way, I think Chuck Norris is kind of overrated.)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19 ϟ] - first ASCII release
      Post by: Deon on February 17, 2011, 09:25:47 pm
      - Chuck Norris as an actor is a mediocre actor. I liked his movies when I was a kid.
      - Chuck Norris as a meme is retarded.
      - "God" may be related to too many things, characters and meaning, so you cannot compare him/her/it to anything.
      - Some people like vanilla lore/simplicity/something else so it's not always good to add "Moar".

      So yeah, I will release a crash-less version in a moment.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19 ϟ] - now with 100% more crashes
      Post by: Morrigi on February 17, 2011, 09:32:08 pm
      Wouldn't one way to edit the ore scarcity be to put in the same kind of ore multiple times for each kind of stone?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19 ϟ] - now with 100% more crashes
      Post by: Deon on February 17, 2011, 09:33:31 pm
      It will increase the different types of ore, but the number of veins per worldmap tile is hardcoded.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19 ϟ] - now with 100% more crashes
      Post by: Eman6881 on February 17, 2011, 09:39:40 pm
      Srsly, dunt be so hostile! I make complements and people take it personally! You "bashed Eman6881 in the chest through the rope reed fiber shirt, brusing the Heart!". I play DF to get away from seriousness of the world, and complements lead to people getting pissed. So sorry for insulting a bunch of code and graphics, i personally dont take gaming very seriously. I dident insult a country, city or any group of people, so i really dont expect such hostillity. Originall DF is fun, but i like genisis better. Sorry.  :-[
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19 ϟ] - now with 100% more crashes
      Post by: Ultimuh on February 17, 2011, 09:49:10 pm
      Well I am not being hostile, I am just telling you to.. err.. nevermind.. if I say something it will just be taken too seriously again..
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19 ϟ] - now with 100% more crashes
      Post by: Lamphare on February 17, 2011, 09:53:08 pm
      the point is, demoting one thing in order to praise another is not .... so adequate. it means there always one side being hurt
      there are many ways to, if i understand your notion correctly, to say genesis is much better a mod to play than vanilla

      edit: frankly i dont think it's wrong being serious towards everything, including humour and wit.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19 ϟ] - now with 100% more crashes
      Post by: Deon on February 17, 2011, 09:54:06 pm
      Yep, I meant to close the discussion of the above by my four-line answer :).

      Eman6881: I appreciate that you like my mod.

      The fixed version + ironhand version are being uploaded, wait a moment.

      Quote
      the point is, demoting one thing in order to praise another is not .... so adequate
      It sucks. Especially when the praised one cannot exist without the original one which is being demoted. And I hope we're done :D.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19 ϟ] - now with 100% more crashes
      Post by: Ultimuh on February 17, 2011, 09:56:53 pm
      Maybe I should put a smiley face at the end of every post I make, so people know I am not too serious about it?  :D
      And yes.. I agree, lets put a lid on this.

      edit: Sorry if I somehow made you feel bad Eman6881, It was not intentional.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a ϟ] - quickfix
      Post by: Deon on February 17, 2011, 10:00:55 pm
      Finally. DFFD is behaving strangely today, disappearing and reappearing randomly.

      Anyway, the fixed version is uploaded. Yay. And Ironhand graphics. Yay. I need to take a nap, 6 AM already (I stayed awake all night to update Genesis), so you'll get Phoebus a bit later.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a ϟ] - a quickfix
      Post by: jayseesee on February 17, 2011, 10:01:54 pm
      Thanks and much love Deon!  Get some rest.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a ϟ] - a quickfix
      Post by: Deon on February 17, 2011, 10:16:47 pm
      Oh fffff..... I forgot to add graphics for new animals. Well, I really need to sleep (and it applies to Ironhand version only) so I hope you're okay with a few creatures with a "pile of bones" tile until tomorrow. I will fix it as soon as I wake up. It won't require to make a new world.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a ϟ] - a quickfix
      Post by: ZioAnthros on February 17, 2011, 10:32:49 pm
      Well done sir.
      Your time and effort are appreciated.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a ϟ] - quickfix
      Post by: SethCreiyd on February 17, 2011, 10:57:46 pm
      Finally. DFFD is behaving strangely today, disappearing and reappearing randomly.

      I've been noticing this on and off the past couple of weeks.  Some days it's like that, others it seems to be okay.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a ϟ] - a quickfix
      Post by: Deon on February 17, 2011, 11:13:59 pm
      Ah, I cannot leave it unfinished... Can't sleep :P.

      (http://i53.tinypic.com/121eq12.png)

      Expect 3.19a2 for Ironhand in a moment, with all graphics fixed.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a2 ϟ] - graphics for new animals
      Post by: Deon on February 17, 2011, 11:19:26 pm
      And here it is: http://www.gamefront.com/files/20015983/deons+genesis+3.19a2+Ironhand.rar
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a2 ϟ] - graphics for new animals
      Post by: ZioAnthros on February 17, 2011, 11:25:10 pm
      The "Genesis Setup" program appears to be missing from this latest release.
      Is this an oversight, or am i simply being impatient?

      Edit: Shoot, apparently it really was the latter!
      My apologies! =
      D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a2 ϟ] - graphics for new animals
      Post by: Deon on February 17, 2011, 11:31:00 pm
      I simply didn't have time to customize the mod. I already spent the whole night on it :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a2 ϟ] - graphics for new animals
      Post by: Lamphare on February 17, 2011, 11:35:06 pm
      Quote
      Thank you for downloading deons genesis 3.19a2 Ironhand.rar
      The file you are looking for seems to be unavailable at the moment.
      Please come back later.

      NOOOOOOOOOOOOOOO!
      anyway, g'night deon. thx for the update!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a2 ϟ] - graphics for new animals
      Post by: Deon on February 17, 2011, 11:40:35 pm
      Ugh, I think it's on pre-moderation or something.

      Try this: http://dffd.wimbli.com/file.php?id=3393
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a2 ϟ] - graphics for new animals
      Post by: Chromasphere on February 18, 2011, 12:18:35 am
      Deon, you're really too much.  Get some rest.  When you wake up, there will be a purple heart waiting for you.  Nice work man.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a2 ϟ] - graphics for new animals
      Post by: Qinetix on February 18, 2011, 12:24:21 am
      So when the phoebus version is out?
      .-. , im used to that tile pack , ill just wait ^^
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a2 ϟ] - now with Phoebus
      Post by: Deon on February 18, 2011, 01:23:56 am
      So when the phoebus version is out?
      .-. , im used to that tile pack , ill just wait ^^
      http://dffd.wimbli.com/file.php?id=3582
      You're welcome.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a2 ϟ] - graphics for new animals
      Post by: Ovg on February 18, 2011, 01:24:17 am
      Deon, you're absolutely crazy in a positive way  :D.
      Only you would stay up 'till morning to make stuff for us  :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a2 ϟ] - graphics for new animals
      Post by: myrkul on February 18, 2011, 02:03:46 am
      Deon, you're absolutely crazy in a positive way  :D.
      Only you would stay up 'till morning to make stuff for us  :P

      seconded.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a2 ϟ] - now with Phoebus
      Post by: vhappylurker on February 18, 2011, 02:20:24 am
      Holy balls.  :o I was gonna wait till 31.20 came out, but now this is seriously making me reconsider...

      And I've never actually done much with this mod before.  :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a2 ϟ] - now with Phoebus
      Post by: jayseesee on February 18, 2011, 06:13:22 am
      Question: does anyone know why my smelter has like a crapton of "No reaction" reactions?

      Also vhappylurker, worth it.  Alot.  Do it now.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: Deon on February 18, 2011, 08:05:52 am
      Because it's a bad idea to pull an all-nighter when you mod :). It's an old problem which keeps appearing. I will upload 3.19a3 with a fix in a moment.

      If you don't want to download the whole archive again:

      Spoiler: reaction_economic.txt (click to show/hide)

      Spoiler: bulding_crafting.txt (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: Sirdrake on February 18, 2011, 08:15:37 am
      im getting a GL error it happens when i go to create new world
       anyone know what it is
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: Deon on February 18, 2011, 08:18:17 am
      I've never had it, probably has something to do with your videocard. Go to /data/init/init.txt and try to change [PRINT_MODE:STANDARD] to [PRINT_MODE:2D].
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: Cynsye on February 18, 2011, 12:43:27 pm
      Minor bug in Phoebus, in the file "graphics_animal_bird.txt" the line [CREATURE_GRAPHICS:TURKEY] should be [CREATURE_GRAPHICS:BIRD_TURKEY], turkeys are showing up as bones atm. Don't know about the "TURKEY_WILD" line, I couldn't find them in the raws during my quick browsing :P .
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: Deon on February 18, 2011, 01:33:43 pm
      I removed "wild turkeys" because just "turkeys" work fine both for domestic and wilderness purposes.

      Thanks for the heads up, I've reuploaded 3.19a3 with the fix. It doesn't deserve its own version number IMHO :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: Sarudak on February 18, 2011, 02:12:36 pm
      So what ideas/plans do you have for alchemy?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: LordShotGun on February 18, 2011, 03:09:20 pm
      My map just started to spawn skeletal camels which are really badass. Two of them killed my entire pack of about 8 war dogs and one war leopard. Although normal animals still spawn, like the killer turkeys.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: Angel Of Death on February 18, 2011, 09:48:53 pm
      I just realised something.

      This mod has no lashers!

       :o
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: Morrigi on February 19, 2011, 02:33:08 am
      I just realized something else. Deon, your wyverns are poisoning and melting themselves, they don't seem to be immune to their own poison. I was messing around with one in the arena, had it kill some cows, and it just... melted. Then another one got massive necrosis all over its body and bled to death. Also, is there a link to the .31.18 version of the mod somewhere?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: Deon on February 19, 2011, 06:03:33 am
      I just realized something else. Deon, your wyverns are poisoning and melting themselves, they don't seem to be immune to their own poison. I was messing around with one in the arena, had it kill some cows, and it just... melted. Then another one got massive necrosis all over its body and bled to death. Also, is there a link to the .31.18 version of the mod somewhere?
      Wyvern acid forms only when it leaves it mouth, being a mix of a gas, vomit and saliva, so they do not carry it inside. Basically they should be careful with the resulting acid, they are not "alien xenomorph" type of creature, and it's a known fact that they were victims of their own poison during raging battle or during mating fights with other wyverns.

      Also I like it this way. They are already deadly, so I use a tactic of war pigs: I send a pig hoard towards them (sadly can't light them on fire in an easy way) and sometimes a wyvern damages itself enough for my marksdwarves to take it out.

      I replaced the old download with new, but if you need it I can reupload it.

      Quote
      This mod has no lashers!
      Well, there is an issue of "lightsaber whips", and with my current tweaks to tissues to make the combat more deadly for swords/hammers/spears the said whips are even crazier. You can put them back by adding whips/scourges and the like in the entity files (the items were not removed), but I am not a fan of those weapons :). Also whips are not really historically known for their combat application.

      So what ideas/plans do you have for alchemy?
      You will see when it comes out :). Then we will discuss it more. Right now I need some time to write a part of my diploma hehe.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: Deon on February 19, 2011, 08:54:13 am
      Okay, a first release will be out soon, probably today.

      Current reactions:
      Alchemy:
      "Copper to gold (2:1)" - takes 2 copper bars and a gem (I decided to skip "gem dust"), produces 1 gold nugget.
      "Gold to copper (2:1)" - takes 2 gold nuggets and a gem, produces 1 copper bar.
      "Aluminum to mithril" - takes 1 aluminum bar and a gem, produces 1 mithril bar (armor metal only, light and durable).

      Also there's a better application for the "rock grinder" workshop: it now has a very low chance (2%) to create a copper or an iron bar, simulating rare metal appearance in random places. It should help with the current total lack of iron/copper on some maps while getting rid of useless stone, also it should be balanced enough not to be "omg free iron" reaction.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: Eroing on February 19, 2011, 09:47:45 am
      Had a little discussion over at the suggestions forum and thought this idea might actually fit with the genesis mod..

      Red dye.. made out of cinnabar! Since cinnabar used to be used as a coloring.. but was removed from the market because of its toxicity.. think about it.. coloring your sword with a nice mix made out of mercury and sulfux dioxide! :D Now there's a fun way to kill elves!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: Deon on February 19, 2011, 09:55:52 am
      Do you mean glazing? Otherise you cannot color swords.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: Zifnab on February 19, 2011, 10:12:30 am
      There is a problem with the leaves food stockpile submenu.  I'm using Ironhand 3.19a3.

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: Deon on February 19, 2011, 10:18:01 am
      Heh, didn't think about that. Well, that stuff has to go somewhere, so I will have to either remove it or keep it in some stockpile. I made them leaves to get rid of them in stone menu and from "urist likes something" option. I am more interested in that black line between watercress seeds and rock nuts. I'll check it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: Zifnab on February 19, 2011, 10:23:38 am
      Also, I know its a bug with the base game, but I started a game with a slice taken out of the middle of the map all the way to the HFS pits, no magma, and had all of the caverns collapse upon embark.  The
      Spoiler (click to show/hide)
      are trapped in a one tile cavern, and almost all of the stone on the map is revealed. 
       
      4 of the starting dwarves managed to survive the cavern collapse, so I think I am going to try to keep this going.  No magma, no coal, but I'm hoping to get some trees growing on some mud in a room I flooded with one of the few remaining water sources.  There may not be much at this site, but there is more platinum than I have ever seen before.
       
      Here is the gamelog from the embark.  Some of you might get a kick out of it.  It's fairly long though.
       
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: Zifnab on February 19, 2011, 10:34:53 am
      Heh, didn't think about that. Well, that stuff has to go somewhere, so I will have to either remove it or keep it in some stockpile. I made them leaves to get rid of them in stone menu and from "urist likes something" option. I am more interested in that black line between watercress seeds and rock nuts. I'll check it.

      There is also some strange crossover between the plants and wood stockpile.  Some trees are listed as plants, and a lot of crops are listed as wood.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: Flaede on February 19, 2011, 10:50:18 am
      Heh, didn't think about that. Well, that stuff has to go somewhere, so I will have to either remove it or keep it in some stockpile. I made them leaves to get rid of them in stone menu and from "urist likes something" option. I am more interested in that black line between watercress seeds and rock nuts. I'll check it.

      There is also some strange crossover between the plants and wood stockpile.  Some trees are listed as plants, and a lot of crops are listed as wood.

      Pretty sure that's the same as in vanilla.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: userpay on February 19, 2011, 11:14:23 am
      I'm playing version 18 but I noticed that rather than paralyzing the aspid's sting melts the enemies. That suppose to happen?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: Deon on February 19, 2011, 11:38:30 am
      Yep. The deadly poison is deadly :). It has a very low chance to happen though.

      I saw reports of bugged ash glazing here and there (i.e. the glazing of jug happens even WITHOUT ash). Did you see something like that?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: toupz on February 19, 2011, 12:14:53 pm
      Hello, is this mod still good for adventurer mode?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: Deon on February 19, 2011, 12:21:15 pm
      Hello, it has always been :D.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: Sarudak on February 19, 2011, 12:26:50 pm
      What about some kind of reaction involving an extract from a rare plant only found in the lower caverns that you cannot grow? And you use the extract to make a metal like bar from ground up regular stone. Maybe with properties somewhere between copper and iron.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: Deon on February 19, 2011, 12:44:00 pm
      Sounds nice, not sure how valuable it will be from a gameplay value. With my amount of plants it will be a very hard chance to find it.

      Also I've noticed that I forgot to tweak stone materials, so you cannot glaze earthenware now at all! On a bright side, it's not needed either. But it's a problem which I will fix in the next patch.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: _DivideByZero_ on February 19, 2011, 12:47:27 pm
      Is there a simple way to fix it in the raws?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: Deon on February 19, 2011, 12:50:17 pm
      Yep, set stone (MATERIAL_TEMPLATE:STONE_TEMPLATE) and wooden (MATERIAL_TEMPLATE:WOOD_TEMPLATE) absorption to 0 in material_template_default.txt (it's 100 now) and add [REACTION_CLASS:CAN_GLAZE] to stone (MATERIAL_TEMPLATE:STONE_TEMPLATE). It should work in current worlds without regeneration.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: arghy on February 19, 2011, 02:42:46 pm
      Jesus i cant wait to start a new fortress with all the changes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: Icee77 on February 19, 2011, 04:44:21 pm
      Hmmm. I've noticed the new graphics are grimmer and darker. Sad :-\
      AW well, I still have the 3.18 version!!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: Deon on February 19, 2011, 05:00:08 pm
      Owshhhh. I forgot to include colors.txt! Ironhand definitely should be brighter. Phoebus has different colors as well.

      Open your colors.txt in data\init\ and replace the contents with:

      Spoiler: Ironhand (click to show/hide)

      Spoiler: Phoebus (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: Icee77 on February 19, 2011, 05:03:44 pm
      YAY!! THANKS!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: Eroing on February 19, 2011, 05:10:55 pm
      Do you mean glazing? Otherise you cannot color swords.

      Haven't really tried glazing out yet.. do you glaze WITH something? Because if you do that could be used.. glaze a sword with cinnabar dust+water = poisonous sword.. :)

      edit: maybe cinnabar dust+oil? Not sure about glazing, like I said.. ^_^
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: Deon on February 19, 2011, 05:12:48 pm
      Nah, it doesn't make it poisonous. It's the same as "hanging rings", "spikes" etc., and it doesn't alter the material.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: Eroing on February 19, 2011, 05:15:00 pm
      Oh.. so there's no way to make it turn the sword toxic? ^_^ getting mercury in your blood stream might be a bit TOO toxic though.. ^_^
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: Sarudak on February 19, 2011, 05:27:19 pm
      My dwarves suddenly stopped using barrels for my food stock piles. Is this a mod issue, a new vanill bug, or am I doing something wrong. I have empty barrels in my stockpile and they aren't forbidden.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: Dutchling on February 19, 2011, 05:29:53 pm
      3 questions:

      1) What do I need to change to make Ice Dwarfs shearable?
      2) Why are giant Rats not war trainable? I always mod them to be anyways, but Giant Rats are like the cutest big things ever, so they have to be war trainable.
      3) Are castes carried over to the next generation like hair colour or is it always completely random?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: Deon on February 19, 2011, 05:39:31 pm
      1) You could always give them
      Code: [Select]
      [SELECT_MATERIAL:HAIR]
      [STATE_NAME:ALL_SOLID:wool]
      [STATE_ADJ:ALL_SOLID:wool]
      [YARN]
      [SELECT_TISSUE:HAIR]
      [TISSUE_NAME:wool:NP]
      [INSULATION:200]

      2) I didn't think about it. Well, it's a nice idea, since they are big enough for the task, and clever. I'll make it in.
      3) I think it's totally random.


      Another thought which crossed my mind: why not to include a slag (http://en.wikipedia.org/wiki/Slag)? It would be a byproduct of a blast furnice and steel making, and it could be a glassmaking and glazing material.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: Jay on February 19, 2011, 06:31:11 pm
      Mastiffs do not have a symbol in the ASCII version.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: Treason on February 19, 2011, 07:24:42 pm
      Is it just me, or has the game slowed down?  Downloaded the latest version with the Ironhand graphic pack, and everything crawls when it starts up.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: Lamphare on February 19, 2011, 07:37:04 pm
      Is it just me, or has the game slowed down?  Downloaded the latest version with the Ironhand graphic pack, and everything crawls when it starts up.
      slightly yes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: LordShotGun on February 19, 2011, 07:59:13 pm
      Well the slaughter of turkeys continue in my fortress. No, my dwarfs are not slaughtering turkeys but are GETTING slaughtered by turkeys. Seriously I wanna add the trainable tag to them simply because of how badass they are. Right now as I type this, ONE turkey that was the pet of one of my migrants has physically ripped apart 3 zombie buzzards and one skeletal camel.

      I also had a minotaur megabeast show up RIGHT IN THE MIDDLE OF CLEANING UP AFTER A SIEGE. So yeah. All of my military was drinking or sleeping or eating and all my war animals were dead from undead camels so I lost about 10 dwarfs to the minotaur with only about 4 dieing straight out and the rest dieing from their injuries. Then came my first tantrum spiral. Ever.

      I lost another dozen or so dwarfs since I unwisely gave everyone the woodcutter job and equipped everyone with iron axes to help fight off the undead camels. This was sound in principle but unwise in retrospect since now everyone that threw a tantrum did so with an exceptional iron ax. So I fear creating a sheriff since all of the remaining dwarfs have jail time with some having over 1000 days worth of jail time due to multiple murders.

      So after one VERY inopportune megabeast that was eventually killed when my military finished screwing around nearly 30 dwarfs either died or are maimed beyond healing as axes have a tendency to sever limbs and my fort went from about 50 dwarfs to less then 10 that are functional while the rest heal from severe but not critical injuries.

      I managed to stop the tantrum spiral with the help of a masterful gold statue and several lesser statues that turned anyone viewing them from a miserable mood to at least a fine mood and a couple went all the way to ecstatic.

      Anyway, I love dwarf fortress and I love your mod deon!!!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: Deon on February 19, 2011, 08:20:54 pm
      Mastiffs do not have a symbol in the ASCII version.
      Ouch! I have a single wrong file in the ASCII version, thanks for telling me. The whole creature_custom_tt.txt does not have tiles for creatures (it's from an ironhand version).

      Replace it with

      Spoiler: creature_custom_tt.txt (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: Alkhemia on February 19, 2011, 09:24:02 pm
      Great mod Deon
      also Cobras don't have a pic in Iron there just severed body icon also are Lungfish spoused to spawn on the ground everywhere
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: Deon on February 19, 2011, 09:26:52 pm
      Great mod Deon
      also Cobras don't have a pic in Iron there just severed body icon also are Lungfish spoused to spawn on the ground everywhere
      Thanks, I renamed the cobra but not its sprite. They were sand cobras before, I made them into cobras and added to other biomes.

      All you have to do is to open /raw/graphics/graphics_animal_solo.txt and rename SNAKE_SANDCOBRA to SNAKE_COBRA.
      To change them in your current fort, do the same to /data/save/region*/raw/graphics/graphics_animal_solo.txt.

      Well, the next release seems to be a "fixing graphics" release as well.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: Alkhemia on February 19, 2011, 09:32:07 pm
      Great mod Deon
      also Cobras don't have a pic in Iron there just severed body icon also are Lungfish spoused to spawn on the ground everywhere
      Thanks, I renamed the cobra but not its sprite. They were sand cobras before, I made them into cobras and added to other biomes.

      All you have to do is to open /raw/graphics/graphics_animal_solo.txt and rename SNAKE_SANDCOBRA to SNAKE_COBRA.
      To change them in your current fort, do the same to /data/save/region*/raw/graphics/graphics_animal_solo.txt.

      Well, the next release seems to be a "fixing graphics" release as well.
      Those Aspid are also bone piles unless there supposed to be
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: userpay on February 20, 2011, 02:07:43 am
      Yep. The deadly poison is deadly :). It has a very low chance to happen though.

      Really? It was in adventure mode and it seemed to happen every single time I stung them.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: Dutchling on February 20, 2011, 06:47:17 am
      Deon, if you are making Giant Rats war trainable, you'll probably want to make them live a bit longer too, cause right now they have a lifespan of 3 years wich is a lot shorter than most (if not all) of the other trainable creatures. Although their ''reproductiveness'' makes up for that.

      EDIT: I have found this, I don;t know if it is because of genesis or just because of the update but I'll just post it here:
      (http://img.ie/images/657b0.jpg) (http://img.ie/)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: Deon on February 20, 2011, 09:42:48 am
      Yep. The deadly poison is deadly :). It has a very low chance to happen though.

      Really? It was in adventure mode and it seemed to happen every single time I stung them.
      I mean they rarely sting when not under player control.

      Deon, if you are making Giant Rats war trainable, you'll probably want to make them live a bit longer too, cause right now they have a lifespan of 3 years wich is a lot shorter than most (if not all) of the other trainable creatures. Although their ''reproductiveness'' makes up for that.

      EDIT: I have found this, I don;t know if it is because of genesis or just because of the update but I'll just post it here:
      (http://img.ie/images/657b0.jpg) (http://img.ie/)
      What's wrong here? Do you have RENDER_MAT-producing materials in a form of glob?

      Great mod Deon
      also Cobras don't have a pic in Iron there just severed body icon also are Lungfish spoused to spawn on the ground everywhere
      Thanks, I renamed the cobra but not its sprite. They were sand cobras before, I made them into cobras and added to other biomes.

      All you have to do is to open /raw/graphics/graphics_animal_solo.txt and rename SNAKE_SANDCOBRA to SNAKE_COBRA.
      To change them in your current fort, do the same to /data/save/region*/raw/graphics/graphics_animal_solo.txt.

      Well, the next release seems to be a "fixing graphics" release as well.
      Those Aspid are also bone piles unless there supposed to be
      Which aspid? If you mean "asp" snakes, they should be okay.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: Dutchling on February 20, 2011, 09:52:16 am
      What's wrong with it? It just looked like it wasn't supposed to show up like that as an announcement.
      But if you think it's supposed to say it that way I assume it's right :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
      Post by: Alkhemia on February 20, 2011, 09:54:25 am
      Yep. The deadly poison is deadly :). It has a very low chance to happen though.

      Really? It was in adventure mode and it seemed to happen every single time I stung them.
      I mean they rarely sting when not under player control.

      Deon, if you are making Giant Rats war trainable, you'll probably want to make them live a bit longer too, cause right now they have a lifespan of 3 years wich is a lot shorter than most (if not all) of the other trainable creatures. Although their ''reproductiveness'' makes up for that.

      EDIT: I have found this, I don;t know if it is because of genesis or just because of the update but I'll just post it here:
      (http://img.ie/images/657b0.jpg) (http://img.ie/)
      What's wrong here? Do you have RENDER_MAT-producing materials in a form of glob?

      Great mod Deon
      also Cobras don't have a pic in Iron there just severed body icon also are Lungfish spoused to spawn on the ground everywhere
      Thanks, I renamed the cobra but not its sprite. They were sand cobras before, I made them into cobras and added to other biomes.

      All you have to do is to open /raw/graphics/graphics_animal_solo.txt and rename SNAKE_SANDCOBRA to SNAKE_COBRA.
      To change them in your current fort, do the same to /data/save/region*/raw/graphics/graphics_animal_solo.txt.

      Well, the next release seems to be a "fixing graphics" release as well.
      Those Aspid are also bone piles unless there supposed to be
      Which aspid? If you mean "asp" snakes, they should be okay.
      oops Mephits not the snakes
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 20, 2011, 10:13:12 am
      3.19a4: Save game compatible; copy/paste "raw" folder to your /data/save/region*/ and replace the existing one to get the changes.

      Also there are changes to /data/init/colors.txt for ironhand and phoebus versions.

      - Fixed glazing (now required for earthenware again).
      - Rock grinder has a chance to extract iron/copper/coal from ordinary rocks.
      - Graphical fixes (for both graphical and ASCII versions).


      Please tell me if you think that 4% chance for the Rock Grinder is too high. Maybe I was unlucky but it didn't produce noticeable yields for me.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Sirdrake on February 20, 2011, 11:42:27 am
      The Soap Makers workshop as same Hotkey as scriptorium(Shift+s)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Ultimuh on February 20, 2011, 12:24:01 pm
      Could you tell me what raws have been fixed?
      I would rather not change a bunch of stuff all over again to suit my needs.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: myrkul on February 20, 2011, 01:15:44 pm
      Mephits have no tile... I usually assign it to the jungle imp. it would be nice if you could assign pictures per-caste.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 20, 2011, 01:24:43 pm
      Mephits have no tile... I usually assign it to the jungle imp. it would be nice if you could assign pictures per-caste.
      Did you download the last version? 3.19a4 mephits have tiles.

      Could you tell me what raws have been fixed?
      I would rather not change a bunch of stuff all over again to suit my needs.
      Yeah, check this and previous page, it lists all fixes :). Also a mephit tile (it's to the right of the jungle imp).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Jay on February 20, 2011, 01:27:35 pm
      Could you tell me what raws have been fixed?
      I would rather not change a bunch of stuff all over again to suit my needs.
      entity_default: added
         [PERMITTED_REACTION:GLAZE_JUG_ASH]
         [PERMITTED_REACTION:GLAZE_STATUE_ASH]
         [PERMITTED_REACTION:GLAZE_LARGE_POT_ASH]
         [PERMITTED_REACTION:GLAZE_CRAFT_ASH]
      near line 291.

      material_template_default.txt
      STONE_TEMPLATE:
         [ABSORPTION:100] =>    [ABSORPTION:0]
              [REACTION_CLASS:CAN_GLAZE]
      WOOD_TEMPLATE:
         [ABSORPTION:100] =>    [ABSORPTION:0]

      reaction_crafting.txt
      Spoiler: ROCK_GRINDING (click to show/hide)
      Spoiler: CRAFT_ROCKTIP_ARROWS (click to show/hide)
      Spoiler: CRAFT_ROCKTIP_BOLTS (click to show/hide)

      reaction_other.txt
      Almost entirely different. EDIT: Due to tabbing changes, but regardless, I still recommend replacing.

      creature_custom_tt.txt
      ASCII version: tiles fixed, as above.

      Presumably there are changes in Phoebus and Ironhand for sprite fixes.  I don't use those, so no diffing from me, sorry.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 20, 2011, 01:36:04 pm
      ASCII version has graphical tiles for creatures too if you want to play ASCII with graphics or another set which is not ironhand/phoebus, so they were changed there too.

      Also nice use of Winmerge :). Thank you for that very much, you saved my time (and others too).

      P.S. Oh wait what? Which version do you compare to? CRAFT_ROCKTIP_BOLTS and arrows were there for a long time, and reaction_other.txt only has *_ASH reactions added  ???
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: myrkul on February 20, 2011, 01:38:43 pm
      Mephits have no tile... I usually assign it to the jungle imp. it would be nice if you could assign pictures per-caste.
      Did you download the last version? 3.19a4 mephits have tiles.

      I hadn't, yet... a4 already, huh? I'll go grab it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 20, 2011, 01:40:31 pm
      Yep, it's easier for me to update the whole packs. Sometimes even juggling existing 3 confuses me and some errors creep inside. Consider the chaos which would happen if I had multiple patches for each version (because I make it during writing my diploma and helping my wife with cooking) :P.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Jay on February 20, 2011, 01:56:27 pm
      ASCII version has graphical tiles for creatures too if you want to play ASCII with graphics or another set which is not ironhand/phoebus, so they were changed there too.

      Also nice use of Winmerge :). Thank you for that very much, you saved my time (and others too).

      P.S. Oh wait what? Which version do you compare to? CRAFT_ROCKTIP_BOLTS and arrows were there for a long time, and reaction_other.txt only has *_ASH reactions added  ???
      I compared to a3 that I downloaded yesterday, an hour or so before I made that post about mastiffs.
      The craft stuff was there, but modified.  As it would be lengthy to post the originals alongside, I just posted the new stuff, for replacement.
      As for reaction_other: After looking again, it seems most of it was tabbing.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Wofii on February 20, 2011, 01:58:33 pm
      When I search "Genesis Setup", I get two files, "setup_game" and "r_setup_game", but they arn't executable, just an undefined file type. I'm using the Phoebus version, on Vista. I don't know whether it's 32 or 64 bit, but I assume it's 32 bit.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 20, 2011, 03:03:01 pm
      Sorry man, I forgot to update the first post. There's no setup yet for the new version, but if you want to modify something, I can show you how.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Wofii on February 20, 2011, 03:11:18 pm
      Thanks. Can you show me how to replace demons with goblins?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 20, 2011, 03:12:29 pm
      Yep, you have to basically remove the castes from goblins...

      One moment. Are you using ASCII or graphical version?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Wofii on February 20, 2011, 03:22:23 pm
      Phoebus Graphical.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Sirdrake on February 20, 2011, 03:26:23 pm
      Quote
      The Soap Makers workshop as same Hotkey as scriptorium(Shift+s)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 20, 2011, 03:53:08 pm
      Quote
      The Soap Makers workshop as same Hotkey as scriptorium(Shift+s)
      I saw it.

      Phoebus Graphical.
      Replace the contents of /raw/objects/creature_genesis.txt with this:
      http://www.mediafire.com/download.php?9u4zmmzhxar7x7d
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Ultimuh on February 20, 2011, 04:10:33 pm
      Well thanks. :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Smew on February 20, 2011, 06:19:59 pm
      Is there a download anywhere for .18? I don't quite want to make the move to .19 yet :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 20, 2011, 06:22:49 pm
      Which graphical version do you want?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Smew on February 20, 2011, 06:26:41 pm
      Phoebus is fine, you're a doll Deon. :3
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 20, 2011, 07:17:36 pm
      Phoebus is fine, you're a doll Deon. :3
      Eww... A doll? I hope it's not what I'm thinking right now.

      Sorry dude, it took a while to find it (and I've fixed the "no reaction" bug and mephit graphics which were never fixed in 3.18* versions :P).
      http://www.mediafire.com/download.php?c8ku5y3w6m36cjt
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: arghy on February 20, 2011, 07:59:01 pm
      I had an idea, FOUNDRY a massive structure that requires magma and multiple items such as chains, metal buckets, shitload of mechanisms. It could be for turning a shitload of ore into its bars or just be more efficient at melting ore. It also could be used to mass produce items so you could have 1 legendary armorsmith make 5-10 items of armor at once instead of slowly making just 1 piece at a time.

      The entire purpose would be to speed up mass production but require a mature fort or atleast one with basic metal economy settup. I hate trying to make 40 complete sets of armor as it takes friggin forever esp if your smiths get distracted and decide to go to partys and drink/eat alot INSTEAD OF MAKING ARMOR FOR MY ARMY AS ARMAGEDDON DESCENDS OUTSIDE MY WALLS. I'd also love to mass produce weapons/ammo to so i could just produce 1000 arrows in 2-3 jobs instead of 5-10 jobs.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 20, 2011, 08:00:12 pm
      Well, the blast furnace is there, and it can mass-smelt. Is it not enough yet? :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Morrigi on February 20, 2011, 08:28:51 pm
      Blast furnace only works for making steel.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TwilightWalker on February 20, 2011, 09:07:28 pm
      Apparently the icon for 'Open Space' is the same as the pile of bones, any way to fix this, or have I just missed it?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 20, 2011, 09:18:09 pm
      Can you show a screenshot? How did you achieve it? :D Because it's how it is for me:

      (http://i51.tinypic.com/az82hf.png)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: hhhat09 on February 20, 2011, 10:51:49 pm
       :( seems i gotten my game to work but now i cant increase/decrease dwarfs skills or items in embark....
      Title: help me
      Post by: hhhat09 on February 20, 2011, 10:55:16 pm
      i downloaded genesis but now on embark i cant increase or decreases skills and items
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Eman6881 on February 20, 2011, 10:59:06 pm
      In the new version, i made a fort, and the ONLY metal i could find was cobalt, so i thought i just had bad luck, so i used DFhack to reveal the map, and the only metal i saw was freakin COBALT. I thought it was just bad luck, so i make another fort, and use the hack again, but this time there was only 1 vein of sliver. I restarted over and over again, but barly any metals, and yes, the embark area had the "Deep Metals" tag on it. It REAL frusterating to have my favorite industry to have such little choice. : So, can you increase the metal occourense, cause this new version is FREAKING unbearible. I love the idea of pens, beekeeping and clay, but the metal thing is INSANE. Tody never pays attention to teh fourms, but i know YOU do, Deon. So, can you fix this version of DF, PREASE?
      Title: Re: help me
      Post by: Eman6881 on February 20, 2011, 11:13:09 pm
      i downloaded genesis but now on embark i cant increase or decreases skills and items
      You dont got nuff embark points to do dat.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 20, 2011, 11:15:42 pm
      i downloaded genesis but now on embark i cant increase or decreases skills and items
      Remove some items the game picked for you, or adjust world generation settings to give you more points.

      In the new version, i made a fort, and the ONLY metal i could find was cobalt, so i thought i just had bad luck, so i used DFhack to reveal the map, and the only metal i saw was freakin COBALT. I thought it was just bad luck, so i make another fort, and use the hack again, but this time there was only 1 vein of sliver. I restarted over and over again, but barly any metals, and yes, the embark area had the "Deep Metals" tag on it. It REAL frusterating to have my favorite industry to have such little choice. : So, can you increase the metal occourense, cause this new version is FREAKING unbearible. I love the idea of pens, beekeeping and clay, but the metal thing is INSANE. Tody never pays attention to teh fourms, but i know YOU do, Deon. So, can you fix this version of DF, PREASE?
      Toady always pays attention to the forums, it was the first change and expect changes :). I cannot make it more frequent, it's a new worldgen "feature".

      Look for both shallow and deep metals if you want more. Also cobalt is quite nice :). And you can get copper and iron through the rock grinder.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Eman6881 on February 20, 2011, 11:46:14 pm
      Dayum. But there is alot of arguing on the fourms, so i bet he will read some complaints and HOPEFULLY he will make ze metal more frequent. And also, what rocks go in the rock grinder to make copper and iron?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 20, 2011, 11:48:54 pm
      Sure. I mean come on, there was not a single update yet, how would you expect him to "fix" it.

      Any rocks go there :). It's a very small chance to discover ore pieces in any stones, and the chance may need tweaking (i.e. maybe I should make it less frequent).

      P.S. http://www.bay12forums.com/smf/index.php?topic=77431.msg1994321#msg1994321
      Now you should feel shame that you said that he "never pays attention to teh fourms".
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: _DivideByZero_ on February 21, 2011, 12:51:56 am
      In the new version, i made a fort, and the ONLY metal i could find was cobalt, so i thought i just had bad luck, so i used DFhack to reveal the map, and the only metal i saw was freakin COBALT. I thought it was just bad luck, so i make another fort, and use the hack again, but this time there was only 1 vein of sliver. I restarted over and over again, but barly any metals, and yes, the embark area had the "Deep Metals" tag on it. It REAL frusterating to have my favorite industry to have such little choice. : So, can you increase the metal occourense, cause this new version is FREAKING unbearible. I love the idea of pens, beekeeping and clay, but the metal thing is INSANE. Tody never pays attention to teh fourms, but i know YOU do, Deon. So, can you fix this version of DF, PREASE?

      Really? After using the site finder I found a nice oceanside embark with plenty of fish and metal I could mine for.

      I had numerous veins of bog iron, cobalt, galena, and gold above ground with plenty of hematite and cassiterite deep underground. I also had both marble and limestone. I can make broze with copper ore from my rock grinders and 100+ z-levels to work with, and since I modded rarer stones to be more valuable I have rutile and graphite to make crafts from. I also have a duckload of a certain gem.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 21, 2011, 12:53:54 am
      Well, he said he wanted to embark on Deep Metals only. That's the issue: they are hard to find.

      Shallow metals are pretty easy to get.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: EmperorJon on February 21, 2011, 04:19:06 am
      Hi, my PC is being a random bitch as always and is refusing to let winrar do it's job etc. etc., any chance of a .zip of the mod at some point?  ???
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Alkhemia on February 21, 2011, 04:25:07 am
      It is a zip I use 7zip and it works fine.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Lamphare on February 21, 2011, 04:28:13 am
      Hi, my PC is being a random bitch as always and is refusing to let winrar do it's job etc. etc., any chance of a .zip of the mod at some point?  ???
      have you tried 7-zip or peazip first?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Lamphare on February 21, 2011, 04:46:17 am
      now somehow serpentfolk civs extinct very very quickly
      9 out of 10 medium worlds i generated over 100 years would lack serpentfolk. i set the advanced parameter to ensure there'll be enough civ start sites for all civs, 100 civs, also quite varied biomes, enough river for civs to expand.
      but somehow serpentfolk just extinct so fast, even faster than generally werewolf would.

      in 31.18, i often end up with most serpentfolk civs with mixed populace from nearly all other races, surviving till the point world gen ends. and world viewer normally suggested they had biggest population.
      and in new version they just die off, in the first half or so century, or even sooner.

      er, kind of repeating myself there. i was really wondering.

      it this a feature?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 21, 2011, 05:21:42 am
      I guess it's a result of a new "economy" feature. Try to add [NO_DRINK][NO_EAT] to them.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Grax on February 21, 2011, 05:33:33 am
      I guess it's a result of a new "economy" feature. Try to add [NO_DRINK][NO_EAT] to them.
      You think they produce so expensive food that their greed don't allow it to be eaten?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Haspen on February 21, 2011, 05:37:14 am
      Hey Deon, in which file (ascii version) you have your dwarves (creature)?

      I can't find them :o
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 21, 2011, 05:38:27 am
      Quote
      You think they produce so expensive food that their greed don't allow it to be eaten?
      I think they cannot expand fast enough and "good" races obliterate them. Did you see the new HUGE keeper cities with tons of military?

      Quote
      Hey Deon, in which file (ascii version) you have your dwarves (creature)?
      All altered (and new) entity creatures (besides illithids) are in creature_genesis.txt.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Haspen on February 21, 2011, 05:39:19 am
      Ahh, here they are. Thanks!

      Time to learn modding, yay :3
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Grax on February 21, 2011, 05:55:10 am
      Quote
      You think they produce so expensive food that their greed don't allow it to be eaten?
      I think they cannot expand fast enough and "good" races obliterate them. Did you see the new HUGE keeper cities with tons of military?
      Nope. I'm still playing slightly unvanilled 31.18  ;D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 21, 2011, 05:56:15 am
      Ah, then you just lack appropriate biomes or something. That's pretty random, did you try to increase the amount of civilizations for the world? They could get not enough civ. slots to spawn. Just generate larger worlds or have more starting civilizations.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Eroing on February 21, 2011, 07:01:08 am
      Hey.. I found a misspelling I thought you might want to fix.. :)
      In the description for crows it says "Crows eat anything then can find"..
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 21, 2011, 07:20:22 am
      Tahnk you ;).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Dutchling on February 21, 2011, 07:21:11 am
      I found a spelling error too:
      The Jade Dwarves has announced their caste blablabla
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 21, 2011, 07:21:44 am
      Good, if you notice more minor things like these, I would be happy to hear and fix them for the new versions. Thank you very much.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Eroing on February 21, 2011, 09:07:27 am
      You're very welcome! You can feel sure that if I find any minor spelling errors you'll hear my minor whines.. ^_^
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Kogut on February 21, 2011, 09:10:01 am
      Is it possible to add reaction to turn wood furniture into ashes/nothing?
      And - maybe compress civilian outfit into single item clothing.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Eroing on February 21, 2011, 09:22:56 am
      Is it possible to add reaction to turn wood furniture into ashes/nothing?
      I like this idea. It's logic = good.

      And - maybe compress civilian outfit into single item clothing.
      I, on the other hand, don't like this idea.. simplicity = not good :P
      How would you make rainbow outfits? :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Kogut on February 21, 2011, 09:27:16 am
      And additional reaction for rock grinder to process stone products.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Dutchling on February 21, 2011, 09:31:00 am
      I think I found another spelling error.
      In the description of the Ice Dwarf caste:
      They became so accustomized with the constant freezing wind and the lack of sun that their nature became to change.

      I think you meant began with became and when I typed this Chrome underlined accustomized so that could be wrong too :P

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Grax on February 21, 2011, 09:34:42 am
      I, on the other hand, don't like this idea.. simplicity = not good :P
      How would you make rainbow outfits? :D
      Firstly you have to make a plant which grinds into rainbow dye...  ;D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Sirdrake on February 21, 2011, 09:39:32 am
      Chrome underlines alot of things its even underlining alot for me
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on February 21, 2011, 10:09:12 am
      Ahh, here they are. Thanks!
      Time to learn modding, yay :3
      Try the Crimson Editor 3.70, it is for coders and you can leave many text files open between sessions. Also has a handy "find in files" function for finding every mention of a string in a folder.

      (Currently playing The Witcher EE and Enslaved and Wheelman, no DF this month)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: guale on February 21, 2011, 11:00:04 am
      Chrome underlines alot of things its even underlining alot for me
      It's underlining "alot" because alot is not a word. It's "a lot."
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 21, 2011, 11:02:09 am
      Yeah, I meant became accustomed. Thanks.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: noppa354 on February 21, 2011, 11:20:51 am
      where are the genital raws located? i want to remove them.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Cheese on February 21, 2011, 12:12:33 pm
      When I embark after setting up my group's stats and equipment I get a blank screen and DF freezes up. This is using the latest DF and genesis mod with phoebus graphics pack.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: noppa354 on February 21, 2011, 12:48:24 pm
      Someone please answer! PLEASE!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 21, 2011, 01:02:11 pm
      In the body file, MALEGEN and FEMALEGEN parts on each creature caste.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Lord Shonus on February 21, 2011, 01:04:19 pm
      When I embark after setting up my group's stats and equipment I get a blank screen and DF freezes up. This is using the latest DF and genesis mod with phoebus graphics pack.
      This is an occasional issue in the latest DF. Current theory is that the worlgen created impossible terrain there due to a hiccup.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: noppa354 on February 21, 2011, 01:19:36 pm
      EVERY CASTE OF EVERY CREATURE WITH THEM? QUAAAAAAAAACK! I'll do it myself, but Deon, I think having a parallel Genital-Free version would be nice for any people in the future who want it the same way as me.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 21, 2011, 01:43:47 pm
      Nah, it took me too much to make it, I am not undoing it, spending so much time again :D.

      And btw, I am kidding, it's just a find-replace action, you can do it only twice (because all genitals are in the end of the BODY line).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: noppa354 on February 21, 2011, 02:03:01 pm
      BTW, where's the file with definitions or whatever for genitals? I can upload a genital-free one if ya want, I finished removing them from EVERY SINGLE CREATURE WITH THEM!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 21, 2011, 02:40:25 pm
      If anyone asks for it, you can upload it :). Otherwise it may be an option when I make a setup file again.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: arghy on February 21, 2011, 02:58:02 pm
      Well, the blast furnace is there, and it can mass-smelt. Is it not enough yet? :).

      Yeah i want a blast furnace for production.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Eroing on February 21, 2011, 03:25:24 pm
      I, on the other hand, don't like this idea.. simplicity = not good :P
      How would you make rainbow outfits? :D
      Firstly you have to make a plant which grinds into rainbow dye...  ;D

      Oh god, that would be so awsome! rainbow dye + ropes = tie dyed clothing! tie dyed clothing + hemp = hippie dwarves! :D

      Oh come on! Give us hippie dwarves who want ganja instead of alcohol! ^_^
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 21, 2011, 03:30:24 pm
      I will think about a "mass forge" idea.

      The rainbow dye will appear in the next update.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Eroing on February 21, 2011, 03:31:20 pm
      I will think about a "mass forge" idea.
      Mass forge as in making 50 swords with one "click"? Isn't that to oversimplify a game that's supposed to be complexity in game-form? ^_^

      The rainbow dye will appear in the next update.

      And the new dwarf caste? ;)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TwilightWalker on February 21, 2011, 04:50:05 pm
      Can you show a screenshot? How did you achieve it? :D Because it's how it is for me:

      Not quite sure how, using the Phoebus version, the only think I can think of is when I copied over the init files from a previous version of Genesis to cut down on all the editing to them I'd have to do.


      Fakedit: Just unzipped genesis again, with no init fiddling, and it seems that indeed was the cause of the problem. Somehow.

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Cheese on February 21, 2011, 05:29:15 pm
      When I embark after setting up my group's stats and equipment I get a blank screen and DF freezes up. This is using the latest DF and genesis mod with phoebus graphics pack.
      This is an occasional issue in the latest DF. Current theory is that the worlgen created impossible terrain there due to a hiccup.
      This new version is annoying me. I stuck with .12 for a while, decided it sounded like a good time to update and now I'm lucky anything survives world gen.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: arghy on February 21, 2011, 05:39:56 pm
      I will think about a "mass forge" idea.
      Mass forge as in making 50 swords with one "click"? Isn't that to oversimplify a game that's supposed to be complexity in game-form? ^_^

      The rainbow dye will appear in the next update.

      And the new dwarf caste? ;)

      The key is optional complexity in game form. I'm looking for 5-10 swords/armor in 1 job time rather then 5-10 sword jobs between the dwarf getting distracted and wandering around. Its absurdly hard to properly gear up my armys before the sieges begin rolling in so mass production would help my armys survive the attrition process that i put them through.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Flaede on February 21, 2011, 06:50:03 pm
      Chrome underlines alot of things its even underlining alot for me
      It's underlining "alot" because alot is not a word. It's "a lot."

      That reminds me, I've been meaning to ask if we can get Alot (http://hyperboleandahalf.blogspot.com/2010/04/alot-is-better-than-you-at-everything.html) in Genesis.

      Alot of Fire
      Alot of Mist
      Alot of Straw
      Alot of Magma?

      And of course, Alot more dangerous.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: guale on February 21, 2011, 08:04:05 pm
      Chrome underlines alot of things its even underlining alot for me
      It's underlining "alot" because alot is not a word. It's "a lot."

      That reminds me, I've been meaning to ask if we can get Alot (http://hyperboleandahalf.blogspot.com/2010/04/alot-is-better-than-you-at-everything.html) in Genesis.

      Alot of Fire
      Alot of Mist
      Alot of Straw
      Alot of Magma?

      And of course, Alot more dangerous.
      I was gonna post that but I couldn't find the link in time before I went to work. I would love to have Alots in Dwarf Fortress. I want a plush Alot actually. I like this Alot.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Treason on February 21, 2011, 10:13:18 pm
      Holy Smokes!

      It's the first time I've run into the Dark Dwarfs inhabiting my underground!

      Time to make traps and steal some equipment.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Cynsye on February 21, 2011, 11:03:40 pm
      I think I will never take Turkeys on embark again, one of them just went absolutely insane and killed 3 of my dogs. Not to mention killing any I see. "Urist McRetard cancels something important: Interrupted by Turkey" x40 gets old fast :P .

      Though they may make good entrance guards :D. Crazy is always a good thing to have around there.

      Having fun watching a Forgotten beast chase fishmen around the caverns at the moment. I think installing glass floors above is in order :D .
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: MiamiBryce on February 21, 2011, 11:12:00 pm
      Deon,

      I don't suppose I could convince you that we need an industrial kiln which will allow us to make earthenware sweetness en masse can I?  It's horribly painful to go from 1 fuel + 1 ash + 4 blocks = 10 bricks in one job to ten jobs of one fuel and one clay for ten bricks.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Ultimuh on February 22, 2011, 12:22:53 am
      I have discovered that dropping 15 centaur siegers, down a 20 z levels chasm gives more bones than I will ever need.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Lamphare on February 22, 2011, 12:31:35 am
      I have discovered that dropping 15 centaur siegers, down a 20 z levels chasm gives more bones than I will ever need.
      in my case, werewolf sieger were inserted with a dozen werewolf bone bolts each, before they fell down 10z levels onto serrated blade traps.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Sarudak on February 22, 2011, 12:33:02 am
      Well, the blast furnace is there, and it can mass-smelt. Is it not enough yet? :).

      Yeah i want a blast furnace for production.

      I disagree. If anything forging is way too easy and fast already. Forging quality armor takes a long time and alot of work in reality. Maybe you need to train more armorsmiths if you want it to go faster.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 22, 2011, 04:18:23 am
      Deon,

      I don't suppose I could convince you that we need an industrial kiln which will allow us to make earthenware sweetness en masse can I?  It's horribly painful to go from 1 fuel + 1 ash + 4 blocks = 10 bricks in one job to ten jobs of one fuel and one clay for ten bricks.

      Yeah, I already thought about that. I am thinking about requiring 5 lumps of clay and 1 fuel for 10 bricks. Because, you know, fuel. No sense to make bricks otherwise.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Torgan on February 22, 2011, 04:44:54 am
      The key is optional complexity in game form. I'm looking for 5-10 swords/armor in 1 job time rather then 5-10 sword jobs between the dwarf getting distracted and wandering around. Its absurdly hard to properly gear up my armys before the sieges begin rolling in so mass production would help my armys survive the attrition process that i put them through.
      Have you tried assigning your armour and weaponsmiths to a burrow that only covers your forge area and some bedrooms and dining rooms?  As well as turning off all other labours.  I've never found it absurdly hard to gear up a few squads but that might help you.  Stops them going for dinner 150z levels above where your magma forges are at least.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Kogut on February 22, 2011, 04:53:03 am
      Deon,

      I don't suppose I could convince you that we need an industrial kiln which will allow us to make earthenware sweetness en masse can I?  It's horribly painful to go from 1 fuel + 1 ash + 4 blocks = 10 bricks in one job to ten jobs of one fuel and one clay for ten bricks.

      Yeah, I already thought about that. I am thinking about requiring 5 lumps of clay and 1 fuel for 10 bricks. Because, you know, fuel. No sense to make bricks otherwise.
      I think it is bad idea. We are flowing in resources anyway.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 22, 2011, 05:06:27 am
      I think it's an okay idea for viable aboveground construction... Yeah we are flowing in STONES, so why would you build brick houses instead if it would take TWICE more time and fuel in addition to stones? I mean, do you use bricks at all right now? Especially when we get no bituminous coal veins.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Kogut on February 22, 2011, 05:19:05 am
      I am in .18 (due to unfixed bugs), but I suppose that it is possible to use magma as fuel?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 22, 2011, 05:28:48 am
      We're talking about ABOVEGROUND constructions. Why would you ever want bricks if you dig down to magma? :D

      P.S. Basically what I say that currently bricks have no gameplay value whatsoever. For 1 fuel per 10 bricks and 5 clay, you still need fuel, and 5 clay takes AGES to gather, so it's a nice thing balance-wise, and it makes bricks worthwile your time.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Lamphare on February 22, 2011, 05:31:03 am
      if some how we can make coal vein seperated from the new metal distribution.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Vorthon on February 22, 2011, 09:16:08 am
      Hey... I was wondering if I could contribute some stuff?

      (I know. 'Tis hubris to ask... But, meh I'm bored. Plus, I wanna watch the topic.)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 22, 2011, 09:18:45 am
      Yep, feel free :). I'd like to see what you come up with.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Vorthon on February 22, 2011, 09:29:21 am
      I've been mostly messing around language files and an alchemy system for adventure mode spellcasting. (Can you say using lots rock salt powder to curse an enemy with unending agony? Or using quicksilver to condemn an enemy to their organs failing one by one?). Also: Meteorite.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Abyss, Holder of Light on February 22, 2011, 10:20:51 am
      I've been mostly messing around language files and an alchemy system for adventure mode spellcasting. (Can you say using lots rock salt powder to curse an enemy with unending agony? Or using quicksilver to condemn an enemy to their organs failing one by one?). Also: Meteorite.

      Finally an economic use to the Rock Grinder, eh?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Vorthon on February 22, 2011, 10:21:34 am
      I've been mostly messing around language files and an alchemy system for adventure mode spellcasting. (Can you say using lots rock salt powder to curse an enemy with unending agony? Or using quicksilver to condemn an enemy to their organs failing one by one?). Also: Meteorite.

      Finally an economic use to the Rock Grinder, eh?

      OMG. I never thought of that.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Karl Marx on February 22, 2011, 10:25:55 am
      Is there any way to turn off the music in the main menu, i usually listen to my playlists when dorfing around but I can't conquer the genesis mod music.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Vorthon on February 22, 2011, 10:26:42 am
      Is there any way to turn off the music in the main menu, i usually listen to my playlists when dorfing around but I can't conquer the genesis mod music.

      Deon added music to the GM? And, there's an init option to turn off sound.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Foamy on February 22, 2011, 10:32:36 am
      You can also must DF using the volume mixer if you're in Win7 at least.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 22, 2011, 10:41:05 am
      Is there any way to turn off the music in the main menu, i usually listen to my playlists when dorfing around but I can't conquer the genesis mod music.

      Deon added music to the GM? And, there's an init option to turn off sound.
      Ultima Online soundtracks for menu, Warcraft 2 soundtrack for the game :). And just press ESC -> Music & Volume.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Jack A T on February 22, 2011, 12:26:44 pm
      Ah, so that was the UO version of Stones.  Heh.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Mayama on February 22, 2011, 01:27:46 pm
      Hey if I want only one dwarf cast (stone dwarfs) what do I have to change in the files? Would be awesome if someone could help me.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Vorthon on February 22, 2011, 01:28:56 pm
      Hey if I want only one dwarf cast (stone dwarfs) what do I have to change in the files? Would be awesome if someone could help me.

      You'd have to remove the entries for the other castes. (I'd give you some more help, but my head still hurts from bashing it off the ceiling after burning my hand this weekend. I never knew I could jump that high.)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Qinetix on February 22, 2011, 02:07:01 pm
      O_O A leaper? Seriously? Any other dead space monsters ? heh.... or its just a imitation
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Sirdrake on February 22, 2011, 04:43:23 pm
      Is there any way to turn off the music in the main menu, i usually listen to my playlists when dorfing around but I can't conquer the genesis mod music.

      Deon added music to the GM? And, there's an init option to turn off sound.
      Ultima Online soundtracks for menu, Warcraft 2 soundtrack for the game :). And just press ESC -> Music & Volume.

      I Swear i hear music from runescape aswell
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Ultimuh on February 22, 2011, 05:29:29 pm
      Is there any way to turn off the music in the main menu, i usually listen to my playlists when dorfing around but I can't conquer the genesis mod music.

      Deon added music to the GM? And, there's an init option to turn off sound.
      Ultima Online soundtracks for menu, Warcraft 2 soundtrack for the game :). And just press ESC -> Music & Volume.

      I Swear i hear music from runescape aswell

      Is it a possiblity to get a some optional music? Since it eventually gets tiring with the same old ones, over and over and over..
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 22, 2011, 05:38:48 pm
      Is there any way to turn off the music in the main menu, i usually listen to my playlists when dorfing around but I can't conquer the genesis mod music.

      Deon added music to the GM? And, there's an init option to turn off sound.
      Ultima Online soundtracks for menu, Warcraft 2 soundtrack for the game :). And just press ESC -> Music & Volume.

      I Swear i hear music from runescape aswell

      Is it a possiblity to get a some optional music? Since it eventually gets tiring with the same old ones, over and over and over..
      Diablo2 : http://dffd.wimbli.com/file.php?id=272
      Morrowind: http://dffd.wimbli.com/file.php?id=273

      Is there any way to turn off the music in the main menu, i usually listen to my playlists when dorfing around but I can't conquer the genesis mod music.

      Deon added music to the GM? And, there's an init option to turn off sound.
      Ultima Online soundtracks for menu, Warcraft 2 soundtrack for the game :). And just press ESC -> Music & Volume.

      I Swear i hear music from runescape aswell

      Nah, it's oll UO/Warcraft 3. Probably there was the same composer or just similar tracks. You are not the first one to tell it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Ultimuh on February 22, 2011, 09:18:23 pm
      Is there any way to turn off the music in the main menu, i usually listen to my playlists when dorfing around but I can't conquer the genesis mod music.

      Deon added music to the GM? And, there's an init option to turn off sound.
      Ultima Online soundtracks for menu, Warcraft 2 soundtrack for the game :). And just press ESC -> Music & Volume.

      I Swear i hear music from runescape aswell

      Is it a possiblity to get a some optional music? Since it eventually gets tiring with the same old ones, over and over and over..
      Diablo2 : http://dffd.wimbli.com/file.php?id=272
      Morrowind: http://dffd.wimbli.com/file.php?id=273

      Is there any way to turn off the music in the main menu, i usually listen to my playlists when dorfing around but I can't conquer the genesis mod music.

      Deon added music to the GM? And, there's an init option to turn off sound.
      Ultima Online soundtracks for menu, Warcraft 2 soundtrack for the game :). And just press ESC -> Music & Volume.

      I Swear i hear music from runescape aswell

      Nah, it's oll UO/Warcraft 3. Probably there was the same composer or just similar tracks. You are not the first one to tell it.

      Thanks.

      Also, yes those are indeed from the Warcraft games. I recognize them too well.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Barrett Brown on February 23, 2011, 03:44:22 am
      Just wanted to say, Deon, having played your 31.18, that I'm so happy to be downloading your mod with new economy features and whatnot that I'm going to name my kids after you. Can you change your name first, though? Was gonna go with "Cody" or "Dakota" or something.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Eroing on February 23, 2011, 04:52:38 am
      @Barrett Brown:
      Wonderful post! ^_^


      @Deon:
      Not sure if this is your bug or just a .19 bug, but when I remove walls around doors the doors stay put, unlike before.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Grax on February 23, 2011, 05:09:16 am
      @Deon:
      Not sure if this is your bug or just a .19 bug, but when I remove walls around doors the doors stay put, unlike before.
      It's just DF since long ago.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Dutchling on February 23, 2011, 05:10:25 am
      I just embarked on a new world and I saw a Sea Serpent on my unit list. It was the first time I saw a Sea Serpent and I was kinda surprised, because I didn't embark near any water. So I looked where it was and it was happily walking around :P. I don't know if this is becasue of your mod or if they are supposed to do this, but I didn't expect a SEA serpent to be walking around...

      EDIT:[AMPHIBIOUS]? Is that intended?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Eroing on February 23, 2011, 06:02:42 am
      @Deon:
      Not sure if this is your bug or just a .19 bug, but when I remove walls around doors the doors stay put, unlike before.
      It's just DF since long ago.

      Really? I've never noticed it.. I guess I plan my fortresses too well to ever have to remove any walls around doors.. ;-P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on February 23, 2011, 06:04:50 am
      I just embarked on a new world and I saw a Sea Serpent on my unit list. It was the first time I saw a Sea Serpent and I was kinda surprised, because I didn't embark near any water. So I looked where it was and it was happily walking around :P. I don't know if this is because of your mod or if they are supposed to do this, but I didn't expect a SEA serpent to be walking around...
      EDIT:[AMPHIBIOUS]? Is that intended?

      Well, serpents are snakes, they breathe air. A rare (semi-)megabeast sighting for you!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 23, 2011, 08:43:56 am
      I just embarked on a new world and I saw a Sea Serpent on my unit list. It was the first time I saw a Sea Serpent and I was kinda surprised, because I didn't embark near any water. So I looked where it was and it was happily walking around :P. I don't know if this is because of your mod or if they are supposed to do this, but I didn't expect a SEA serpent to be walking around...
      EDIT:[AMPHIBIOUS]? Is that intended?

      Well, serpents are snakes, they breathe air. A rare (semi-)megabeast sighting for you!
      They are aquatic in vanilla, but I thought a bit more Fun would be nice. Grats!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Vorthon on February 23, 2011, 08:49:39 am
      I just embarked on a new world and I saw a Sea Serpent on my unit list. It was the first time I saw a Sea Serpent and I was kinda surprised, because I didn't embark near any water. So I looked where it was and it was happily walking around :P. I don't know if this is because of your mod or if they are supposed to do this, but I didn't expect a SEA serpent to be walking around...
      EDIT:[AMPHIBIOUS]? Is that intended?

      Well, serpents are snakes, they breathe air. A rare (semi-)megabeast sighting for you!
      They are aquatic in vanilla, but I thought a bit more Fun would be nice. Grats!

      Idea: Magma serpents. That bleed molten iron!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Dutchling on February 23, 2011, 09:31:07 am
      I just embarked on a new world and I saw a Sea Serpent on my unit list. It was the first time I saw a Sea Serpent and I was kinda surprised, because I didn't embark near any water. So I looked where it was and it was happily walking around :P. I don't know if this is because of your mod or if they are supposed to do this, but I didn't expect a SEA serpent to be walking around...
      EDIT:[AMPHIBIOUS]? Is that intended?

      Well, serpents are snakes, they breathe air. A rare (semi-)megabeast sighting for you!

      You might want to change the description so people know it's not a bug :)
      They are aquatic in vanilla, but I thought a bit more Fun would be nice. Grats!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Cheese on February 23, 2011, 09:46:48 am
      What skill do psychiatrists use?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Qinetix on February 23, 2011, 09:48:00 am
      Liing... yep it worked
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Eroing on February 23, 2011, 10:16:41 am
      What skill do psychiatrists use?

      Consoler, comedian, intimidator, persuader, negotiator, judge of intent, pacifier, conversationalist

      (at least that's the relevant skills when appointing a psychiatrist..)


      Edit: also liar, flatterer and (assumed) all the other social skills..
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Eman6881 on February 23, 2011, 10:46:30 am
      Hey Deon, do you have v31.18 archived? Cause v31.19 is quite FREAKING buggy. If nawt, then if you got it in your comp, feel free to upload zat.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Mechlin on February 23, 2011, 11:33:30 am
      Hey Deon, do you have v31.18 archived? Cause v31.19 is quite FREAKING buggy. If nawt, then if you got it in your comp, feel free to upload zat.
      I've uploaded it here (http://rapidshare.com/files/449476696/deons_genesis_3.18f2.rar).

      Personally I'm waiting for a less bugged and more balanced version - I'm still not dwarfy enough to cope with multiple sieges and FBs using only wooden spikes, chickens and magma.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Eman6881 on February 23, 2011, 11:45:15 am
      Hey Deon, do you have v31.18 archived? Cause v31.19 is quite FREAKING buggy. If nawt, then if you got it in your comp, feel free to upload zat.
      I've uploaded it here (http://rapidshare.com/files/449476696/deons_genesis_3.18f2.rar).
       Personally I'm waiting for a less bugged and more balanced version - I'm still not dwarfy enough to cope with multiple sieges and FBs using only wooden spikes, chickens and magma.
      THANKS YOU! Now if you escuse me, I,ve got a fortress to build destroy! ;D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 23, 2011, 12:40:46 pm
      Oh, thank you Mechlin, I was about to upload it :).

      And by the way, with the new rock grinder mechanic you can outfit your starting military pretty quick.

      P.S. By the way, do you like these graphics for goblins and orcs?

      (http://i54.tinypic.com/116rjno.png)

      I've started to make my own tileset for Goblin Camp, and I may take some tiles for Genesis if you like them :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Ultimuh on February 23, 2011, 12:48:46 pm
      Looks great!
      Tough the orcs and trolls goblins, looks like somethng from Warcraft.  :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Mechlin on February 23, 2011, 01:08:03 pm
      That's so cuuute  :)
      Somehow reminded me of the old Heroes of Might and Magic.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Eroing on February 23, 2011, 04:18:49 pm
      In the description on Jade Dwarves:

      "But their learning abilities and mental stats make other dwarves' to look like idiots."

      Should probably be:
      "But their learning abilities and mental stats make other dwarves look like idiots."

      Correct me if I'm wrong.. I'm not entirely sure if there's a meaning of the original one I don't understand.. :-)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 23, 2011, 04:41:30 pm
      It was meant to be "other dwarves' stats" but stats cannot be idiots, so you are right :D.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 23, 2011, 05:55:23 pm
      Just kidding around. A new tile for the unicorn:

      (http://i54.tinypic.com/66m8ur.png)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: recluser on February 23, 2011, 06:45:16 pm
      Just kidding around. A new tile for the unicorn:

      (http://i54.tinypic.com/66m8ur.png)
      Reminds me of a nightmare from HoMM.  :P
      (http://www.maps4heroes.com/heroes5/pictures/inferno/HOMM5_Inferno_Nightmare.jpg)

      Anyway have been experimenting with an alchemy based workaround to recent metal deficits,
      and for the most part works well..
      TOO WELL! (for df atleast  :) )

      So how would I go about adding a small chance of explosion, miasma, small liquid pool etc.. (or even creature spawn) to a reaction?
      (centered at the workshop and the unfortunate  Urist Would-be-alchemist)
      ps: If possible ofcourse..  :-X
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 23, 2011, 07:19:03 pm
      You reminded me! I wanted to add nightmares long time ago, as an opposite creature for the unicorns... How could I forget.

      As for the reaction, just make it to have a small chance to drop a "stone" from a material which boils at room temperature and/or has some cool syndrome.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Ibid Straydrink on February 23, 2011, 07:20:16 pm
      When you run out of all things high fantasy, will you start adding steam punk/magitek stuff? :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Sirdrake on February 23, 2011, 07:29:05 pm
      Quote
      When you run out of all things high fantasy, will you start adding steam punk/magitek stuff?

      i just had an idea have 2 waypoints on a map and have it so there is a Flying ship go between them ferrying dwarfs

      Will allow for multiple entrances or quicker ways for dwarfs to get to top of Giant towers
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Ibid Straydrink on February 23, 2011, 07:30:15 pm
      Quote
      When you run out of all things high fantasy, will you start adding steam punk/magitek stuff?

      i just had an idea have 2 waypoints on a map and have it so there is a Flying ship go between them ferrying dwarfs

      Will allow for multiple entrances or quicker ways for dwarfs to get to top of Giant towers

      Floating/mobile platforms would make me so happy... :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Sirdrake on February 23, 2011, 07:34:28 pm
      Quote
      When you run out of all things high fantasy, will you start adding steam punk/magitek stuff?

      i just had an idea have 2 waypoints on a map and have it so there is a Flying ship go between them ferrying dwarfs

      Will allow for multiple entrances or quicker ways for dwarfs to get to top of Giant towers

      Floating/mobile platforms would make me so happy... :P

      only problem is i dont think you can make things float until Toady puts in vehicles

      Edit: planes would be awsome urist mcpilot Has been shot down
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Ibid Straydrink on February 23, 2011, 07:59:15 pm
      Am I the only one who thinks that Final Fantasy 6 Magiwalkers would be cool? You know- build a giant bipedal steel frame, capture a unicorn, and install it to power the machine and its dual frost cannons. As a cheap alternative, you could use elves.

      Heck, you should be able to use elves, fairies, and everything wonderful and cute as a fuel source.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: arghy on February 23, 2011, 08:07:56 pm
      Finally a use for all those caged creatures! i want to infuse my weapons/armor with souls haha turn entire sieges into enchantments--a full suit of gobbo/elf soul infused clown armor with an axe that uses the souls of 40 immigrant dwarves.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on February 23, 2011, 08:25:43 pm
      Hey Deon, do you have v31.18 archived? Cause v31.19 is quite FREAKING buggy. If nawt, then if you got it in your comp, feel free to upload zat.
      I'll wait for 3.20 for sure, I read what Toady already has fixed in a few days.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: recluser on February 23, 2011, 08:59:59 pm
      You reminded me! I wanted to add nightmares long time ago, as an opposite creature for the unicorns... How could I forget.

      Awesome, it was one of the first things I modded for myself..
      I figure if a unicorn is a poster-boy for good forest then nightmare should be the obvious choice for evil > especially so now that in genesis ww's are a full civ.
      (plus nightmares are loads of fun, I made em spit fire a'lla obsidian dorfs..
      you should see my embark once those two meet  :P)

      As for the reaction, just make it to have a small chance to drop a "stone" from a material which boils at room temperature and/or has some cool syndrome.

      Heh nice idea, but honestly I was poking around to see whether you came up with some way to spawn ''creatures'' (vermin atleast) from a reaction.
      (can't blame me for dreaming huh?  ;) )
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 24, 2011, 09:02:42 am
      It's actually pretty easy to make vermin for reaction. Just go with VERMIN or PET for an item type, CREATURE for material type and creature ID for the material.

      Also, I want all you pseudo-graphics likers to go and vote on the water tiles if you have free time:
      http://www.goblincamp.com/forum/viewtopic.php?f=7&t=341

      I have a LOT of trouble deciding which way should I make this or another tile, so I will definitely need some community guidance :D.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Dutchling on February 24, 2011, 10:12:10 am
      Deon, I think I've found another spelling error :) (grammar actually)

      ''(Steel Dwarf) Steel dwarves are rarely born to a family which was blessed by a god.''

      That kinda means that while Steel Dwarves are normally not uncommon, the chances of your child becoming a Steel Dwarf is lower when you are blessed by a god.
      Which is probably not what you meant. :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: myrkul on February 24, 2011, 10:23:35 am
      Deon, I think I've found another spelling error :) (grammar actually)

      ''(Steel Dwarf) Steel dwarves are rarely born to a family which was blessed by a god.''

      That kinda means that while Steel Dwarves are normally not uncommon, the chances of your child becoming a Steel Dwarf is lower when you are blessed by a god.
      Which is probably not what you meant. :)

      "(Steel Dwarf) Rarely, a family is blessed by a god, and a Steel Dwarf is born"

      Also, I would like to note that my steel dwarf adventurer (whom I named Armok the Destroyer of Universes) has slaughtered several waves of bogeymen. And he's only Hero Level.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Lord Shonus on February 24, 2011, 10:25:47 am
      "Steel Dwarves are very rarely born, and always indicate the blessing of some god."

      Least awkward phrasing I can think of.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Sirdrake on February 24, 2011, 11:16:41 am
      Found error in Cave fish tile The one above my cursor looks like a four star gem
       (http://img.ie/5a464.png)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 24, 2011, 11:37:04 am
      I thought I've changed it... Thanks.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Sirdrake on February 24, 2011, 12:02:32 pm
      you might have it im playing this in .19a2
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Mantonio on February 24, 2011, 12:31:17 pm
      You weren't kidding when you said Werewolves would attack early! I got sieged in the early second year, and while I had some cage traps up I couldn't catch them all. So I sent everyone to wrestle them to death. Then a forest fire started that killed everyone.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: myrkul on February 24, 2011, 12:43:32 pm
      You weren't kidding when you said Werewolves would attack early! I got sieged in the early second year, and while I had some cage traps up I couldn't catch them all. So I sent everyone to wrestle them to death. Then a forest fire started that killed everyone.

      Ahh, Urist McObsidian... How I love/hate you...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: arghy on February 24, 2011, 01:10:29 pm
      It's actually pretty easy to make vermin for reaction. Just go with VERMIN or PET for an item type, CREATURE for material type and creature ID for the material.

      Also, I want all you pseudo-graphics likers to go and vote on the water tiles if you have free time:
      http://www.goblincamp.com/forum/viewtopic.php?f=7&t=341

      I have a LOT of trouble deciding which way should I make this or another tile, so I will definitely need some community guidance :D.

      Dont have the time to register and vote atm but the dark water looks much better as it adds more definition.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Abyss, Holder of Light on February 24, 2011, 02:57:20 pm
      My wooden/leather/cloth items at the Trading Depot slowly degrades to nothingness. Might be something with the mephits (these things have frostbitten their kin and other animals in my pasture area).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Qinetix on February 24, 2011, 03:11:05 pm
      Can you make Fluffy wamblers tamable?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: ancyon on February 24, 2011, 07:32:55 pm
      hi there

      since i did not find any answers using the forum search:
      does anyone run genesis mod on mac os x?

      if yes, could you post how to install it or which files to replace in the os x version?

      playing vanilla atm on my laptop but would like to play genesis on it too without resorting to boot camp ;P

      any help would be appreciated
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 24, 2011, 07:38:47 pm
      Okay, which graphical version (or ASCII) do you want?

      P.S. Nevermind, I think you can do it yourself.

      1) Download the MacOS 0.31.19 version.
      2) Download Genesis pack (Ironhand/Phoebus/ASCII)
      3) Unpack them in different places.
      4) Replace your MacOS installation ../raw/ folder with the ../raw/ folder from Genesis mod (make sure you replace all files, to be safe you could delete your original ./raw/ folder).
      5) Do the same with ../data/art/, ../data/init/, ../data/speech and ../data/sound/ folders.
      6) Rename your modded MacOS folder to "Dwarf Fortress Genesis 3.19a4".
      7) Play :).

      You may want to tweak "/data/init/init.txt" or "d_init.txt" if you change them for yourself. Notice that [VARIED_GROUND_TILES:NO] is set to "NO" for graphical versions intentionally: the "dot" is replaced with a "ground" texture, while other punctuation marks are left intact.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Nopkar on February 24, 2011, 07:41:56 pm
      hi there

      since i did not find any answers using the forum search:
      does anyone run genesis mod on mac os x?

      if yes, could you post how to install it or which files to replace in the os x version?

      playing vanilla atm on my laptop but would like to play genesis on it too without resorting to boot camp ;P

      any help would be appreciated


      go to winehq.org (http://winehq.org) and install wine...you'll have to compile from source, but it's a very simple procedure. after that get any genesis pack you want and run it through wine in the terminal. that's how I do it and it works absolutely flawlessly except for sound, and I just crank some music and have at it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 24, 2011, 07:44:14 pm
      He doesn't have to run it through wine. You can mod MacOS version too.

      I've edited my previous post to let you know how to do that.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: ancyon on February 24, 2011, 08:17:15 pm
      He doesn't have to run it through wine. You can mod MacOS version too.

      I've edited my previous post to let you know how to do that.

      awesome, it worked flawlessly. thanks for the quick answer :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Eroing on February 24, 2011, 08:41:18 pm
      Uhm.. is there a known bug with problems with gloves? I'm playing adventure mode and I just made a couple of crow leather gloves(hehe).. but I can't seem to wear them.. I thought it was just the fact I was wearing silk ones before.. but I can't even after I put them in my backpack.. :P

      Is this a bug? Am I an idiot? Is there a workaround? :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: SirAaronIII on February 24, 2011, 08:46:44 pm
      -snip-
      Same problem here. I think it's cuz they're just "gloves", not "left/right gloves".
      And before people say adventure mode crafting makes huge, unusable stuff, you can still wear boots and armor and stuff.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 24, 2011, 08:55:20 pm
      Ah damn, yeah, that's the problem with gloves from reactions.
      You no longer craft "huge" stuff, it was kinda fixed, but you now craft a "size of 70000" stuff, so smaller/bigger creatures cannot craft still.

      I had to make all "core" creatures of the same size, so dwarves, humans and elves are all of the same 70000 size (I addressed this by tweaking their strength/agility/toughness values).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Eroing on February 24, 2011, 08:57:19 pm
      the-things-he-said

      I think "crow" was the problem.. because I made some made from cow leather and black bear leather.. and they worked just fine..
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: myrkul on February 24, 2011, 09:34:59 pm
      is it possible to specify glove:left or whatever it is, in the reaction?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Flaede on February 24, 2011, 10:11:44 pm
      is it possible to specify glove:left or whatever it is, in the reaction?

      you get a pair, don't you? Not sure if you can use specifically a left glove as a reactant.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 24, 2011, 10:18:44 pm
      It shouldn't be, the leather type should not affect it... Unless crows are not supposed to give leather. I'll check it and report results tomorrow, it's an almost morning here, I am going to sleep :).

      Also, gotta love the full tileset modding.

      I've made it for the Goblin Camp. I cannot wait the day when we will be able to do something like this for DF :P.
      (http://i55.tinypic.com/2a4y9oh.png)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Sarudak on February 24, 2011, 11:48:09 pm
      What tileset is that??
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: BigD145 on February 25, 2011, 01:13:00 am
      I'm thinking I need to give Goblin Camp a try while Toady works on the next version...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 25, 2011, 05:04:25 am
      My current opinion: it's pretty bland as it is, because not a lot of stuff is going on currently.

      Of course you can mod in many new creatures and also you can tweak the source code as you like, but I speak about vanilla.

      Still it has a potential and in some time it may become a really cool building sim. Also it's totally moddable, so you can change it to any theme.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on February 25, 2011, 08:36:39 am
      Dont have the time to register and vote atm but the dark water looks much better as it adds more definition.
      Same here, bright is nicer. Maybe put a little less saturation on the bright water.
      That dark water is not dark, just bland / desaturated.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Cheese on February 25, 2011, 09:38:48 am
      This mod is great so far, complements to Deon.

      Edit: Do castes actually do much yet? I've stuck a steel dwarf in my military but it says on her thoughts and preferences that she rarely every gets sick but is very weak, very flimsy and really slow to heal. By the sounds of it she's probably the least fit for the job.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: guale on February 25, 2011, 10:50:13 am
      This mod is great so far, complements to Deon.

      Edit: Do castes actually do much yet? I've stuck a steel dwarf in my military but it says on her thoughts and preferences that she rarely every gets sick but is very weak, very flimsy and really slow to heal. By the sounds of it she's probably the least fit for the job.
      That just means she is weak, flimsy, and slow to heal relative to other members of her caste. She is a poor specimen of a Steel Dwarf but still a prime specimen of Dwarven kind as a whole.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TheIcelandicManiac on February 25, 2011, 10:56:52 am
      i need help  :(

      i have been playing this game with this mod for 2 months now but after i downloaded the new dwarf fortres version i have been unable to find ANY metal of any kind even with all the settings like deep metal flux stones and such a and this had gotten so on my nervs that i started using reveale to dwarf hacker thing to find them.
      the problome is there are none, not a snigle peace of metal or flux stone exept adamatamide or something. so do you know if there is anyway possible to get a download link to 0.31.18 vers of genisis or any way to get some metals to use exept traiding?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TwilightWalker on February 25, 2011, 11:20:20 am
      Use the rock grinder, it has a small chance of tossing you out some usable war-metals, including iron. Embarking on an area with at least wood and flux stone should ensure that you'll eventually be able to make steel. If the rock grinder makes metal too slowly for you, you could always up the rate in your raws.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 25, 2011, 11:40:41 am
      http://www.bay12forums.com/smf/index.php?topic=52988.msg2011719#msg2011719
      3.18 if you want it.

      Otherwise, just embark on sedimentary layers with "shallow metals", and you're golden.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Galandor on February 25, 2011, 01:46:20 pm
      I get a weird "bug" in wich I set the maximun population in the init to be 25 but I keep getting immigrants till I reach 40!. Any way to solve this?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Sirdrake on February 25, 2011, 01:48:26 pm
      its not a bug after your pop reaches max u still get 2 migrant waves after plus babies dont count as pop
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Galandor on February 25, 2011, 01:50:42 pm
      And after those 2 migrant waves there are NO more, right?. I had absolutelly no idea about those 2 migrant waves
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Lamphare on February 25, 2011, 02:09:49 pm
      the first two, or three, i suppose, are hardcoded.
      and if you started a fort first then changed population cap, you'll still get a couple, since they were 'sent out' before the change of setting.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Kogut on February 25, 2011, 02:40:00 pm
      It is a bug, and it is reported.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Nelia Hawk on February 25, 2011, 03:38:46 pm
      i think theres a little "tile bug" in 3.19a4 ironhand...

      bracelet crafts seem to have a "undiged stone/metal" icon.

      maybe someone can confirm that, maybe its just a problem with my version or so.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Galandor on February 25, 2011, 03:50:43 pm
      Thank you all for responding to my question, thank you very much indeed    :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 25, 2011, 04:17:23 pm
      i think theres a little "tile bug" in 3.19a4 ironhand...

      bracelet crafts seem to have a "undiged stone/metal" icon.

      maybe someone can confirm that, maybe its just a problem with my version or so.
      Probably a result of me playing with Ironhand's tileset and adding my own stuff. I will check it.


      Also guys, I thought that my old illithid sprite is too simple and does not fit the style of the new sprites I put in.

      What do you think about this one instead?
      (http://i51.tinypic.com/ego1va.png)
      Just made it in a minute :P.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Sirdrake on February 25, 2011, 04:34:43 pm
      lol looks like a thing of doctor who :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 25, 2011, 04:36:02 pm
      Why not? :)
      (http://t0.gstatic.com/images?q=tbn:ANd9GcRPdOOVReJs7latlgaukqCqaMg5nkNtlbLT5T6e9-PmtADJtVI0-Q&t=1)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Sirdrake on February 25, 2011, 04:37:10 pm
      kwl now to shrink it
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Galandor on February 25, 2011, 05:06:35 pm
      Ain't that from Dungeons & Dragons? Any way I love that picture
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 25, 2011, 05:46:53 pm
      I have a lot of DnD monsters (illithids, beholders, umber hulks etc.).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Alkhemia on February 25, 2011, 06:03:18 pm
      I have a lot of DnD monsters (illithids, beholders, umber hulks etc.).
      Now we just need
      Spoiler (click to show/hide)

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: fox967 on February 25, 2011, 06:14:12 pm
      I decided to play a different game to what i usually play, where i embark on a mountain, dig a hole in the ground and play from there. This time, i embarked on a flat, grassy plain that is frozen 90% of the time, and decided to dig a tower in a hole. So, as i dig another level to my underground tower, i carve another level around the tower, outside.
       So far this hole, and the tower, reach down to the caverns, and i have had 4 assaults on my tower so far.

      The first attack was by Goblins/Ogres etc.
      The second attack happened at the same time as the first, but with centaurs, who killed the goblins and waited for me to come out (which i didnt :P )
      The third has just happened now, again with Goblins/Ogres/Bile Demons etc.
      The fourth came in the form of a Cyclops that came 2 minutes after the Goblins came, and who got wiped out by the hordes.

      Everytime the goblins have attacked and sieged, the valley which my tower resides has always been set ablaze.

      So, im here just killing time (as fire kills my FPS, and DF kills my computer), and i just got a few wonderings, as it were :P

      1. I dont think the fires were set off by my dorfs, as most of them were working inside, and any dorfs that have 'outside'jobs i made sure not to be Obsidian. Do goblins have the ability to create fire? Or am i wrong?

      2. So far, with the new version of DF, i have only found 2 metals on the map - Cobaltite, and Silver. Any advice about what i can do for weapons? Armour? xD

      3. actually, thats all the questions i have. I just wanted to say, Genesis is a fantastic mod. Great work, Deon. :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Lord Shonus on February 25, 2011, 06:16:44 pm
      Your map has goblinite, which can even be used raw.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: fox967 on February 25, 2011, 06:27:00 pm
      Your map has goblinite, which can even be used raw.

      Oh, i forgot to mention i melted any metal weapons and armour down to create weapons for my dorfs, but it seems the majority of the enemy has leather armour. :(
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Lamphare on February 25, 2011, 06:30:49 pm
      then you can request iron from mountainhome, and trade them with war spoil. if they have iron, or maybe other metals.
      at least in genesis i have my civ with all important metals all the time.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 25, 2011, 07:39:01 pm
      Cobaltite is a pretty decent metal, almost as good as iron.

      Also you can use rock grinder to try to find pieces of metal in all the stone which you probably have lying around.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: arghy on February 25, 2011, 08:29:12 pm
      So how bady did they nerf the ores? is there still some deep down or is it pre cavern style where you'll be lucky to find any metal at all?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Flaede on February 25, 2011, 08:32:12 pm
      So how bady did they nerf the ores? is there still some deep down or is it pre cavern style where you'll be lucky to find any metal at all?

      Well, depending on the world, your civ might not even have iron to trade. And while you can tell that there's metal down there, you don't know what kind - it's just "shallow" or "deep", and "metal" or "metals". I was told that the best guess for embark is to have  "shallow metals" and "deep metals" - very rare depending on the worldgen (I got lucky), and to have multiple biomes intersecting on your map (each with "metals") to increase your odds of getting the metal you want.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: arghy on February 25, 2011, 10:12:45 pm
      Yeah so no more every embark has multiple times of metal? or does every embark still have the metals but their just either deep or shallow? I'm waiting for the bugs to get worked out but it sounds like your going to struggle to have your own metal economy now.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: kilakan on February 25, 2011, 10:23:22 pm
      naw the main problem is when it says metal, it means one type of metal and one only.  Like silver, and just silver.   When it says metals you may get 2-3 metals, but no more.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 25, 2011, 10:43:39 pm
      But if you have 4 biomes, each with a metal or metals, you can get a TON of metals in 4x4 area. You just have to select your embark site carefully.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: myrkul on February 25, 2011, 10:51:17 pm
      Does Bog iron show up as "shallow metal"?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 25, 2011, 10:53:43 pm
      Yes, it does.

      All ores are displayed on the embark screen as "metals".
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: fox967 on February 25, 2011, 11:15:01 pm
      I didn't think i would be saying this anytime soon, but THANK YOU WEREWOLVES! xD

      The 4th siege on my fortress didn't end (i think its because a goblin leader or such was caught in a cage trap right outside my front door/drawbridge) and they got reinforced by a 5th Goblin siege, and shortly after, an Ilithid siege (that quickly got wiped out), that left, as far as i could count, roughly 50 Goblins/Ogres etc outside.
       Having only Cobaltite, i smelted as much of it into bolts for my marksdwarfs, who sat on top of my tower taking potshots at the enemies if/when they came too close. I killed 5, maybe 6 of the enemy, but eventually, my arrow supply ran out, and with no wood to make charcoal, i ventured into the caverns, and taking some loses from various 'blind ogres' and 'Beholders' managed to keep a trickle of Cobalt arrows being produced.

      Summer passed, Then Autumn, and in early winter, there came another siege of werewolves (alongside a Dragon Raptor), and i thought 'oh good, maybe they can thin a few Goblins and Ogres out for me. Turns out, the 15 or so werewolves and raptor obliterated most of the 50 Goblins/Ogres, with the survivers turning on their heel and fleeing. The werewolves, taking damage from fire attacks (my valley is on fire AGAIN, lol) also fled.

      I love this game. :D :D :D

      EDIT - Got an Ilithid ambush of 6, sent my archers, and some Hammerdwarfs to attack them, they were crossing my bridge when an Ilithid shot a fireball at it and destroyed it, sending everyone into the depths. Dammit xD :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: myrkul on February 26, 2011, 01:12:19 am
      EDIT - Got an Ilithid ambush of 6, sent my archers, and some Hammerdwarfs to attack them, they were crossing my bridge when an Ilithid shot a fireball at it and destroyed it, sending everyone into the depths. Dammit xD :D

      ...wait, What?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Flaede on February 26, 2011, 02:08:24 am
      EDIT - Got an Ilithid ambush of 6, sent my archers, and some Hammerdwarfs to attack them, they were crossing my bridge when an Ilithid shot a fireball at it and destroyed it, sending everyone into the depths. Dammit xD :D

      ...wait, What?

      yeah. Ithillids mess stuff up but good. The flying poison-dusting one's are fun, too.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Qinetix on February 26, 2011, 02:35:36 am
      Wait a second... we have whales but dont have dolphins?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Seriyu on February 26, 2011, 03:23:12 am
      Just downloaded the new version, ironhand, and the graphics are screwed up in that it's only displaying graphics in the upper left hand corner, roughly. How do I fix this?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: myrkul on February 26, 2011, 03:32:13 am
      Just downloaded the new version, ironhand, and the graphics are screwed up in that it's only displaying graphics in the upper left hand corner, roughly. How do I fix this?

      Got past the embark screen?

      Also: Yes, Dolphins. need dolphins.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Seriyu on February 26, 2011, 03:34:46 am
      Nope, it does it right from the get go. I feel like something's up with the resolution buuuuuut I know nothing of tileset setups.

      It's happening with phoebus too. My other DF installations are fine.

      Setting the display option to 2D and turning on true type support fixed it.

      Maybe just something with my computer, it's pretty wonky sometimes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Cheese on February 26, 2011, 07:37:30 am
      I got a demon siege in the summer of the second year, only 42 dwarves and 75k created wealth so far, do they usually come so early?

      They're also just standing outside now, whenever I open the bridge they just stay where they are, even when I let the elven merchants out. When they came, they headed towards my fort then stopped halfway there, I presumed because I'd closed the bridge but after opening it for a while, I noticed they weren't moving. They haven't even gone after my animals in the pasture outside. Is this normal?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: myrkul on February 26, 2011, 07:50:20 am
      I got a demon siege in the summer of the second year, only 42 dwarves and 75k created wealth so far, do they usually come so early?

      They're also just standing outside now, whenever I open the bridge they just stay where they are, even when I let the elven merchants out. When they came, they headed towards my fort then stopped halfway there, I presumed because I'd closed the bridge but after opening it for a while, I noticed they weren't moving. They haven't even gone after my animals in the pasture outside. Is this normal?

      I highly doubt it. Target practice?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Cheese on February 26, 2011, 08:10:46 am
      About a season later a second siege group has come along, even though the first one hasn't left yet. My military consists of a steel dwarf and 3 people with a little skill currently training through demonstrations. Things aren't looking good.

      Edit: My lever messed up in some way, now they've just poured in. Savescumming anyway.

      Are demons seriously supposed to come so early though?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 26, 2011, 09:28:22 am
      Wait a second... we have whales but dont have dolphins?
      Good suggestion :).

      Nope, it does it right from the get go. I feel like something's up with the resolution buuuuuut I know nothing of tileset setups.

      It's happening with phoebus too. My other DF installations are fine.

      Setting the display option to 2D and turning on true type support fixed it.

      Maybe just something with my computer, it's pretty wonky sometimes.
      I think just setting it to 2D should be okay. it must be something with your videocard not liking STANDARD DF output.

      About a season later a second siege group has come along, even though the first one hasn't left yet. My military consists of a steel dwarf and 3 people with a little skill currently training through demonstrations. Things aren't looking good.

      Edit: My lever messed up in some way, now they've just poured in. Savescumming anyway.

      Are demons seriously supposed to come so early though?
      Yes, you can change triggers in the entity files if you feel like it's too early though :). I usually have no problems with them because 2/3 of my dwarves always go into militia, so two-three full squads of trained dwarves (by the time  hit 42 it's enough time for them to train in dodging and shield using) are a strong force.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Zifnab on February 26, 2011, 09:30:13 am
      I don't have obsidian in my stone menu.  Is it just under some category that I wouldn't expect?  Using Ironhand a4
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 26, 2011, 09:32:03 am
      It should be under "special stone" menu.

      P.S. Nevermind, it's not there. It's an original DF problem, but I know a workaround, I will fix it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: myrkul on February 26, 2011, 09:37:17 am
      Are demons seriously supposed to come so early though?

      [PROGRESS_TRIGGER_PRODUCTION:1]

      [PROGRESS_TRIGGER_PROD_SIEGE:2]


      Wiki says these are rated 0-5, so... Yeah, demons show up relatively early.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 26, 2011, 09:39:42 am
      Yeah, they are based on the amount of stuff you make in your fortress.

      To avoid having them too early you can trade more and accumulate more people before starting an industry line.

      But I prefer to build a trapped maze and towers with xbowdwarves around it, it usually works :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 26, 2011, 09:46:29 am
      I've just found this:
      http://en.wikipedia.org/wiki/Dickite

      Dickite... It would probably work as kaolinite for porcelain. Should I include it in? I like the name :D.

      P.S. Also halloysite and nacrite. I think that using ONLY kaolinite for porcelain greatly limits our ability to get it. Or is it okay? I haven't really found it yet on my 3.19 journeys.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: myrkul on February 26, 2011, 09:56:14 am
      I've just found this:
      http://en.wikipedia.org/wiki/Dickite

      Dickite... It would probably work as kaolinite for porcelain. Should I include it in? I like the name :D.

      Heh... Cool.

      On a side note, How hard would it be to mod in a workshop that requires power supplied to it?

      For example: A Bauxite smelting factory that requires (probably say, about 80) power, an aluminum bar, some copper bars and a few (metal) bins to build? I really think it would be epic if dwarves discovered the Hall–Héroult process.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Dutchling on February 26, 2011, 10:29:14 am
      I don't think that is possible
      And @deon, the more variety the better! (except if it means there will be relatively less metal and more glazing stuff)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: krisslanza on February 26, 2011, 12:41:54 pm
      I have a bit of a question. I have been trying to mod Genesis so that I can use my custom race instead of the normal dwarves (no offense of course), but it won't seem to work - every world gives the same error of not being able to place any controllable civs. All I did was remove the CIV_CONTROLLABLE from the dwarves and then gave my custom race it, and the adventurer_tier of 15 I think, since I think there's 14 now.

      I also put the custom race in its own entity file, should I have just put it in the default? I got the custom race to work fine in a vanilla .18, but I can't seem to get it to work for Genesis .19

      EDIT:
      Well I just directly tweaked the dwarves and got it to work, maybe .19 has some new things that a direct copy/paste of .18 won't fix. No dwarves in the world now is kinda :(
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Interus on February 26, 2011, 01:12:39 pm
      I can't play genesis with ironhand graphics.  It takes like 5-10 seconds for it to respond to keypresses, even when I just started.  I turned off the opening movie because that went incredibly slow, but it didn't make things any faster in the main menu.  I downloaded the ascii version after the ironhand one didn't work, and that one works fine.  Pretty sure it's just my computer or something, but I thought I'd ask if there has been any experience with this kind of problem.

      If it's already been asked and solved, a link to that part of the thread might be fine.

      Other than that, I'm looking forward to trying stuff out in this.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Cynsye on February 26, 2011, 01:33:33 pm
      I have a bit of a question. I have been trying to mod Genesis so that I can use my custom race instead of the normal dwarves (no offense of course), but it won't seem to work - every world gives the same error of not being able to place any controllable civs. All I did was remove the CIV_CONTROLLABLE from the dwarves and then gave my custom race it, and the adventurer_tier of 15 I think, since I think there's 14 now.

      I also put the custom race in its own entity file, should I have just put it in the default? I got the custom race to work fine in a vanilla .18, but I can't seem to get it to work for Genesis .19

      EDIT:
      Well I just directly tweaked the dwarves and got it to work, maybe .19 has some new things that a direct copy/paste of .18 won't fix. No dwarves in the world now is kinda :(
      I'm not 100% sure, but I think that the playable race has to be the first entry in the entity_default file. Try puting your race at the top of the file and put civ_controllable in to it there.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: BigD145 on February 26, 2011, 01:44:59 pm
      Wizard Mod works in combination with Genesis and gives you two race choices to embark with, so there must be some way to do it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 26, 2011, 02:25:17 pm
      It means you've selected some weird biomes and it cannot place them there.

      I can't play genesis with ironhand graphics.  It takes like 5-10 seconds for it to respond to keypresses, even when I just started.  I turned off the opening movie because that went incredibly slow, but it didn't make things any faster in the main menu.  I downloaded the ascii version after the ironhand one didn't work, and that one works fine.  Pretty sure it's just my computer or something, but I thought I'd ask if there has been any experience with this kind of problem.

      If it's already been asked and solved, a link to that part of the thread might be fine.

      Other than that, I'm looking forward to trying stuff out in this.
      Try different graphical output methods in your /data/init/init.txt.

      Look at [PRINT_MODE:STANDARD] and change it to 2D or something else.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Sirdrake on February 26, 2011, 02:33:39 pm
      .19 seems to having alot of problems running on [PRINT_MODE:STANDARD]
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Interus on February 26, 2011, 02:47:53 pm
      Cool, that worked.  Thanks!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 26, 2011, 02:48:17 pm
      It all depends on your videocard, not game version. It runs very smoothly for me, but some cards cannot do it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: _DivideByZero_ on February 26, 2011, 02:58:13 pm
      What about lemon batteries?
      Bauxite would be so awesome to have if you could smelt it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on February 26, 2011, 03:02:14 pm
      P.S. Also halloysite and nacrite. I think that using ONLY kaolinite for porcelain greatly limits our ability to get it. Or is it okay? I haven't really found it yet on my 3.19 journeys.

      Nacrite sounds best.
      Dolphins are just lemon/hammer/mako sharks with another name (and internal genitalia).
      Should Nightmare horses fly? Maybe regular Nightmares dont fly, and Epic Nightmares / Grand Nightmares fly.

      I can't play genesis with ironhand graphics.  It takes like 5-10 seconds for it to respond to keypresses, even when I just started.
      If your graphical FPS is set to low like 10-15, there is difficulty registering keyboard input.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 26, 2011, 03:18:51 pm
      It was already solved, TomiTapio.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on February 26, 2011, 05:59:01 pm
      Ok I got bored and started a 3.19 fort. So far no crashes, and hella lot cobaltite. No-preparations start, and now I have 4 weaponsmith novices.. always should bring an armorsmith.
      I'd fix the "deer bull" and "deer cow". Hind is a female deer, and males are bucks or stags.

      Edit: "sandy clay loam mug" sounds strange, it shouldn't be a craftable stone.
      Edit2: Oh, meats and meals go into pots now, saving many wood barrels!
      Edit3: Should orcs be bringing black steel items?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 26, 2011, 06:25:52 pm
      It's a vanilla naming, I forgot to change that. Thank you.

      Quote
      Edit: "sandy clay loam mug" sounds strange, it shouldn't be a craftable stone.
      Oops, I actually thought about removing that soil alltogether, because it's pretty confusing (is it a sand? is it a clay? is ia a loam? :D)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: BigD145 on February 26, 2011, 08:41:58 pm
      Quote
      Edit: "sandy clay loam mug" sounds strange, it shouldn't be a craftable stone.
      Oops, I actually thought about removing that soil alltogether, because it's pretty confusing (is it a sand? is it a clay? is ia a loam? :D)

      It's ketchup.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Flaede on February 26, 2011, 09:19:31 pm
      Quote
      Edit: "sandy clay loam mug" sounds strange, it shouldn't be a craftable stone.
      Oops, I actually thought about removing that soil alltogether, because it's pretty confusing (is it a sand? is it a clay? is ia a loam? :D)
      It's ketchup.
      Three great tastes that go together!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: krisslanza on February 26, 2011, 10:10:00 pm
      Out of curiousity, is there any difference between the FEMALEGEN and BREASTS? That is why do some have the _PROTECTED part and some don't? Looking at the raws, they look identical.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 26, 2011, 10:43:51 pm
      Of course there is :). FEMALEGEN are genitalia, BREASTS are breasts. I don't know how could you think they are the same.

      Also _protected are internal.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: krisslanza on February 26, 2011, 10:59:40 pm
      Of course there is :). FEMALEGEN are genitalia, BREASTS are breasts. I don't know how could you think they are the same.

      Also _protected are internal.

      Well I meant why do some have _protected and some don't :P
      So basically without the _protected they'd be... outside the body? ... Wouldn't breasts be outside? O_o
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: _DivideByZero_ on February 27, 2011, 12:20:50 am
      Darn it. Cobalt is like the new microcline for me. Nearly EVERY SITE HAS IT.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: BigD145 on February 27, 2011, 01:00:20 am
      Quote
      Edit: "sandy clay loam mug" sounds strange, it shouldn't be a craftable stone.
      Oops, I actually thought about removing that soil alltogether, because it's pretty confusing (is it a sand? is it a clay? is ia a loam? :D)
      It's ketchup.
      Three great tastes that go together!

      Is it a fruit or a vegetable? We should go ask the nearest person with Alzheimer's.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: isabuea on February 27, 2011, 01:56:53 am
      do obsidian dwarves still spew fire at anything more threatening than a mosquito?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: myrkul on February 27, 2011, 02:37:52 am
      But... don't take out Sandy Clay Loam! It's the perfect soil! It's Sand! It's Clay! It grows stuff! It's the only soil you need at an embark...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: krisslanza on February 27, 2011, 02:50:09 am
      Darn it. Cobalt is like the new microcline for me. Nearly EVERY SITE HAS IT.

      I haven't even seen any ores since .19, all I can find is things like Dolomite and Shale. Oh I found native platinum once, but I was getting like 40FPS, so I abandoned... before I noticed it was something running in Chrome that was lagging up DF -_-
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: SirAaronIII on February 27, 2011, 02:51:35 am
      The ore I keep finding is tetrahedrite. ALWAYS tetrahedrite. I mean, copper's not bad, but it's not good either.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Flaede on February 27, 2011, 04:36:59 am
      Of course there is :). FEMALEGEN are genitalia, BREASTS are breasts. I don't know how could you think they are the same.

      Also _protected are internal.

      Well I meant why do some have _protected and some don't :P
      So basically without the _protected they'd be... outside the body? ... Wouldn't breasts be outside? O_o

      Due to a game quirk, I'm pretty sure that without the _protected they end up outside the clothes as well.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: arghy on February 27, 2011, 06:03:18 am
      Shit i'm getting pre cavern jitters again where copper was the only ore you'd ever find and mastercrafted bone armor was the best thing you'd manage.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on February 27, 2011, 06:39:56 am
      Of course there is :). FEMALEGEN are genitalia, BREASTS are breasts. I don't know how could you think they are the same.
      Also _protected are internal.

      Well I meant why do some have _protected and some don't :P
      So basically without the _protected they'd be... outside the body? ... Wouldn't breasts be outside? O_o

      Earlier DF version had "armor CANNOT protect ears, nose, external genitalia" so we made the _protected variant for clothes-wearers, so pants and chainmail protected the bits. Then Toady fixed the issue. Dolphin males would have _protected variant now. Seals too I guess.

      I think I'll fine-tune cobaltite in my worlds to have no veins.

      "Graphite may be considered the highest grade of coal, just above anthracite and alternatively called meta-anthracite, although it is not normally used as fuel because it is hard to ignite." --Wikipedia
      I'm sure dorfkind has found a boozy way to burn it.

      Damn turkey attacks. I'll put    [BENIGN] [FREQUENCY:9] to them. (default freq is 50)
      And I'll put my tissue fine-tunings back as Deon's numbers allow two-skull-fractures turkey to live and brain-torn-by-sword crundle to manage. More bleeding!!!
      A war grizzly bear fainted from one copper arrow's foot pain... *sigh*
      In fat category, i have "ice shard" and "peanut seed".
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 27, 2011, 09:07:23 am
      Quote
      In fat category, i have "ice shard" and "peanut seed".
      Weird. No errorlog.txt and duplicates for you? Because "ice shard" is a spitting creature extract (CREATURE_EXTRACT_TEMPLATE), and "peanut seed" is SEED_TEMPLATE.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on February 27, 2011, 09:33:03 am
      Quote
      In fat category, i have "ice shard" and "peanut seed".
      Weird. No errorlog.txt and duplicates for you? Because "ice shard" is a spitting creature extract (CREATURE_EXTRACT_TEMPLATE), and "peanut seed" is SEED_TEMPLATE.
      Nothing but pathing notes in errorlog.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Lamphare on February 27, 2011, 10:43:04 am
      once again, it's a huge mistake to make an obsidian militia commander defending the food stockpile from animal theft.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Eroing on February 27, 2011, 11:58:39 am
      For some reason my carving knife is acting like a container.. :P great for thread storage.. but still.. a bit weird.. :-)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 27, 2011, 12:20:38 pm
      Read the changelog, it's changed in the 0.31.20.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: myrkul on February 27, 2011, 04:46:36 pm
      Are cats and ferrets the only catsplosion-type critters? or are there any other vermin-hunters?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Eroing on February 27, 2011, 05:22:18 pm
      Read the changelog, it's changed in the 0.31.20.

      Oh.. I'm sorry.. I'm still using .19 didn't notice the update.. :$

      edit: there doesn't seem to be a .20 update yet.. probably why I didn't notice it.. (also.. I didn't look..)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Eroing on February 27, 2011, 05:47:00 pm
      btw.. Rancor description says "It's for legs....." instead four legs.. :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: myrkul on February 27, 2011, 06:13:10 pm
      Read the changelog, it's changed in the 0.31.20.

      Oh.. I'm sorry.. I'm still using .19 didn't notice the update.. :$

      edit: there doesn't seem to be a .20 update yet.. probably why I didn't notice it.. (also.. I didn't look..)

      There isn't, it's just that toady knows, and has fixed the problem with the knife/container thing (among others). Look for the actual fix to come out in .20
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Lamphare on February 27, 2011, 06:15:56 pm
      Read the changelog, it's changed in the 0.31.20.

      Oh.. I'm sorry.. I'm still using .19 didn't notice the update.. :$

      edit: there doesn't seem to be a .20 update yet.. probably why I didn't notice it.. (also.. I didn't look..)

      i'm sure deon referred to this (http://www.bay12games.com/dwarves/)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Qinetix on February 28, 2011, 07:59:19 am
      Hmm.. what about a new metal.... something like slade... very heavy that can be used perfectly for blunt weapons... and blast heads from the first swing... :3
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Lamphare on February 28, 2011, 09:33:53 am
      Hmm.. what about a new metal.... something like slade... very heavy that can be used perfectly for blunt weapons... and blast heads from the first swing... :3
      if your dwarves could haul it to a workshop first, then to a stockpile, then equip the thing that may weight as much as a couple metric tons and actually move around with it.
      you need a friendly ettin to do it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on February 28, 2011, 10:50:20 am
      Hmm.. what about a new metal.... something like slade... very heavy that can be used perfectly for blunt weapons... and blast heads from the first swing... :3
      Feel free to put 5x density on your worlds' copper or cobalt, then you have it.

      Here's a fortress log:
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Mechlin on February 28, 2011, 12:49:36 pm
      I have a stupid question but...

      Are glass trap components still bugged in genesis?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: BigD145 on February 28, 2011, 01:03:10 pm
      I have a stupid question but...

      Are glass trap components still bugged in genesis Dwarf Fortress?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: myrkul on February 28, 2011, 01:09:13 pm
      I asked if that bug had been fixed, nobody said yes, so I assume it's still a bug.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on February 28, 2011, 01:56:06 pm
      What is the bug exactly? I am pretty sure that glass has no edge though, so it's pretty pointless to make traps out of it.

      P.S. Ah, I see. No, glass is not moddable so it's not possible to fix that bug.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: myrkul on February 28, 2011, 02:01:50 pm
      What is the bug exactly? I am pretty sure that glass has no edge though, so it's pretty pointless to make traps out of it.

      P.S. Ah, I see. No, glass is not moddable so it's not possible to fix that bug.

      Not possible for us to fix, relatively simple for toady to.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: EveryZig on February 28, 2011, 02:23:15 pm
      What is the bug exactly? I am pretty sure that glass has no edge though, so it's pretty pointless to make traps out of it.

      P.S. Ah, I see. No, glass is not moddable so it's not possible to fix that bug.
      It has no assigned edge so it actually gets a random edge.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Torgan on February 28, 2011, 03:19:57 pm
      You could still use glass components to make weapon traps.  Build them on a path 1 square wide and when they hit the werewolves or whatever, the werewolf will eventually dodge sideways and fall off your walkway.  Alternatively it will work as a training room and by the time he makes it to your fort he will be a god among werewolves!

      Though this always seemed like one of those exploity things to me so never tried it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Karakzon on February 28, 2011, 04:23:03 pm
      glass can randomly have the edge of copper or the edge of adamantine and everything inbetween.

      One thing that is certain though: if you can produce glass, as a trap component, its best to use the spiked ball thing, (3 hits crush damage) and its best to fill them up to 10/10 per trap if you can down a corridor. As your fort ages, this corridor will get more efficient at exhausting your opponents, if they fall on the traps, they get shredded, if they dont, your millatery can usualy knock them over with a feather or bray their heads in when they faint.

      Glass currently is pritty useless if you cant produce it, and brilliant as a mass production component if you can. (magma advised, then you only need sand and a magma source and you have an infinate source of trade goods and traps. Green windows are also fairly decent trade goods)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on February 28, 2011, 06:20:47 pm
      I find the serrated disc component way too powerful, due to massive weapon values. (disc width 100000 depth 4000, giant axe 100000 & 7000, battle axe 10000 & 2800.)
       I like putting spears in my weapon traps. Then again cage traps are supremely powerful :´(
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Nami on February 28, 2011, 08:18:16 pm
      Hey, just a quick question, is it possible to copy paste all the different castes into vanilla dwarf fortress, and nothing else, and have it work correctly?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: arghy on February 28, 2011, 08:19:22 pm
      Yeah its much better to capture 2-3 entire sieges then rigging up a coliseum and watching them go at it--the weapon trap idea sounds fucking awesome esp if you channel the edges all the way down to the 3rd cavern haha 'demon siege! lets just cross this weapon trap bridge...HOLY SHIT FORGOTTEN BEAST EVERYONE DODGE INTO THE CHASM!'
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Mechlin on March 01, 2011, 02:06:19 am
      Thanks guys. I thought that glass could be fixed by modding the raws.

      And btw I've just finished drawing my new expedition leader Uvash Twistships - she's a stone dwarf with long braided red hair, green eyes and (ta-da!) she is socially crippled by thoughts that everyone is watching and judging her.

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 01, 2011, 04:25:21 am
      Hey, you have a great skill with tablet! You should appear more often in the "fan art" thread, I really dig your style :D.

      Hey, just a quick question, is it possible to copy paste all the different castes into vanilla dwarf fortress, and nothing else, and have it work correctly?

      Copy the dwarven creature. Don't forget to remove all 2BREASTS, FEMALEGEN and MALEGEN bodyparts. Tada :D! It works.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: arghy on March 01, 2011, 04:44:21 am
      haha is she making alot of mistakes warranting everyone judging her?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Qinetix on March 01, 2011, 07:09:33 am
      I got a storage item idea... , the Crate ! You can store anything solid in it , in stacks :3
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: ancyon on March 01, 2011, 10:56:42 am
      could anyone please upload the latest 3.18 genesis version, that last link is broken (exceeded download limit)

      thanks :)

      ps: ironhand preferrably :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Jeoshua on March 01, 2011, 06:13:23 pm
      I wouldn't have a problem with the random edges of glass weapons except for one thing: They should not keep their edge.

      Natural, freshly broken glass is, in reality, the sharpest blade known to man, possibly as little as ONE MOLECULE THICK!  Problem is it's very hard and very brittle, so the edge doesn't stay.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: NobodyPro on March 01, 2011, 08:40:42 pm
      I wouldn't have a problem with the random edges of glass weapons except for one thing: They should not keep their edge.

      Natural, freshly broken glass is, in reality, the sharpest blade known to man, possibly as little as ONE MOLECULE THICK!  Problem is it's very hard and very brittle, so the edge doesn't stay.
      Now we need vibrating, acid glass.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Zargen on March 02, 2011, 02:08:45 am
      Question guys. Has anyone run into a Deep One before in a Genesis Mod game?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: arghy on March 02, 2011, 06:53:45 pm
      no but a deep one sounds neat and i feel i would like a horde of them attacking my fortress
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: EveryZig on March 02, 2011, 08:01:19 pm
      I think it counts as honest trickery rather than an exploit to make your enemies dodge off a cliff. It's a perfectly plausible (given that you have the weapon trap in the first place) thing.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 02, 2011, 08:37:41 pm
      could anyone please upload the latest 3.18 genesis version, that last link is broken (exceeded download limit)

      thanks :)

      ps: ironhand preferrably :)

      http://www.mediafire.com/?sjstpv7sonr24m5
      Here you go.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Zargen on March 02, 2011, 09:21:30 pm
      no but a deep one sounds neat and i feel i would like a horde of them attacking my fortress

      When I made them I -thought- I did the biomes and stuff correctly. They're supposed to show up if you're near an ocean. And they're also supposed to be underground. But I guess I didn't do it right. Dion can you take a look at it?

      You're partially right Arghy. They're supposed to show up in packs and are moderately dangerous to lone military dwarves. With no skills. 2 deep ones can kill a cave croc every time in the arena. So they're pretty gnarly.

      Found the file for it. Someone can pick through it and see whats wrong. I guess they should also have some more descriptors other then their skin and eye color.

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 02, 2011, 09:48:52 pm
      Thanks for pointing that out, I will fix it.

      [UNDERGROUND_DEPTH:4:6] means that they won't spawn anywhere but hell (first 3 caverns are 1-3).

      But they do spawn near evil oceans, which are pretty rare on embarks.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Zargen on March 02, 2011, 09:51:45 pm
      So changing it to [UNDERGROUND_DEPTH:1:3] will get them to pop up in the caverns? Sweet.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: myrkul on March 02, 2011, 10:02:14 pm
      these seem a little hardcore for cavern level 1... maybe set it to 2:3?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: ancyon on March 03, 2011, 09:45:13 am
      could anyone please upload the latest 3.18 genesis version, that last link is broken (exceeded download limit)

      thanks :)

      ps: ironhand preferrably :)

      http://www.mediafire.com/?sjstpv7sonr24m5
      Here you go.

      thanks a lot!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Lamphare on March 03, 2011, 02:40:36 pm
      just made few olive soaps...
      extra virgin olive oil soap!
      my nobles are gonna love them!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: krisslanza on March 03, 2011, 02:57:06 pm
      Deon would you mind if I use Genesis as the "base" for my Koakuma mod? There's no certainty I'll actually ever finish the mod and release it of course, but playing with your mod is a lot more fun then vanilla - so many more things trying to kill us, and more things to trade with.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Zargen on March 03, 2011, 06:46:30 pm
      Hm. My game seems to have taken a habit to crashing a lot during the embark phase. Anyone else have that problem? Think its vanilla or a genesis problem?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 03, 2011, 07:29:42 pm
      I had two crashes today either from Therapist, squad-to-barrackstraining, or new immigrants to squad. Or mass floor constructing (masonry practice and tidies up unwanted stones)

      I shall nerf the bog frog and dread troll speeds in my worlds. And make cave crocs not appear in caverns 1.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Flaede on March 04, 2011, 03:05:51 am
      I am more and more coming to appreciate how bog frogs effectively kill all the usefulness of the cage trap defense. It's really pushing me out of my comfort zone in new and wonderful ways.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Zifnab on March 04, 2011, 09:21:31 am
      I'm loving the bog frogs in my no digging fortress.  They give something for the swarm of migrants to chase, now that they have been drafted.  I'm also expecting that they will help pick up ambushers once my wealth picks up a bit.

      Its amazing how much stuff you can make completely above ground as long as you bring a few stones along to setup some furnaces.  I'm loving having both clay and sand at one site.

      Once the bee value is fixed in 3.20, I'll have to try this fort style again with honey, but I've done high early value forts with inadequate defences all to often with genesis, and limiting myself to wood and glass....
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 04, 2011, 10:01:36 am
      Thanks guys! I made the bog frogs many moons ago. Harmless and numerous and easier to chase than birds.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TheIcelandicManiac on March 04, 2011, 12:46:55 pm
      umm any chance i can change the amount of century bowmen that come at the first seige?

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: EveryZig on March 04, 2011, 01:43:38 pm
      Has the Genesis mod modded out silver hammers? If so I might need to mod them back in in my version.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Sarudak on March 04, 2011, 01:54:58 pm
      Thanks guys. I thought that glass could be fixed by modding the raws.

      And btw I've just finished drawing my new expedition leader Uvash Twistships - she's a stone dwarf with long braided red hair, green eyes and (ta-da!) she is socially crippled by thoughts that everyone is watching and judging her.

      Spoiler (click to show/hide)

      Where is her beard?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: KarolineDianne on March 04, 2011, 02:17:12 pm
      Hello everyone. I'm rather new to the Genesis mod, but I decided to give it a try recently.

      I'm not sure whether or not this is intentional, as it seems out of balance with what I've played of Vanilla DF, but in my very first night creature quest I found two sets of black steel lamellar armor.

      Looking at the metal list, Black steel is the third best metal in the game.

      Is it normal to get such good loot, or did I just get insanely lucky?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: myrkul on March 04, 2011, 02:25:58 pm
      Yeah, the orcs have a tendency to pump out black steel like there's no tomorrow... Not sure if that's intended, or an unavoidable consequence of the way DF does "off-camera" reactions.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: KarolineDianne on March 04, 2011, 02:55:23 pm
      I just found an orc city... And yeah... Almost everything was black steel. The only problem: No shopkeepers.

      It seems half the towns are empty, and there's no one in the castles except maybe a lord or lady. Is that an issue with .19?

      I've been running .18 in vanilla because it's more stable. Is there a .18 release for this, or perhaps a way to keep everyone from dying off?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: myrkul on March 04, 2011, 03:07:00 pm
      In .19, things have a tendency to starve. I'd hate to think what's happening to those poor nords up on the icecaps.

      I've found several forts with nothing but animals in 'em.

      There is an .18 release, a few pages back, I think.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TheIcelandicManiac on March 04, 2011, 03:10:25 pm
      There is an .18 release, a few pages back, I think.


      http://www.bay12forums.com/smf/index.php?topic=52988.msg2011719#msg2011719
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: KarolineDianne on March 04, 2011, 03:38:35 pm
      The link does not work. Says "Unassigned file limit of 10 downloads reached."

      :(
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: myrkul on March 04, 2011, 04:00:04 pm
      The link does not work. Says "Unassigned file limit of 10 downloads reached."

      :(

      Here you go:
      Slightly modified from base genesis: I added a slightly more valuable leather made from scales.
      Snakeskin boots!

      Just download df 31.18 (if you don't already have it) and delete the data and raw folders. replace them with the ones in there, and you're all set.
      http://dl.dropbox.com/u/146411/DF-genesis.zip
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Zargen on March 04, 2011, 04:19:35 pm
      I've actually taken to having my dwarves move into those abandoned fortresses :P waste not what not!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: KarolineDianne on March 04, 2011, 04:58:50 pm
      Thanks Myrkul... However I seem to be having problems with the graphics.

      I turned off the tileset, but now everything is slightly off color-wise, and when I walked into town, the people were all empty tiles.

      Did I do something wrong?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: myrkul on March 04, 2011, 05:11:53 pm
      Thanks Myrkul... However I seem to be having problems with the graphics.

      I turned off the tileset, but now everything is slightly off color-wise, and when I walked into town, the people were all empty tiles.

      Did I do something wrong?

      You mean, besides turning off the graphics? ;)

      Deon's done quite a bit of modification to the graphics raws, changing colors, shifting tiles around... I wouldn't even begin to know where to start to change a Tileset version back to curses.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: KarolineDianne on March 04, 2011, 05:16:44 pm
      I see... Well I suppose I'll have to deal with .19 until populations are fixed then.

      If it's not ASCII, I can't play it, unfortunately. Tilesets ruin DF for me.

      In the meantime, is there perhaps something in the creature or entity raws I can change so people dont starve?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: myrkul on March 04, 2011, 05:47:15 pm
      adding [NO_EAT] to the creature raws for each civ. should do the trick.

      Deon might be able to help you get the graphics right, he should be on later.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TheIcelandicManiac on March 04, 2011, 05:55:59 pm
      hey, anyone of you guys know how to change the speed for the speed on the dwarfs for i cant find them in the creature_standard.txt, i found the dwarfs and their castes in the creature_genesis.txt but i cant find anything but swim speed.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Zargen on March 04, 2011, 06:03:08 pm
      You change it by adding [SPEED: whatevernumber] to the creature_genesis.txt file. SPEED:1 makes them light speed dwarves.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: KarolineDianne on March 04, 2011, 06:22:04 pm
      Oh dear lawd, making everything [NO_EAT] seems to have worked... A little too well. Now every single shop is absolutely full of people. Like... Packed!

      Ha, this is interesting. At least it worked. Thanks Myrkul.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: myrkul on March 04, 2011, 07:12:27 pm
      lol... yeah. the BIG cities fill up every store for some reason.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 04, 2011, 07:19:07 pm
      I see... Well I suppose I'll have to deal with .19 until populations are fixed then.
      If it's not ASCII, I can't play it, unfortunately. Tilesets ruin DF for me.
      The latest Genesis in ascii is at http://dffd.wimbli.com/file.php?id=3391
      but Ironhand version seems to be the first version that Deon updates.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Alkhemia on March 05, 2011, 07:27:37 am
      ..I got bored and add like 15 to 20 weapon in the weapon artifact.txt It only for the alter of war right? Can a mood make them?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 05, 2011, 09:53:59 am
      ..I got bored and add like 15 to 20 weapon in the weapon artifact.txt It only for the alter of war right? Can a mood make them?
      I guess a mood might make them, since dwarves sometimes make elf shoes in moods.
      But them being in that file doesn't restrict them to altar-only. Having the weapon used in [REACTION:SACRIFICE_WAR1] links them to altar.

      If the weapon isn't mentioned in any entities in the format [WEAPON:ITEM_WEAPON_AXE_BATTLE] then it doesn't appear in the world, unless a reaction makes it.
      So, add your new weapons to the dwarf entity's "allowed items list" and generate a world.


      Deon: Since can make wooden trap components... let's allow silver spiked ball and silver menacing spike. (looks at raws) hmm I guess we can't. Unless make new traps-only weapon?
      Since I have double-strength GOODWOOD (oak, mahogany, etc. dense) I might have a reaction to convert common wood into GOODWOOD, hmm steam and resin and glazing...
      Anyone fancy voting so Deon puts the higher-quality wood into Genesis?

      happenings in Diamondsound... only galena!
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 05, 2011, 06:09:52 pm
      Okay I just had 4 war elephants starve to death in my outdoor fort. So war animal + eats grass = dead in x seasons. Maybe 1-1.5.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Alkhemia on March 05, 2011, 06:46:11 pm
       Elephants starve to death no matter what they need more food them they can eat.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: BigD145 on March 05, 2011, 09:47:51 pm
      I think I modded my elephants to eat like rhinos. I have not tested it though.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Zargen on March 06, 2011, 04:32:19 am
      Hey Dion. I just noticed that if you have pet dragon raptors that they will try and KILL each other. Effectively reducing my squad of 10 war dragon raptors from 10 down to about 3 since they kept trying to kill one another when they where chained close to each other. Bug or Intentional?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Lamphare on March 06, 2011, 06:17:17 am
      Hey Dion. I just noticed that if you have pet dragon raptors that they will try and KILL each other. Effectively reducing my squad of 10 war dragon raptors from 10 down to about 3 since they kept trying to kill one another when they where chained close to each other. Bug or Intentional?
      .19 vanilla, intentional.
      now animals stucking on one tile for an extended period of time would become violent thus start attacking each other.
      just try to seperate them at the first place.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: myrkul on March 06, 2011, 07:25:51 am
      Hey Dion. I just noticed that if you have pet dragon raptors that they will try and KILL each other. Effectively reducing my squad of 10 war dragon raptors from 10 down to about 3 since they kept trying to kill one another when they where chained close to each other. Bug or Intentional?

      Animal aggression in .19 is buggy. Toady's working on it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Kogut on March 06, 2011, 07:36:15 am
      What about update to .20?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 06, 2011, 08:13:17 am
      What about update to .20?
      I'll try if dragging the .exe and "data/index" over will work okay.
      It works, just copy the two files from .20 vanilla and you have it working (without Toady's raw fixes and new tags to creatures).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Qinetix on March 06, 2011, 02:00:55 pm
      So when we are turning .20 , this update was fast , really fast...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Jeoshua on March 06, 2011, 05:19:52 pm
      I updated my hand rolled Genesis/Civilization/DFA/Personal mods folder to .20 already.  The update to Genesis should only take a short while to update to .20, but with all the new stuff I think it might be a new version we get instead of a hasty update.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 06, 2011, 05:58:18 pm
      Yeah, I need to go to sleep now, but I will release it in the morning.

      Also there are some new raw tokens, so I will play with them too.

      Quote
            broke up VERMINHUNTER
               AT_PEACE_WITH_WILDLIFE
               RETURNS_VERMIN_KILLS_TO_OWNER
               HUNTS_VERMIN
               ADOPTS_OWNER
      Yay. Expect a lot of new pets. Especially with working unusual eggs :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: EveryZig on March 06, 2011, 06:09:46 pm
      Maybe you could... Make dwarfs lay crossbow ballista bolts!  :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: BigD145 on March 06, 2011, 07:16:36 pm
      Yeah, I need to go to sleep now, but I will release it in the morning.

      Also there are some new raw tokens, so I will play with them too.

      Quote
            broke up VERMINHUNTER
               AT_PEACE_WITH_WILDLIFE
               RETURNS_VERMIN_KILLS_TO_OWNER
               HUNTS_VERMIN
               ADOPTS_OWNER
      Yay. Expect a lot of new pets. Especially with working unusual eggs :).

      Pets that threat their own egg offspring as vermin? Cat problem solved!

      "Here's my kitten. Aren't you proud of me?"
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TwilightWalker on March 06, 2011, 07:49:07 pm
      Yeah, I need to go to sleep now, but I will release it in the morning.

      Also there are some new raw tokens, so I will play with them too.

      Quote
            broke up VERMINHUNTER
               AT_PEACE_WITH_WILDLIFE
               RETURNS_VERMIN_KILLS_TO_OWNER
               HUNTS_VERMIN
               ADOPTS_OWNER
      Yay. Expect a lot of new pets. Especially with working unusual eggs :).

      Oh fuck

      Oh Fuck

      OH FUCK YES

      Does this solve all cat problems forever and ever?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: vhappylurker on March 06, 2011, 08:18:27 pm
      Yeah, I need to go to sleep now, but I will release it in the morning.

      Also there are some new raw tokens, so I will play with them too.

      Quote
            broke up VERMINHUNTER
               AT_PEACE_WITH_WILDLIFE
               RETURNS_VERMIN_KILLS_TO_OWNER
               HUNTS_VERMIN
               ADOPTS_OWNER
      Yay. Expect a lot of new pets. Especially with working unusual eggs :).

      Well, I know what I'll be doing tomorrow morning...  :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Qinetix on March 07, 2011, 12:21:17 am
      You will make forgoten beast's lay eggs and be able to be adopted and tamed?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Torgan on March 07, 2011, 03:24:49 am
      Has the Genesis mod modded out silver hammers? If so I might need to mod them back in in my version.
      Pretty sure it has, I've never been able to make them.  There is/was so much metal I never found it a big deal though.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Lamphare on March 07, 2011, 03:46:01 am
      Has the Genesis mod modded out silver hammers? If so I might need to mod them back in in my version.
      Pretty sure it has, I've never been able to make them.  There is/was so much metal I never found it a big deal though.

      'cuz under genesis's classification, silver is precious metal, not warfare metal
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Nopkar on March 07, 2011, 03:54:57 am
      'cuz under genesis's classification, silver is precious metal, not warfare metal

      under my classification, any material is a warfare metal...even non-metals...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Nopkar on March 07, 2011, 04:55:13 am
      question Deon...how exactly do YOU go about adding a custom Civ/Race/Creature to the game? I wanna add a new Race to play with in fortress mode, but I can't seem to find a template to input my data into...

      (that was a little murky...) Basically I want a Half-Dragon Civ to play as.
      Spoiler (click to show/hide)
      Straight from DND basically. any pointers?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: NobodyPro on March 07, 2011, 05:53:30 am
      There are no templates unless you count the raws themselves. I'm not Deon but here's some tips:
      1. Copy the human entry in the creature_standard.txt and change it's code name (top), name and caste name. Congratulations, flavour molding at it's simplest.
      2. Go through the bodypart raws and add the parts you want to your BODY token's arguments. This defines what bits they have to be cut off.
      3. Overwrite the human tissue definitions with the tissue definition from a reptile creature, i.e. giant cave crocodile. This gives them scales and no hair.
      4. Add any special creature tokens you want i.e. FIREBREATH and/or FLIER. This will give them special abilities.

      That's just a quick mod mind you. The razor teeth/claws, immunities, varied breath attacks and determining the mass/hight in 'dorf's is going to take a little extra effort.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Nopkar on March 07, 2011, 06:07:31 am
      There are no templates unless you count the raws themselves. I'm not Deon but here's some tips:
      1. Copy the human entry in the creature_standard.txt and change it's code name (top), name and caste name. Congratulations, flavour molding at it's simplest.
      2. Go through the bodypart raws and add the parts you want to your BODY token's arguments. This defines what bits they have to be cut off.
      3. Overwrite the human tissue definitions with the tissue definition from a reptile creature, i.e. giant cave crocodile. This gives them scales and no hair.
      4. Add any special creature tokens you want i.e. FIREBREATH and/or FLIER. This will give them special abilities.

      That's just a quick mod mind you. The razor teeth/claws, immunities, varied breath attacks and determining the mass/hight in 'dorf's is going to take a little extra effort.

      That's basically what I was looking for, but I guess trying to look through Deon's genesis file wasn't going to help me xD I was literally swamped with caste's...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: isabuea on March 07, 2011, 06:46:20 am
      not sure if this is genesis specific but i embarked on a snowy mountain with my dwarfs, war mastiffs, grizzly bears, cats and some cows.
      shortly after embark i see blood everywhere, each and every animal had turned on each other and attacked them and even my dwarfs were hit.
      bears attacked cats, cows kicked dogs, the poor pack buffalo took it all and even same species attacked each other with cows verse cows happening alot.

      could it be no food due to snow causes starvation and them to go rabid or some random bug that makes them not recognise each other as allies?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Nopkar on March 07, 2011, 06:51:39 am
      k, here's a rough sketch, I'ma try to implement them and try a round, dunno if it'll work!
      Spoiler (click to show/hide)

      (like I said, rough sketch, I'll change the professions later. doing this gave me some idea's for caste's though, like each Half Dragon's parent dragon type, each with their own features/abilities?)


      SUPERBAMFEDIT* Awesome! they work! I'm using the human tile graphic though, and there's actually a CIV...Half Dragon's seem to have done pretty damn well actually. NPC's use a skeleton tile though, oh well. I'm off to slaughter for a bit.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 07, 2011, 07:55:28 am
      not sure if this is genesis specific but i embarked on a snowy mountain with my dwarfs, war mastiffs, grizzly bears, cats and some cows.
      shortly after embark i see blood everywhere, each and every animal had turned on each other and attacked them and even my dwarfs were hit.
      bears attacked cats, cows kicked dogs, the poor pack buffalo took it all and even same species attacked each other with cows verse cows happening alot.

      could it be no food due to snow causes starvation and them to go rabid or some random bug that makes them not recognise each other as allies?
      Your animals were too close. They become aggressive if they stay too close, spread them out a bit.

      I slept a bit longer this time, even longer than afternoon. Blame my wife, she called girls last night :/. So yeah, I'm off to modding :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TheIcelandicManiac on March 07, 2011, 07:59:54 am
      I slept a bit longer this time, even longer than afternoon. Blame my wife, she called girls last night :/. So yeah, I'm off to modding :).


      have fun and i cant wait To see what you add now to make Dwarf fortress even more "fun"
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 07, 2011, 12:05:44 pm
      Outdoor never-dig fort. FUN. (and better fps due to less pathing)
      Deon: small request, heavy wild animals like cow, elephant should not be able to outrun 90% of militia dorfs. Small speed reduction please. And they run real fast while bleeding, too.

      Spoiler (click to show/hide)

      Screenshot:
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Dutchling on March 07, 2011, 12:46:20 pm
      @TomiTapio, do you play an older version of genesis? I've never seen Werewolves attacking with mounts?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 07, 2011, 01:39:34 pm
      I have Genesis .19a4 with .20 exe and today changed to .21 exe. And a few tweaks to mineral avalaibility and critter speeds.

      I guess it's hardcoded in the sieging code that on 2nd or 3rd siege they bring mounts.
      They don't have use good/evil animals tag but they have [AT_PEACE_WITH_WILDLIFE] as per Genesis.

      Edit:
      "2 cavern layers (zero digging)" How?
      "still zero drink! All barrels go to crap meat." you can reserve barrels
      init/world_gen.txt can put [CAVERN_LAYER_COUNT:2].
      Edit2: Haven't seen or opened the caves, but they still affect fps (flows, cave people's food stocks).
      I have no idea how to command "use barrels only for brew". So I dumped 30+ meals and 30+ plants and brewing started.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Kogut on March 07, 2011, 02:04:18 pm
      "2 cavern layers (zero digging)" How?

      "still zero drink! All barrels go to crap meat." you can reserve barrels
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: BigD145 on March 07, 2011, 02:26:11 pm
      "2 cavern layers (zero digging)" How?

      Cave with beast, maybe. That may or may not get you into the top layer.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 07, 2011, 03:21:41 pm
      And the final months of no-digging Copper-whatevers.

      (Haven't seen or opened the caves, but they still affect fps (flows, cave people's food stocks). So cavern count is mentioned on the fps-data line.)

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: guale on March 07, 2011, 08:30:43 pm
      I've got a request to go in with the install options coming up. I want to play a more slow paced game, with skill rates slowed down and grow duration for crops raised to be multi-seasonal. I'm in the process of doing a quick and dirty version for myself but it would be nice not to have to do it for each version and I'm sure you would be able to balance the numbers better.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Qinetix on March 08, 2011, 05:01:34 am
      Err... it seems like you want more of a challange...
      But there must be more like you to support this if you really want it
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Nat on March 08, 2011, 06:47:12 am
      So I took a bit of a break from Dwarf Fortress... and now I have 118 pages of this thread to catch up on :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Jeoshua on March 08, 2011, 10:05:09 am
      Did I do something wrong here? I installed 31.21 manually, seeing all the changes in the raws that had been made and updating my files manually.  Then I dropped the graphics folder in and genned a new world.  Everything went great until I started adventure mode as a Nord.

      My nord is a normal, if blue, human looking graphics tile.

      But all the people in the vilages are rendered as bones.  Different colored bones.  I opened up the graphics folder and the nords are deffinitely in there, along with Osmen and Delves and all that stuff (I modified my file to turn orcs back into osmen, mainly a cosmetic touch and never caused problems in prior versions.  I just couldn't stand orcs that spoke chinese.  Weird)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 08, 2011, 11:44:37 am
      Did I do something wrong here? I installed 31.21 manually, seeing all the changes in the raws that had been made and updating my files manually.  Then I dropped the graphics folder in and genned a new world.
      But all the people in the vilages are rendered as bones.
      So do you have vanilla .21 with genesis graphics folder dropped in, or Genesis .19a4 with .21 exe? I recommend you go with genesis install and then put the .21 exe and required "data/index".

      Oh and renaming the civ, did you do matching renaming inside graphics definitions? In graphics_example.txt around [CREATURE_GRAPHICS:ORC]
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Jeoshua on March 08, 2011, 11:50:23 am
      Actually there were separate files for Orcs and Osmen already in the graphics folder.  Changing every occurance of ":ORC" with ":OSMAN" even seemed to catch even the graphics files and change them to the human, rather than orcine, graphics file.

      But they work just fine.

      The problem is the Nords... and I'm having trouble seeing that there is even any mention of the Nords in these text files I got here.

      For the record, it's all 31.21 here baby... From the exe to the raws... well the raws are hand edited and so I think I made a mistake somewhere, but from what I can tell about the graphics stuff, it's not contained in the raws/objects folder at all, which other than the orc->osman change is the only place I ever touched.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 08, 2011, 04:01:08 pm
      The problem is the Nords... and I'm having trouble seeing that there is even any mention of the Nords in these text files I got here.
      For the record, it's all 31.21 here baby... From the exe to the raws... well the raws are hand edited

      Crimson Editor's "find in files" function with "nord" tells me that [TILE_PAGE:NORDS] and [CREATURE_GRAPHICS:NORD] are in the graphics_example.txt, lines 740-960 -ish. Sure you got those copied?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Jeoshua on March 08, 2011, 04:22:45 pm
      ... a file which is completely empty for me...  :-\ My disk must have messed up somehow and wiped the file...

      I wonder how many other files are empty, now... :-[

      edit: Redownloaded, copied the graphics folder back in, started the adventure back up.

      I see Nords.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: arghy on March 08, 2011, 05:50:52 pm
      Jesus is there a summary of all the new changes from 3.18e? i mean in terms of vanilla DF cause the whole vein thing surprised me and now theres talk of fucking feeding animals and a shitton of other stuff. I swear you look away for 1 week and DF has evolved into a completely new game.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: BigD145 on March 08, 2011, 06:44:16 pm
      i mean in terms of vanilla DF cause the whole vein thing surprised me and now theres talk of fucking feeding animals and a shitton of other stuff.

      You could look at the changelog.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Sarudak on March 08, 2011, 09:12:51 pm
      ETA on Genesis .21? I understand if you're too busy right now I'd just like to know... :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Qinetix on March 09, 2011, 12:41:45 am
      I think its going to be finished this week
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 09, 2011, 02:15:22 am
      It can be out any day. I just decided to be responsible at least once and finish my diploma part which I had to make a week a month (no need to lie here :P) ago. Suddenly I've got a lot of stuff to do besides modding :). Otherwise I will make it as soon as I can.

      P.S. Also I was trying to make a graphical part of the new Prospector release ASAP, so it took this weekend.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Torgan on March 09, 2011, 04:34:30 am
      Jesus is there a summary of all the new changes from 3.18e? i mean in terms of vanilla DF cause the whole vein thing surprised me and now theres talk of fucking feeding animals and a shitton of other stuff. I swear you look away for 1 week and DF has evolved into a completely new game.
      The announcments folder should show all the changes for each version in each new release thread here here. (http://www.bay12forums.com/smf/index.php?board=10.0)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Lamphare on March 09, 2011, 08:29:58 am
      Jesus is there a summary of all the new changes from 3.18e? i mean in terms of vanilla DF cause the whole vein thing surprised me and now theres talk of fucking feeding animals and a shitton of other stuff. I swear you look away for 1 week and DF has evolved into a completely new game.
      The announcments folder should show all the changes for each version in each new release thread here here. (http://www.bay12forums.com/smf/index.php?board=10.0)
      file changes.txt is much, much more detailed.
      those threads in another hand, are good guidelines.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 09, 2011, 11:57:06 am
      Dear Deon.
      gelatinous cube lasts over 43 pages! vs 2 squads! Lost 9-10! IE. CUBE IS STRONGER THAN ANY DRAGON.

      Please nerf cube so it is not the equivalent of 2 goblin squads.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 09, 2011, 12:03:38 pm
      It's also blind, you shouldn't fight it in most cases.

      But okay, if YOU ask :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 09, 2011, 12:59:39 pm
      It's also blind, you shouldn't fight it in most cases.

      But okay, if YOU ask :)
      Thanks! I don't fancy having One creature in the game that is 10x more durable and murderous than a dragon. Unless it's an elite enemy hero.
      How about having really badass dragons, so megabeasts are actually dangerous. Giant Lost Adventurer semimegabeast?

      Edit: The book of Riverwheel (regular 2x2 embark, using plants of the caves)
      Spoiler (click to show/hide)

      Deon: could you also boost the Rancor to toughmaterials and better skills levels, they seemed.. inconsequential.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Kogut on March 09, 2011, 01:13:44 pm
      Nice fort  ;)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Isa on March 09, 2011, 03:09:40 pm
      Could you add more mega beasts, that are actually "mega", having real tough megabeasts (or having creatures that are much more stronger than megabeasts) would be cool. Oh, the demonic castes, really do need their own individual sprites (all of them look like goblins, even vampires).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Jeoshua on March 09, 2011, 03:36:04 pm
      I think that last suggestion is a no-go.  There has long been a problem with displaying specific sprites based on gender.  Since caste is a kind of gender... well... you see the problem?

      Oh and if it IS possible, I demand female dwarves without beards;)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: BigD145 on March 09, 2011, 04:04:20 pm
      Oh and if it IS possible, I demand female dwarves without beards;)

      Blasphemy! Drown/burn the witch in magma!!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Aramco on March 09, 2011, 04:15:50 pm
      Oh and if it IS possible, I demand female dwarves without beards;)

      Blasphemy! Drown/burn the witch elf in magma!!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Isa on March 09, 2011, 04:24:35 pm
      I think that last suggestion is a no-go.  There has long been a problem with displaying specific sprites based on gender.  Since caste is a kind of gender... well... you see the problem?

      And? They are just sprites, I don't care if they look manly or feminine, really does an bile demon even have a gender?!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Jeoshua on March 09, 2011, 04:47:32 pm
      That's the thing tho.  The Caste system that Deon is using is based off what DF uses for gender.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Qinetix on March 10, 2011, 07:23:37 am
      ... Wait why Giths are females :<?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Isa on March 10, 2011, 12:06:16 pm
      I don't know if this a bug or not, but I haven't encountered even ONE undead. I have created about 11 worlds and each one hasn't any undead. Why does this happen?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 10, 2011, 02:32:36 pm
      ... Wait why Giths are females :<?
      Female is the default gender IRL. And for Flayer civ, they breed better the more female castes they have, so they don't die out in history.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: BakkieSloot on March 10, 2011, 03:37:59 pm
      So.. If I wanna play Genesis.21, my best shot is using the Genesis.19a4 and overwrite 'Dwarf Fortress.exe'?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 10, 2011, 03:58:56 pm
      I'll work on it tonight, I promise :). I was a bit carried away with my studies and then learning Aurora and playing some Shores of Hazeron, Prospector and Caves of Qud. I rarely play, so it was a nice experience for me :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Lamphare on March 10, 2011, 04:07:03 pm
      So.. If I wanna play Genesis.21, my best shot is using the Genesis.19a4 and overwrite 'Dwarf Fortress.exe'?

      update the entries with [VERMINHUNTER] to newer version tags.
      adding [PET_VALUE_DIVISOR] to bees, [STOCKPILE_GLOB_PRESSED] to bee wax, [FOOD_STORAGE_CONTAINER] for mead reaction, [DO_NOT_CLEAN_GLOB] to fat, [NO_STONE_STOCKPILE] to inorganic_other entries(preventing you mansion from making sandy loam mugs)
      port panda variants in,
      hum...yep that's the major ones.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: KarolineDianne on March 10, 2011, 04:15:19 pm
      I've noticed something with the adventurer reactions.

      For some reason I cannot tan scaly hides. I remember that being available in the wanderer mod, but for some reason the scale reaction is not here. Did you remove it, or were the wanderer reactions not updated?

      I just killed an alligator with my outsider, and I can't make scale armor. I am rather sad. :<
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: vhappylurker on March 10, 2011, 06:16:35 pm
      Given my impatience, I did a little copy-pastaing and put the plant raws in the 31.21 graphic pack I have. Right now, testing shows the plants are working okay though I'm a bit wary of trying just straight up copying over anything else.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Angel Of Death on March 11, 2011, 02:54:52 am
      Deon, does the latest version stop male deers from having over 100 limbs?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: myrkul on March 11, 2011, 04:06:23 am
      I've noticed something with the adventurer reactions.

      For some reason I cannot tan scaly hides. I remember that being available in the wanderer mod, but for some reason the scale reaction is not here. Did you remove it, or were the wanderer reactions not updated?

      I just killed an alligator with my outsider, and I can't make scale armor. I am rather sad. :<

      I modded that into .18. If deon wants, I can send the modded files to him, and he can incorporate it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: BakkieSloot on March 11, 2011, 11:04:39 am
      Thanks Lamphare. But I can wait a few days now that Deon is on the job. Can't wait to start again tho, read somewhere in this thread how to remove the castes. Those fire shooting one always mess up my plans.  >:(
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Lamphare on March 11, 2011, 12:04:25 pm
      Thanks Lamphare. But I can wait a few days now that Deon is on the job. Can't wait to start again tho, read somewhere in this thread how to remove the castes. Those fire shooting one always mess up my plans.  >:(

      lol i've been waiting too
      20/21 has some nice changes, i reckon Deon would not just port the old stuff in simply.
      then i went finishing playing dragon age 2.
      and now i finished  :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: KarolineDianne on March 11, 2011, 01:06:17 pm
      I've noticed something with the adventurer reactions.

      For some reason I cannot tan scaly hides. I remember that being available in the wanderer mod, but for some reason the scale reaction is not here. Did you remove it, or were the wanderer reactions not updated?

      I just killed an alligator with my outsider, and I can't make scale armor. I am rather sad. :<

      I modded that into .18. If deon wants, I can send the modded files to him, and he can incorporate it.

      I just changed the material_template entries for scales and added [MATERIAL_REACTION_PRODUCT:SCALE_MAT:LOCAL_CREATURE_MAT:TANNED_SCALE], added a 'TANNED_SCALE_TEMPLATE' by copying the creature variation changes from Wanderer's Friend to a duplicate LEATHER_TEMPLATE, and added a 'tan scaly hide' reaction for adventurer mode.

      Hopefully that'll work. If it does, that would be a very simple solution.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: myrkul on March 11, 2011, 02:36:57 pm
      I just changed the material_template entries for scales and added [MATERIAL_REACTION_PRODUCT:SCALE_MAT:LOCAL_CREATURE_MAT:TANNED_SCALE], added a 'TANNED_SCALE_TEMPLATE' by copying the creature variation changes from Wanderer's Friend to a duplicate LEATHER_TEMPLATE, and added a 'tan scaly hide' reaction for adventurer mode.

      Hopefully that'll work. If it does, that would be a very simple solution.

      The way the creatures are built, they have to have the leather in the body template... At least that's how it worked for me. I *think* that's what you've done here (Night shift ... i should be asleep now). If you start getting fish and alligator boxes, instead of bags, you've run up against the same problem as I did. Of course, I wanted everybody to be able to make scale stuff, not just the adventures, so my approach might have been different. Or maybe I made a mountain out of a molehill. It's been know to happen.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: BakkieSloot on March 11, 2011, 03:08:14 pm
      Thanks Lamphare. But I can wait a few days now that Deon is on the job. Can't wait to start again tho, read somewhere in this thread how to remove the castes. Those fire shooting one always mess up my plans.  >:(

      lol i've been waiting too
      20/21 has some nice changes, i reckon Deon would not just port the old stuff in simply.
      then i went finishing playing dragon age 2.
      and now i finished  :P

      DA2 any good? Or is it more like an expansion pack then a new game?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: BigD145 on March 11, 2011, 03:50:00 pm
      Thanks Lamphare. But I can wait a few days now that Deon is on the job. Can't wait to start again tho, read somewhere in this thread how to remove the castes. Those fire shooting one always mess up my plans.  >:(

      lol i've been waiting too
      20/21 has some nice changes, i reckon Deon would not just port the old stuff in simply.
      then i went finishing playing dragon age 2.
      and now i finished  :P

      DA2 any good? Or is it more like an expansion pack then a new game?

      People are saying 20 hours.

      <-- is playing a bit while waiting for updates
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Astral on March 11, 2011, 07:44:23 pm
      20 hours over a good storyline, but a dickpunch of an ending. I liked it, will probably go at it again a few months from now with a different character, but it lost a lot of its epicness in how simplified it seemed to get.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: BakkieSloot on March 11, 2011, 08:09:14 pm
      Only 20 hours? that is like 2 days tops for me. Doubt I will buy it, despite that I loved DA1.
      The genesis mod easily gives me much more playing time :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Lamphare on March 12, 2011, 03:33:54 am
      yeah i finished normal difficult in 16 hrs.
      it's good storyline, somewhat good setting, not so good epilogue.
      connection with DAO was neat, you can use DAO end game save to make DA2 with slightly different worlds, and some side quests, luring me to play with a different DAO save for another round.
      combat was kinda too easy and felt like a console game(well it is on console). i really miss the day when RPGs are like NWN, where you have to pause to plan the tactics.

      IMO DA2 is worth the price, the DLCs are not, though they makes the gameplay much easier, and longer.
      The genesis mod easily gives me much more playing time :P
      Haha indeed! 8)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: myrkul on March 12, 2011, 04:43:59 am
      i really miss the day when RPGs are like NWN, where you have to pause to plan the tactics.

      +9000
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: SalmonGod on March 12, 2011, 06:46:21 am
      i really miss the day when RPGs are like NWN, where you have to pause to plan the tactics.

      +9000

      It's... only 9000?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Angel Of Death on March 12, 2011, 07:20:49 am
      i really miss the day when RPGs are like NWN, where you have to pause to plan the tactics.

      +9001

      It's... only 9000?
      IT'S OVER NINE THOUUUUSAAAAAAAAAAAAAAND! Now.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Jacos on March 12, 2011, 02:22:07 pm
      I was fighting a python in a jungle (by the way, the jungles in my world seem REALLY quiet - barely any wildlife!), and I got bit in the eye :(
      Woke up next morning in the craft shop I had slept in, after selling python teeth and bone figurines, and noticed that it had turned into a weaponry shop over night.
      Oh my, my vision is impaired, too. Atleast my adventurer can wear an eyepatch, now...
      DEON YOU SLACKER ADD EYEPATCHES!

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: BigD145 on March 12, 2011, 10:22:35 pm
      DEON YOU SLACKER ADD EYEPATCHES!

      Just get a helmet and tilt it over to one side.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Jacos on March 13, 2011, 07:49:26 am
      I'm in adventure mode, as an outpost mind or whatever the ones that float and have four tentacles are called, I have two questions;

      1) What does my toxin I inject sometimes when I bite do?
      2) What can I edit in the raws (and where in the raws) to make my tentacles be able to hold stuff?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Aramco on March 13, 2011, 10:53:39 am
      Hey, Deon, I'm going to burrow some of your adventure reactions for a mod I'm working on, if you don't mind.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Vorthon on March 13, 2011, 06:18:04 pm
      Sorry my offer of contributions haven't panned out. Been busy.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: D_E on March 13, 2011, 11:58:08 pm
      I'm in adventure mode, as an outpost mind or whatever the ones that float and have four tentacles are called, I have two questions;

      1) What does my toxin I inject sometimes when I bite do?
      2) What can I edit in the raws (and where in the raws) to make my tentacles be able to hold stuff?

      1)  Causes a short period of severe dizziness in the target.
      2)  Open body_illithid.txt, go to the [BODY:E_FOUR_TENTACLES] entry, and change the [LIMB] tags to [GRASP] tags.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: SalmonGod on March 14, 2011, 01:33:27 am
      Built a Gateball Field recently.  It doesn't do anything.  Broken?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Jeoshua on March 14, 2011, 02:23:33 am
      Same thing with the "Human Fortress"  game table.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Lamphare on March 14, 2011, 02:24:31 am
      Built a Gateball Field recently.  It doesn't do anything.  Broken?
      déco
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 14, 2011, 11:28:48 am
      2)  Open body_illithid.txt, go to the [BODY:E_FOUR_TENTACLES] entry, and change the [LIMB] tags to [GRASP] tags.

      I would put the GRASP tag in addition to the limb tag.

      Yeah many "workshops" are mostly decorative, especially the potted plant and display case.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Lamphare on March 14, 2011, 03:43:30 pm
      Yeah many "workshops" are mostly decorative, especially the potted plant and display case.

      the display case surely has a great usage of concealing exhibiting artifacts!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Jeoshua on March 14, 2011, 04:36:19 pm
      Yeah I've already used the display case to put the useless artifacts that moody dwarves create on display... in their rooms... since they're the only ones that seem to like them.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Aramco on March 14, 2011, 04:57:34 pm
      I usually just put my artifacts in noble rooms magma traps noble rooms which are also magma traps.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: userpay on March 14, 2011, 05:25:20 pm
      Hmm I wonder if Deon even needs to make a proper release for this version, from what Toady has posted on the front page we're already halfway to the next version.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: BigD145 on March 14, 2011, 05:57:31 pm
      Hmm I wonder if Deon even needs to make a proper release for this version, from what Toady has posted on the front page we're already halfway to the next version.

      Don't say that! He'll keep putting it off...

      "Well, there's going to be a new version in about a week soooooooo"
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: jayseesee on March 14, 2011, 09:08:37 pm
      As much as I'd love to give the next release a try, I realize that Deon has been on point for 95% of the releases he's had an update out within 12-24 hours.  That's huge.  Man wants to play something else for a week, let him play.  He's more'n earned it.  Course, I wouldn't say no to the next release coming out either real soon.  Hehe
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: userpay on March 15, 2011, 12:58:13 am
      Hmm I wonder if Deon even needs to make a proper release for this version, from what Toady has posted on the front page we're already halfway to the next version.

      Don't say that! He'll keep putting it off...

      "Well, there's going to be a new version in about a week soooooooo"

      Well on the other hand if he were to put the new version out now then there would possibly be fewer bugs than if he waited till the next version to post a new release as they would be pointed out sooner. Twas just saying considering. I'm waiting till .22 honestly since I really like the new bugfixes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Dutchling on March 15, 2011, 08:42:18 am
      I'd rather have vanilla .22 than genesis .21. Becasue no matter how awesome genesis is, DF is more awesome :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: mcshmeggy on March 15, 2011, 09:06:25 am
      quick question

      I am playing on 3.12

      I load up the game fine, and I go to create a new world. it brings up the usual disclaimer screen, but then it says press "?" to continue. I press it, then it brings up the help menu or whatever. I can't press esc to get out of it, and I'm stuck. I close df, and open it again. this time when it says press ? to continue, I try pressing the usual keys, esc and enter, but again, I cant get past the disclaimer screen. help?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 15, 2011, 10:02:00 am
      I am playing on 3.12

      I load up the game fine, and I go to create a new world. it brings up the usual disclaimer screen, but then it says press "?" to continue. I press it, then it brings up the help menu or whatever. I can't press esc to get out of it, and I'm stuck. I close df, and open it again. this time when it says press ? to continue, I try pressing the usual keys, esc and enter, but again, I cant get past the disclaimer screen. help?
      Hmm.. I've had some escape key problems, due to ATI Radeon Catalyst helper software plus a graphics editor -- together they hog the esc key. Also, I can't remember how buggy .21 was.

      My current fort has only zinc and tin 8´(
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Qinetix on March 15, 2011, 03:27:28 pm
      Out of pure wonder , did some dwarf made a statue while in a mood that represented a cut phallus?(or a engraving)
      Btw when the mod gets updated  :o
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Lamphare on March 15, 2011, 03:55:36 pm
      Out of pure wonder , did some dwarf made a statue while in a mood that represented a cut phallus?(or a engraving)

      it might appear in the case of "The artwork relates to the smashing of the goblin Atu Badluck's phallus by the dwarf Urist McSadist the Crossrace Fetishist in 1001"
      i cannot think of any other occasion other than such terrible coincidence.
      actually it'd be really bad if dwarves could depict body parts other than in such way.... well, a statue of a left dragon lung might be cool.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: MetalGear on March 16, 2011, 12:49:24 am
      Ergh, was told to ask this here.
      My game seems to crash when entering a yellow "shopping area" of a Keeper town. Gives me the standard "Dwarf Fortress needs to close..."
      What's going on here?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 16, 2011, 01:02:24 am
      Which version do you use? I had that error and I think I've fixed it before, it came from new products of beekeeping and oil grinding.

      Hmm I wonder if Deon even needs to make a proper release for this version, from what Toady has posted on the front page we're already halfway to the next version.

      Don't say that! He'll keep putting it off...

      "Well, there's going to be a new version in about a week soooooooo"
      Yeah I will. I finally decided to stop being expelled from my university and write my diploma for Christ's sake. I am really sorry if you guys are sad about that, but it's a turning point in my life :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Kogut on March 16, 2011, 02:27:18 am
      Which version do you use? I had that error and I think I've fixed it before, it came from new products of beekeeping and oil grinding.

      Hmm I wonder if Deon even needs to make a proper release for this version, from what Toady has posted on the front page we're already halfway to the next version.

      Don't say that! He'll keep putting it off...

      "Well, there's going to be a new version in about a week soooooooo"
      Yeah I will. I finally decided to stop being expelled from my university and write my diploma for Christ's sake. I am really sorry if you guys are sad about that, but it's a turning point in my life :).
      No problem, we will wait.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Girlinhat on March 16, 2011, 04:15:52 am
      Aside from pandas, there's nothing really impressive to update up to .21 or .22 (so far, we're not all sure on what .22 stuff is included) so a .19 compatible will probably run, if you push some of the raws and graphic files over.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Lovechild on March 16, 2011, 05:12:38 am
      Thanks for a great mod, Deon. Could I please use the vellum item and reaction in a mod I'm working on?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Angel Of Death on March 16, 2011, 05:17:08 am
      Deon, when I target a crotch while someone is still awake, I always hit the lower body.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Miko19 on March 16, 2011, 06:49:37 am
      Deon, when I target a crotch while someone is still awake, I always hit the lower body.
      That's how DF and RL works.
      You missed the crotch but hit what you could.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Qinetix on March 16, 2011, 07:40:19 am
      Yeah.. you hit what you can , but seriously why you target for the crotch?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 16, 2011, 09:01:17 am
      Thanks for a great mod, Deon. Could I please use the vellum item and reaction in a mod I'm working on?
      Sure, why not. I took them from ancient people and they don't mind not to be in credits :P.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: userpay on March 16, 2011, 09:11:41 am
      Which version do you use? I had that error and I think I've fixed it before, it came from new products of beekeeping and oil grinding.

      Hmm I wonder if Deon even needs to make a proper release for this version, from what Toady has posted on the front page we're already halfway to the next version.

      Don't say that! He'll keep putting it off...

      "Well, there's going to be a new version in about a week soooooooo"
      Yeah I will. I finally decided to stop being expelled from my university and write my diploma for Christ's sake. I am really sorry if you guys are sad about that, but it's a turning point in my life :).

      No worries man I'm happy for ya. I mean thats exactly why I brought it up because I tend to be a guy who likes to do everything at once rather than do it now then have to do it again in a little bit.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 16, 2011, 09:43:50 am
      I updated my Genesis raws with pandas (no graphic tile yet), verminhunter, wax fixes and petvalue_divisor etc. (Thanks for the list Lamphare)

      Here's my current Genesis Ironhand raws. Download Gen19a4, put the DF .21 exe and its "data/index" in place, and replace raw folder with this raw folder:
      http://dl.dropbox.com/u/8967397/Tomis_Gen21_raw.zip (http://dl.dropbox.com/u/8967397/Tomis_Gen21_raw.zip)

      And here's the whole Gen19a4 Ironhand, musics, plus .21 exe plus my raw changes, for some users. Deon I hope you don't mind my interim release.
      http://dl.dropbox.com/u/8967397/Gen%203.19a4%20Ironhand%20plus%20exe%20plus%20tomis.zip (http://dl.dropbox.com/u/8967397/Gen%203.19a4%20Ironhand%20plus%20exe%20plus%20tomis.zip)

      Also includes my GOODWOOD material (oak, ash, mahogany, chestnut, maple, highwood, redcedar, redwood, sequoia, cypress, yew, puzzle-tree, black-cap, nether-cap, blood thorn, glumprong) so some trees are more valuable as furniture, and better as trap spikes and bolts.
      Does not include firebreath in the obsidian caste.
      Added little bituminous coal occurrence chance into many metal ores. So there would be a reason to explore/mine ALL the veins of ore on your site.


      Yay, Toady answered my email of "Sir, a minor request. Let function keys/hotkeys work in squad screen so navigation is more consistent." He'll try to sort it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Lovechild on March 16, 2011, 10:27:24 am
      Thanks for a great mod, Deon. Could I please use the vellum item and reaction in a mod I'm working on?
      Sure, why not. I took them from ancient people and they don't mind not to be in credits :P.
      Thank you!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: MetalGear on March 16, 2011, 11:38:47 am
      Which version do you use? I had that error and I think I've fixed it before, it came from new products of beekeeping and oil grinding.

      Hmm I wonder if Deon even needs to make a proper release for this version, from what Toady has posted on the front page we're already halfway to the next version.

      Don't say that! He'll keep putting it off...

      "Well, there's going to be a new version in about a week soooooooo"
      Yeah I will. I finally decided to stop being expelled from my university and write my diploma for Christ's sake. I am really sorry if you guys are sad about that, but it's a turning point in my life :).

      Oh, sorry for not replying. I use the latest version available for download here.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: MetalGear on March 16, 2011, 03:27:47 pm
      Just tried to re-download the game. Still giving me the same error. Dangit, how am I suppose to go on a genocide if everyone can just hide inside the shopping areas?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Flaede on March 16, 2011, 06:28:15 pm
      Just tried to re-download the game. Still giving me the same error. Dangit, how am I suppose to go on a genocide if everyone can just hide inside the shopping areas?

      Zombies don't really seem to have any difficulties.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: KarolineDianne on March 16, 2011, 06:30:59 pm
      Hmm, I seem to be having a problem with my 'tanned scale' reaction.

      Every time I tan a scaly hide, it gives me a 'fatty' rather than a treated scale hide. This 'fatty' is the same symbol as other leathers, but it's yellow. I can still make armor and such out of it, but I don't know why it's being called a 'fatty' and is yellow. This is very weird.

      Here's the SCALE_TEMPLATE and TANNED_SCALE_TEMPLATE I have in the material raws
      Spoiler (click to show/hide)

      Did I do something wrong?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: MetalGear on March 16, 2011, 07:23:09 pm
      Just tried to re-download the game. Still giving me the same error. Dangit, how am I suppose to go on a genocide if everyone can just hide inside the shopping areas?

      Zombies don't really seem to have any difficulties.

      Yeah, but real life doesn't crash when zombies try to go anywhere near the shop. Anyways, since it happens when I try to enter an area with a shop, I bet it's because of some buggy item up for sale. Is there some item that's made only by the Keepers and not by Ezrakim or Orcs (dunno about the other races).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: D_E on March 16, 2011, 07:26:09 pm
      I've updated the spotter's guide (http://dffd.wimbli.com/file.php?id=3671) to match genesis v3.19a4 (the current version).

      The spotter's guide uses a workaround to give the different illithid castes unique graphics in when in graphics mode.

      EDIT: Darn, forgot a file in the patch.  One moment.

      EDIT2x:  Ok, added the missing file.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 16, 2011, 09:34:50 pm
      Every time I tan a scaly hide, it gives me a 'fatty' rather than a treated scale hide. This 'fatty' is the same symbol as other leathers, but it's yellow. I can still make armor and such out of it, but I don't know why it's being called a 'fatty' and is yellow. This is very weird.

      Hmm... it has LOCAL_CREATURE_MAT, so... your new materials must be announced for each creature that has/should_have them.

      [BODY_DETAIL_PLAN:CHITIN_MATERIALS] has
        [ADD_MATERIAL:CHITIN:CHITIN_TEMPLATE] and
        [ADD_MATERIAL:TANNED_CHITIN:TANNED_CHITIN_TEMPLATE]
      so I recommend you try a [BODY_DETAIL_PLAN:myscale_MATERIALS] with similar scale material declarations. And in the creature, command [BODY_DETAIL_PLAN:myscale_MATERIALS] and no other body detail plan.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: KarolineDianne on March 16, 2011, 09:44:55 pm
      ...so I recommend you try a [BODY_DETAIL_PLAN:myscale_MATERIALS] with similar scale material declarations. And in the creature, command [BODY_DETAIL_PLAN:myscale_MATERIALS] and no other body detail plan.

      So that means I would have to go and alter every scaly creature entry in all the raws and add that? Jeez... And here I thought simply adding that to the scale template would suffice.

      EDIT

      Got it to work. Just copied the standard material and tissue plans, replaced skin with scale, took off hair, and replaced leather with the tanned scale.

      I had to go and replace the body detail plans on almost every reptile and fish, but I got it to work. The treated scales are brownish tan instead of gray, however. I'm not sure why that is.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 17, 2011, 12:08:47 am
      Thank you very much, TomiTapio, you are a savior :P. I only take breaks to read forums a bit for now, no time to play or watch let's plays :(. See you soon :).

      I had to go and replace the body detail plans on almost every reptile and fish, but I got it to work. The treated scales are brownish tan instead of gray, however. I'm not sure why that is.
      You could just add treated scales material to the standard scale definition and it would work. Btw, I should do it too, thanks.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Zargen on March 17, 2011, 04:15:06 am
      I've went in and edited Deep Ones a bit to make them more interesting with all the new tags and stuff. I wanted to add NIGHT_CREATURE_HUNTER and SPOUSE_CONVERTER to them. Since Deep Ones have a habit of stealing females and breeding with them. But since I don't see any other creatures with those tags I'm not sure how they work! So I left it alone. Added some lair stuff. Some natural skills. Some habits. And fixed the caverns they show up in so they -will- appear. Without further adieu, I give you updated Deep Ones.


      Spoiler (click to show/hide)

      If you see any problems point them out! Still very amateur at this stuff. Also had a question. Isn't there a way to make it so that they get even bigger the older they get? Since Deep Ones are effectively immortal unless they're killed. They just keep getting stronger and stronger. So a deep one who's survived from year 1 to year 1000 could probably cave in a dragon's skull :p

      Edit - Also if anyone can think of more modifiers then generic 'grey skin' and 'black eyes' then they'll go in! Slimey scaley skin. Giant muscles. Scrawny body. Anything!

      Theres also a couple things that I'd like to see changed but I'm not sure what to do. Like adding clawed hands to them. And scaly skin. If I throw DAMBLOCK:1 in there it gives them low-level natural armor right?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 17, 2011, 10:25:14 am
      I've went in and edited Deep Ones a bit to make them more interesting with all the new tags and stuff. I wanted to add NIGHT_CREATURE_HUNTER and SPOUSE_CONVERTER to them. Since Deep Ones

      Theres also a couple things that I'd like to see changed but I'm not sure what to do. Like adding clawed hands to them. And scaly skin. If I throw DAMBLOCK:1 in there it gives them low-level natural armor right?
      DAMBLOCK is obsolete, as is creature hitpoints. Choose from the following: (I have this handy in my temp-text files)
      Spoiler (click to show/hide)
      I think birds should dodge well and crocodiles bite and wrestle well (which is in already).
      Edit: and centaur kicks should be deadly aimed, and werewolves wrestle the best.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 17, 2011, 12:04:28 pm
      Centaurs are already pretty hardcore. You can whack them in the head with iron weapons for eternity (unless they have high quality).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Nopkar on March 17, 2011, 03:42:21 pm
      Centaurs are already pretty hardcore. You can whack them in the head with iron weapons for eternity (unless they have high quality).

      yeah, they're the only thing that can stand toe-toe with my half-dragons. several hundred years of slaughter...very fun to look at!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: D_E on March 17, 2011, 03:47:52 pm
      Tomi, I haven't looked into this in too much detail, but unfortunately I'm pretty sure that NATURAL_SKILL requires CAN_LEARN to work.  If you take control of an animal with natural skills in the arena, those skills aren't listed on your details screen where skills are normally listed.

      Natural skills seem to be modified by the creatures skill learn rates, a creature with skill rates set to 500 (5x normal) and given a natural_skill at 4 (should be "skilled" in the skill) instead becomes a "master" of the skill.

      I did some testing just now, and this seems to work (modified from the dog entry):

      Code: [Select]
      [CAN_LEARN]
      [SKILL_RATES:0:1:1:1]
      [SKILL_RATE:BITE:100:1:1:1]
      [SKILL_RATE:DODGING:100:1:1:1]
      [SKILL_RATE:STANCE_STRIKE:100:1:1:1]

      [NATURAL_SKILL:BITE:5]
      [NATURAL_SKILL:DODGING:5]
      [NATURAL_SKILL:STANCE_STRIKE:5]
      The skill rate token also seems to require the CAN_LEARN token.  Therefore, that code uses CAN_LEARN to enable skills for the creature, SKILL_RATES to globally lower learn rates back down to 0, and then the SKILL_RATE tokens to individually raise the learning rates of the desired skills back up to the final value.  I have fast decay and rust rates set at maximum so that creatures can't become too skilled.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Zargen on March 17, 2011, 03:51:16 pm
      I edited the RAW for Deep Ones again in an attempt to add scales and claws to them as you can see. However when looking at them in the arena it still references skin and doesn't note anywhere about claws. What did I mess up there?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 18, 2011, 09:29:43 am
      Tomi, I haven't looked into this in too much detail, but unfortunately I'm pretty sure that NATURAL_SKILL requires CAN_LEARN to work.  If you take control of an animal with natural skills in the arena, those skills aren't listed on your details screen where skills are normally listed.

      Natural skills seem to be modified by the creatures skill learn rates, a creature with skill rates set to 500 (5x normal) and given a natural_skill at 4 (should be "skilled" in the skill) instead becomes a "master" of the skill.
      Hmm interesting. Please add your findings to the wiki.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Viken on March 18, 2011, 04:35:39 pm
      I really enjoyed the Genesis Mod v19a4, and have been waiting for quite a while on it to be updated to 0.31.21; but it seems that is unlikely at best.  I would like to know if the Genesis Mod will get an update to 31.22 when it is releases.  Just let me know, kay?  ;D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Sirdrake on March 18, 2011, 05:12:25 pm
      I really enjoyed the Genesis Mod v19a4, and have been waiting for quite a while on it to be updated to 0.31.21; but it seems that is unlikely at best.  I would like to know if the Genesis Mod will get an update to 31.22 when it is releases.  Just let me know, kay?  ;D

      Deon sed hes doing his diploma so its unlikely
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Angel Of Death on March 18, 2011, 11:14:52 pm
      How strong are dragon raptor bones? I have a choice of wearing a dragon raptor bone breastplate or a <<dog leather armor>>.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: GaxkangtheUnbound on March 18, 2011, 11:21:33 pm
      It's quite easy to update Genesis to 3.21. The main differences are such:
      Change the mead reaction a tad(see file changes.txt for more info)
      Replace the [VERMINHUNTER] tag with the updates* (File Changes.txt)
      Add [DO_NOT_CLEAN_GLOB] to wax.
      Add [STOCKPILE_GLOB_PRESSED] to wax(This may have been done, I can't remember)

      *The creatures are Niths, Cats, and Ferrets, I believe.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Jeoshua on March 19, 2011, 05:38:58 am
      I think Ferrets were supposed to be vermin hunters that DON'T end up adpoting you as pets... at least that's how I modded them to be.  They do a cat's job, without adopting the butcher who is just trying to control their population.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Angel Of Death on March 19, 2011, 05:53:05 am
      Can somebody upgrade the current Genesis into 31.21 and upload it? I tried to, but I failed horribly and now nothing has graphics.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Girlinhat on March 19, 2011, 08:19:19 am
      Can somebody upgrade the current Genesis into 31.21 and upload it? I tried to, but I failed horribly and now nothing has graphics.
      Did you remember to move everything in the graphics folder as well?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Angel Of Death on March 19, 2011, 08:20:04 am
      Can somebody upgrade the current Genesis into 31.21 and upload it? I tried to, but I failed horribly and now nothing has graphics.
      Did you remember to move everything in the graphics folder as well?
      Yes, I forgot to change the init settings to using graphics. I still haven't changed the tags and things, though.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 19, 2011, 08:21:25 am
      Did you really miss the TomiTapio's upload a page back? It's a .21 update.

      http://www.bay12forums.com/smf/index.php?topic=52988.msg2080027#msg2080027
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Angel Of Death on March 19, 2011, 08:22:41 am
      Did you really miss the TomiTapio's upload a page back? It's a .21 update.

      http://www.bay12forums.com/smf/index.php?topic=52988.msg2080027#msg2080027
      Oops, I have pathetic eyesight.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 19, 2011, 08:23:06 am
      Nah, I guess there's so many stuff going on that it's hard to notice :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Girlinhat on March 19, 2011, 08:26:44 am
      Perhaps you should put that in the first post, listed as an unofficial update?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TheIcelandicManiac on March 19, 2011, 09:00:39 am
      You sirs Deserve some good music.

      http://www.youtube.com/watch?v=wFzxo-XI8As&feature=related


      umm any chance i can change the amount of century bowmen that come at the first seige?

      Spoiler (click to show/hide)

      Could you maybe Awnser this for me?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: noppa354 on March 19, 2011, 09:41:34 am
      Hey I know this is offtopic but... how does the game know which tiles to use in the graphical mode if there are 10 different bitmaps for it to pick them from? I'm trying to make a race of... half-dragons, I guess you could call them? I can't figure out how to make sure it uses the right graphics for them, I don't want it to take from one of the elf bitmaps, for example, when I'm trying to get it to use a new graphic for them. Can anyone help me?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Girlinhat on March 19, 2011, 10:23:03 am
      It's at the very top, for example...

      [TILE_PAGE:PHOEBUS_D]
         [FILE:phoebus/dwarves.png]
         [TILE_DIM:16:16]
         [PAGE_DIM:12:22]
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: GaxkangtheUnbound on March 19, 2011, 10:33:38 am
      Funky. I converted it over to .21, and it crashes whenever I try to get a quest from somebody.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: myrkul on March 19, 2011, 10:37:57 am
      Hey I know this is offtopic but... how does the game know which tiles to use in the graphical mode if there are 10 different bitmaps for it to pick them from? I'm trying to make a race of... half-dragons, I guess you could call them? I can't figure out how to make sure it uses the right graphics for them, I don't want it to take from one of the elf bitmaps, for example, when I'm trying to get it to use a new graphic for them. Can anyone help me?

      Using Deon's graphics_example.txt, (to keep it semi-on topic, I suppose) You'll find these lines at the head of the dwarven entry:
      Code: [Select]
      [TILE_PAGE:DWARVES]
      [FILE:dwarves.bmp]

      [TILE_DIM:16:16]

      [PAGE_DIM:12:19]

      And these lines at the head of the elf entry:
      Code: [Select]
      [TILE_PAGE:ELVES]

      [FILE:sylvan.bmp]

      [TILE_DIM:16:16]

      [PAGE_DIM:9:4]


      Those lines tell the game, in order: 1. that there's a new race entry, and it's name. 2. the name of the file to use (stored in the same folder) 3. the size of the images for each of the entries, and 4. the over-all size of the file (Important probably to prevent crashes, Armok knows DF has enough of those already)

      To define a graphics entry, you make a line like this:   [MINER:DWARVES:0:1:AS_IS:DEFAULT] The first tag tells DF what job the tile is for, the second one tells it which graphics file to use, the next two tags tell it which tile to use from that file, in standard x,y. In this example, the miner uses the first tile (0) of the second row (1). Remember that computers like to start counting from 0, and you should be fine. The other two tags, tbh, I have no clue of their function, but since they're always :AS_IS:DEFAULT, you shouldn't need to worry about that. I *think* they change the color, but I don't feel like messing around with it to find out.

      Just make sure your new race image is laid out in the same way as the dwarf one, copy the dwarf entry, and change all the references to DWARVES to your new race name, and the image file name to your new image, and Voila. A side-note: If you are on linux, or you want your mod to work with linux, make sure the filenames match up EXACTLY, case and all. Linux will choke on trying to find orcs.png if the filename is orcs.PNG *nudge, nudge, deon*

      fakedit: Ninja'd, but keeping it 'cause mine's more detailed.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Girlinhat on March 19, 2011, 10:47:57 am
      4. the over-all size of the file (Important probably to prevent crashes, Armok knows DF has enough of those already)
      Actually, it's for simplicity's sake.  In this case, the game -could- figure out the size of the image, but it's just easier to make the modder specify it.  It keeps the game's start-up load a little lower and it's just not needed to include this function, since it's so easy for the creator to specify the size.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 19, 2011, 01:31:02 pm
      I really enjoyed the Genesis Mod v19a4, and have been waiting for quite a while on it to be updated to 0.31.21; but it seems that is unlikely at best.  I would like to know if the Genesis Mod will get an update to 31.22 when it is releases.  Just let me know, kay?  ;D

      Repost cause people missed it: this is Tomi's interim Genesis .21, should work fine.

      I updated my Genesis raws with pandas (no graphic tile yet), verminhunter, wax fixes and petvalue_divisor etc. (Thanks for the list Lamphare)

      Here's my current Genesis Ironhand raws. Download Gen19a4, put the DF .21 exe and its "data/index" in place, and replace raw folder with this raw folder:
      http://dl.dropbox.com/u/8967397/Tomis_Gen21_raw.zip (http://dl.dropbox.com/u/8967397/Tomis_Gen21_raw.zip)

      And here's the whole Gen19a4 Ironhand, musics, plus .21 exe plus my raw changes, for some users. Deon I hope you don't mind my interim release.
      http://dl.dropbox.com/u/8967397/Gen%203.19a4%20Ironhand%20plus%20exe%20plus%20tomis.zip (http://dl.dropbox.com/u/8967397/Gen%203.19a4%20Ironhand%20plus%20exe%20plus%20tomis.zip)

      Also includes my GOODWOOD material (oak, ash, mahogany, chestnut, maple, highwood, redcedar, redwood, sequoia, cypress, yew, puzzle-tree, black-cap, nether-cap, blood thorn, glumprong) so some trees are more valuable as furniture, and better as trap spikes and bolts.
      Does not include firebreath in the obsidian caste.
      Added little bituminous coal occurrence chance into many metal ores. So there would be a reason to explore/mine ALL the veins of ore on your site.


      Yay, Toady answered my email of "Sir, a minor request. Let function keys/hotkeys work in squad screen so navigation is more consistent." He'll try to sort it.

      Edit: Also deleted some mittens and socks too for less litter (more fps) in fortress mode.

      umm any chance i can change the amount of century bowmen that come at the first seige?
      Could you maybe Awnser this for me?
      No, modders cannot change how many hostiles come in sieges or ambushes, nor how many ambush squads come. That's inside the executable. But one can remove bows from centaurs if one so desires, or add more weapons for them to choose from.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 20, 2011, 01:56:10 pm
      Logs from two forts...

      Spoiler (click to show/hide)


      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: rynait on March 20, 2011, 03:28:33 pm
      Hello,

      confused to where genesis setup is.  Anybody know where this is?

      also I see it is in 18f, but 18x is not on the dffd, is it taken down?

      Rynait
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Girlinhat on March 20, 2011, 03:34:07 pm
      Wait, what are you trying to do?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: rynait on March 20, 2011, 05:32:26 pm
      Hello,

      use race removal tool (as described in genesis setup).

      I searched in 19a4, not find that genesis setup.  searched forum and saw it was introduced in 18f.  I did not download 18f, went to dffd and 18f is not there.

      Rynait
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 20, 2011, 05:54:44 pm
      Yeah the setup script isn't quite up to date, Deon is busy with his studies for a few months. I'm the local long-bearded helpdesk now {:^]==
      I'm afraid I'm not updating ascii and phoebus versions now, only ironhand.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Viken on March 20, 2011, 06:01:19 pm
      Why only Ironhand? I've never used Ironhand's graphics before, so I may be a bit biased.  lol. I'm a Pheobus' fan.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: rynait on March 20, 2011, 06:42:10 pm
      Hello,

       Reading the above in this forum (in connection to 18f), that genesis setup is based on the mod manager tool.

      and in mod manager tool forum, supposed to enable or help modders to create 'new version compatible', if not compatible, could be analyzed.  So I want to analyze deon's genesis setup.

      but to my disappointment  can't find the genesis setup in 19a4 and I did not download .18f.

      Rynait

      fan of IronHand
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 20, 2011, 06:51:07 pm
      Why only Ironhand? I've never used Ironhand's graphics before, so I may be a bit biased.  lol. I'm a Pheobus' fan.
      Deon had only Ironhand and ascii versions. And he drew icons for most creatures himself, so graphics version is the definitive Genesis version. I just fine-tune the creatures and contribute new ones, like mastiff, bulldog, spaniel, swan, pelican, swamp troll, bog frog.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 20, 2011, 08:08:41 pm
      I had phoebus too, and they are not that different. Maybe I will find a breathing room in a day or two (pre-diploma exam this tuesday :P) and update it myself.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 20, 2011, 10:47:47 pm
      I had phoebus too, and they are not that different. Maybe I will find a breathing room in a day or two (pre-diploma exam this tuesday :P) and update it myself.
      Cheers, I'll email you my today's raws, tried to balance the domestic animals' prices.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Vorthon on March 21, 2011, 09:44:16 am
      Finally decided on what to contribute. I have decided to sacrfice a critter from the mod I'm working on.

      Giant Cavejellies.

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Coco146 on March 21, 2011, 12:08:45 pm
      Hi
      I just got DF a few weeks ago and I got genesis mod on Saturday now I may have done some thing wrong as the way it told me What resources there are has changed as now it sys for example flux stone instead of what kind ie limestone and it says shallow or deep metals but when I start digging all I find is cobalite and no flux
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Coco146 on March 21, 2011, 12:09:39 pm
      Ps If nothings wrong please tell me
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Coco146 on March 21, 2011, 12:10:55 pm
      Pps when I say resources I mean when choosing site
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Vorthon on March 21, 2011, 12:12:21 pm
      @ Coco146:

      There is an edit button...
      ----------------------------
      ((Although I have a feeling 'tis a bot.))
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Lord Shonus on March 21, 2011, 12:12:34 pm
      1. There's an edit button for a reason. Learn to use it. A triple post is a huge NO NO NO NO NO NO NO NO NO NO
      2. It is generally a good idea to at least pretend to try to write proper sentences.
      3. This is a change in DF itself. The embark menu is hardcoded and i don't see how you could think that you had to power to change it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Viken on March 21, 2011, 12:15:14 pm
      To answer the original question, you learn if there is Flux in a site when one of the Metals is highlighted in bright white, instead of grey.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Coco146 on March 21, 2011, 12:18:05 pm
      Sorry I'm doing this on iPod sentences are hard and I'm new to forums so I don't know about editing

      il try again shall I.  Well see when I arrive it's all good but even when I chose a site with flux and metals I can find no flux and only cobalt ore and trust me I've looked I've looked very hard I'm not trying to change anything I was wondering if I'd done some thing wrong aside from that this mod and game are great
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Vorthon on March 21, 2011, 12:19:53 pm
      Sorry I'm doing this on iPod sentences are hard and I'm new to forums so I don't know about editing

      il try again shall I.  Well see when I arrive it's all good but even when I chose a site with flux and metals I can find no flux and only cobalt ore and trust me I've looked I've looked very hard I'm not trying to change anything I was wondering if I'd done some thing wrong aside from that this mod and game are great

      Periods, man, periods! USE THEM.

      Also, the edit button (it's called modify here.) is kinda hard to miss.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Lord Shonus on March 21, 2011, 12:22:13 pm
      DF has been changed for economic rebalancing. It is now nearly impossible to get every, or even very many, type of metal on one site.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Coco146 on March 21, 2011, 12:23:19 pm
      It's not hard to miss when you are on an iPod
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Vorthon on March 21, 2011, 12:25:34 pm
      It's not hard to miss when you are on an iPod

      I'll give you that. (I'm too poor to have an iPod... T_T), but I repeat: PERIODS! USE THEM!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Coco146 on March 21, 2011, 12:25:50 pm
      Yeah that I agree with but almost ever site is identical andesite, alunite and cobalite. I once got shale too but I found it in a cavern and there was a forgotten beast

      I know what it like to be poor
      I only moved on from windows 98 4 years ago
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Vorthon on March 21, 2011, 12:27:18 pm
      You can set mineral scarcity in the 'design world with advanced parameters' menu. If you set it to 100, you get more minerals than you could ever need.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Coco146 on March 21, 2011, 12:33:21 pm
      Please don't beat me if this is a stupid question.
      Do I need to install both df and genesis or just genesis, I was wondering as genesis has it's own exe
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Vorthon on March 21, 2011, 12:36:10 pm
      Please don't beat me if this is a stupid question.
      Do I need to install both df and genesis or just genesis, I was wondering as genesis has it's own exe

      The download is basically df, plus the genesis raws. A number of mods do things like this (Saecular is the only one I can thing of right off the bat.). (Sorry if that wasn't the best explanation, got a bit of a headache right now.)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Lord Shonus on March 21, 2011, 12:37:30 pm
      Because of the extensive changes to the game's data files, Deon bundles the mod with DF. This is not a stupid question. And you managed to use a comma and one of the two periods you needed. Well Done.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Coco146 on March 21, 2011, 12:58:02 pm
      Thankyou so much!
      I imagine that it is bundled with df so there are no incompatabilities

      but when I see vids of df flux stones (I.e. Dolomite) are listed and appear in white. However when I play genesiS it is just the word flux stones that appear in white but when I start digging I don't find any flux and no matter how much I search the only ore is cobalt ore, I also never find any coal or bit' coal
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Girlinhat on March 21, 2011, 12:59:29 pm
      That's because most videos are made for 40d or .18, and .19 introduced a change.  Instead of seeing layers, who just see types.  This is a change to DF made, what, about a month ago-ish, and there aren't any real videos showing this change.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Coco146 on March 21, 2011, 01:07:50 pm
      So Is there no reason for the execive levels of andecite and cobalite then?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 21, 2011, 02:04:07 pm
      I just got DF a few weeks ago and I got genesis mod on Saturday now I may have done some thing wrong as the way it told me What resources there are has changed as now it says for example flux stone instead of what kind ie limestone and it says shallow or deep metals but when I start digging all I find is cobalite and no flux
      This is the new system as set up by Toady. You can't know what metals you'll find. Seems to be 1-2 metals per different biome, so try to have 2-3 biomes in your embark.

      Try to roll different worlds, and do "test embarks" where you dig down 20 levels (perhaps three stairwells, total 60 squares of exploratory digging) and see if you find things you like, and then choose to "accept" the location. If the site is unacceptable, your Initial Seven could abandon and embark elsewhere.

      So Is there no reason for the execive levels of andecite and cobalite then?
      No. The places I've embarked in have been low on those two. One fort had only tin and zinc, was a two-biome 2x2-size embark.

      Vorthon, I'll try to include your new creature (if I'm in charge of the mod for a few months), gotta test it somehow first... renamed it to "Floater" because long names like giiiant caaave swaaaalloow don't fit the user interface. There's already a small "cave floater" creature.

      Added a Dodo bird! (it was on telly, QI quiz) Needs testing. Anyone want my current maybe-more-crashes raws?
      I'm open to fine-tuning suggestions, perhaps your favorite biome has too many of animal X? Some beast seems too fast or slow? Should cows be able to outrun 95% of your dwarves?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: D_E on March 21, 2011, 10:09:01 pm
      Tomi, I haven't looked into this in too much detail, but unfortunately I'm pretty sure that NATURAL_SKILL requires CAN_LEARN to work.  If you take control of an animal with natural skills in the arena, those skills aren't listed on your details screen where skills are normally listed.

      Natural skills seem to be modified by the creatures skill learn rates, a creature with skill rates set to 500 (5x normal) and given a natural_skill at 4 (should be "skilled" in the skill) instead becomes a "master" of the skill.
      Hmm interesting. Please add your findings to the wiki.

      I've finally done the experiment to back this observation up.  I modded genesis dogs as follows:
      Code: [Select]
      [PREFSTRING:combat application]
      [PREFSTRING:funny tails]
      NATURAL_SKILL:BITE:5]
      NATURAL_SKILL:DODGING:5]
      NATURAL_SKILL:STANCE_STRIKE:5]

      [CASTE:FEMALE]
      [FEMALE]
      [CAN_LEARN]
      [SKILL_RATES:0:1:1:1]
      [SKILL_RATE:BITE:100:1:1:1]
      [SKILL_RATE:DODGING:100:1:1:1]
      [SKILL_RATE:STANCE_STRIKE:100:1:1:1]
      [NATURAL_SKILL:BITE:5]
      [NATURAL_SKILL:DODGING:5]
      [NATURAL_SKILL:STANCE_STRIKE:5]

      [CASTE:MALE]
      [MALE]

      [NATURAL_SKILL:BITE:5]
      [NATURAL_SKILL:DODGING:5]
      [NATURAL_SKILL:STANCE_STRIKE:5]

      Only the female dogs were listed as having the skills in the (v)iew window, and made puppy chow out of their male opponents in 9 out of 9 combat trials.  Furthermore, the skilled female combatants took minimal damage in the clash.

      I have now updated the wiki to reflect this.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 21, 2011, 10:42:01 pm
      Only the female dogs were listed as having the skills in the (v)iew window, and made puppy chow out of their male opponents in 9 out of 9 combat trials.  Furthermore, the skilled female combatants took minimal damage in the clash.
      I have now updated the wiki to reflect this.

      Thanks! I guess tomorrow I'll add CAN_LEARN to all the creatures I've given skills to. Just "find in files" "natural_skill" and paste the line to about 50 creatures. And check if the creature had learning in intelligent tag already. I believe the fighting skill gives you counterattacks.

      One arena test I did months ago was female stone dwarves vs. male, and females always won thanks to a tiny speed advantage. "First strike".
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: D_E on March 21, 2011, 10:47:05 pm
      I suggest
      Code: [Select]
            [CAN_LEARN]
            [SKILL_RATES:0:1:1:1]
            [SKILL_RATE:BITE:100:1:1:1]
            [SKILL_RATE:DODGING:100:1:1:1]
            [SKILL_RATE:STANCE_STRIKE:100:1:1:1]

            [NATURAL_SKILL:BITE:5]
            [NATURAL_SKILL:DODGING:5]
            [NATURAL_SKILL:STANCE_STRIKE:5]
      for example, should make it so that the creatures can only learn the skills you want them to.  That way they won't, for example, become master wrestlers and start locking limbs with their legs and throttling people with their paws!

      EDIT:  After reading the most recent thread about tiles-by-caste (http://www.bay12forums.com/smf/index.php?topic=80242.0), I'm now pretty sure we can do caste specific graphics for the invaders from the demonic union/serpent folk etc.

      The idea is that you assign each caste one or more weapon skills, and assign that weapon profession graphics that reflect the assigned caste.  Just like for the Illithids.  Unlike for the Illithids, you only give each caste one or two points in their assigned weapon skill; but, you use SKILL_RATE to prevent the other castes from gaining ranks in the wrong skills.  From what I've seen in the Zelda mod, this will result in everybody becoming the proper soldier type and being equipped to match.

      I was thinking:
      Code: [Select]
      goblin (male and female) Axes
      Dark Elf (female) Bows
      Barghest (m and f) Hammers
      Bile Demon (male) Pikes (tridents/glaives/pikes)
      Vampiress (female) Swords (rapiers/longswords)
      Mistress (female) Whips
      Trolkin (male) Crossbows (siege crossbows)
      Warlock (male) Maces (rods)
      Imp (male) Spears

      Yet to be assigned:  Wrestling/natural attacks (one category) and Blowguns
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 22, 2011, 12:59:19 am
      I suggest
      Code: [Select]
            [CAN_LEARN]
            [SKILL_RATES:0:1:1:1]
            [SKILL_RATE:BITE:100:1:1:1]
            [SKILL_RATE:DODGING:100:1:1:1]
            [SKILL_RATE:STANCE_STRIKE:100:1:1:1]

            [NATURAL_SKILL:BITE:5]
            [NATURAL_SKILL:DODGING:5]
            [NATURAL_SKILL:STANCE_STRIKE:5]
      for example, should make it so that the creatures can only learn the skills you want them to.  That way they won't, for example, become master wrestlers and start locking limbs with their legs and throttling people with their paws!

      EDIT:  After reading the most recent thread about tiles-by-caste (http://www.bay12forums.com/smf/index.php?topic=80242.0), I'm now pretty sure we can do caste specific graphics for the invaders from the demonic union/serpent folk etc.

      The idea is that you assign each caste one or more weapon skills, and assign that weapon profession graphics that reflect the assigned caste.  Just like for the Illithids.  Unlike for the Illithids, you only give each caste one or two points in their assigned weapon skill; but, you use SKILL_RATE to prevent the other castes from gaining ranks in the wrong skills.  From what I've seen in the Zelda mod, this will result in everybody becoming the proper soldier type and being equipped to match.

      I was thinking:
      Code: [Select]
      goblin (male and female) Axes
      Dark Elf (female) Bows
      Barghest (m and f) Hammers
      Bile Demon (male) Pikes (tridents/glaives/pikes)
      Vampiress (female) Swords (rapiers/longswords)
      Mistress (female) Whips
      Trolkin (male) Crossbows (siege crossbows)
      Warlock (male) Maces (rods)
      Imp (male) Spears

      Yet to be assigned:  Wrestling/natural attacks (one category) and Blowguns
      Those are all great ideas, I will gladly use them :). Thank you very much.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 22, 2011, 02:01:13 am
      I don't know how are you attached to the races of genesis... I've just played a bit of .21 and I totally love pandamen :). Which makes me to consider some global changes to races.

      - Panda people replace orcs (theme with asian swords, language file).
      (http://i56.tinypic.com/2d83kg3.png)
      - Goblinoids and barghests split from demonic race; two greenskin races: goblinoids vs orcs (goblinoids are mischievous and evil; orcs are proud and aggressive yet possible to lead a diplomacy with).
      - Demonic union is a pure demon race; I want them to look like "inferno" from HOMM. They will have various castes, mostly "demons of *", with a rare "demons of fire" caste.

      What do you think? I personally feel a need to move on and play with races more :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: D_E on March 22, 2011, 02:08:27 am
      suff
      Those are all great ideas, I will gladly use them :). Thank you very much.
      No prob'  :)

      Also, lest I forget, Girlinhat posted in that same thread about how to do sexually dimorphic animals
      You can't define a custom job, so you can't make a "male" job.

      If you want wild animals to show gender, like poodles and pitbulls to represent boys and girls (I know what I said!) then you can give the female caste a natural carpenter skill, and the male caste a natural masonry skill, then assign specific images to the carpenter and mason jobs for dogs.  Or whatever skills you want to use.  This doesn't work as well for civilizations, because you'll see people suddenly swap gender when they skill up.  But for something like antmen, who have like 4 different castes, you could probably do this easily enough.

      (note that you can use tags to rename the carpenter or mason jobs to "male" or "female"!)

      I tested this by giving female dogs points in the Miner skill, and embarking with them.  Sure enough, they were listed as "stray dog miner"s, so it works for domestic animals at least, and hopefully for wild animals too!

      These stray miners did not attempt to pick up picks and dig when I designated a section of earth, even when I switched their body types to HUMANOID!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 22, 2011, 02:11:37 am
      Yeah, I saw it, nice idea :). I will have to make sprites for them first though.

      Here's an attempt to make a pandaman swordsman:
      (http://i56.tinypic.com/2d83kg3.png)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: D_E on March 22, 2011, 02:22:42 am
      That...is actually adorable.  The big straw hat kinda draws the eye, and the black ears against the yellow background look like big black eyes to me, giving it an insectoid/robotic feel at first glance.  Overall it's a nice sprite, though. 

      Off to bed with me, though!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 22, 2011, 10:33:44 am
      - Panda people replace orcs (theme with asian swords, language file).
      (http://i56.tinypic.com/2d83kg3.png)
      - Goblinoids and barghests split from demonic race; two greenskin races: goblinoids vs orcs (goblinoids are mischievous and evil; orcs are proud and aggressive yet possible to lead a diplomacy with).
      - Demonic union is a pure demon race; I want them to look like "inferno" from HOMM. They will have various castes, mostly "demons of *", with a rare "demons of fire" caste.

      Sounds good, except I'd leave the pandamen out and have the Quickling race (four times human speed halflings/brownies.) http://dungeons.wikia.com/wiki/Quickling_%283.5e_Race%29

      The relentless ANTMAN civilization, they might be a threat. They care not if a few sieges they sent got wiped out.

      I'll copy-paste from this selection into felines and canines, and probably will give snakes some sneaking skill. And horse & camel kicks should be deadlier after natural skills actually work.
      Spoiler (click to show/hide)
      zombies, jellies, worms: low awareness (the default, zero). Big-eared fleeing-type prey animals and predators: high awareness (4-9).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Vorthon on March 22, 2011, 10:34:55 am
      What'd you guys think of the cavejellies?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Girlinhat on March 22, 2011, 11:03:25 am
      Ever played Vindictus?  If so, or if not, they have Blood Jellies and Ice Jellies.  I've always loved those little guys!  They're just blobs of liquid flesh with annoying but weak attacks.  I always wanted to capture one as a pet.  I'd love to see something similar.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Vorthon on March 22, 2011, 11:09:12 am
      If your definition of 'similar' includes something bigger than a human and basically amounting to flying pnuematic jellyfish with horrific poisions, then you'd see something 'similar'...

      And, nope, can't say that I have played Vindictus.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Girlinhat on March 22, 2011, 11:10:37 am
      Well, this is Dwarf Fortress.  Everything is more horrific by default.  I'm cool with this.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Daff on March 22, 2011, 11:16:46 am
      - Panda people replace orcs (theme with asian swords, language file).
      (http://i56.tinypic.com/2d83kg3.png)
      - Goblinoids and barghests split from demonic race; two greenskin races: goblinoids vs orcs (goblinoids are mischievous and evil; orcs are proud and aggressive yet possible to lead a diplomacy with).
      - Demonic union is a pure demon race; I want them to look like "inferno" from HOMM. They will have various castes, mostly "demons of *", with a rare "demons of fire" caste.

      Sounds absolutely awesome, I've been wanting to crack orcskulls for some time now and a pure demon race sounds like loads of fun.

      Sounds good, except I'd leave the pandamen out and have the Quickling race (four times human speed halflings/brownies.) http://dungeons.wikia.com/wiki/Quickling_%283.5e_Race%29

      The relentless ANTMAN civilization, they might be a threat. They care not if a few sieges they sent got wiped out

      No, panda's are awesome we've got enough vermin with the goblins and elves and all that. Ofcourse I'd be happy with having both of them.

      I'd also leave the antmen off as a proper civ untill it's possible to have them siege from underground.

      What'd you guys think of the cavejellies?

      The cavejellies could be pretty cool, just maybe restrict them to the 2nd and 3rd cavern layers or just to the 3rd depending on how horrific poisons we're talking about


      PS. Been lurking for a long time as a guest, absolutely love genesis, great job Deon.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Vorthon on March 22, 2011, 11:19:13 am
      I posted their code on the previous page... they're restricted to the third level of the caverns...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Daff on March 22, 2011, 11:28:07 am
      Sorry missed the code earlier. After taking a look at it and with my rudimentary understanding of such things I'd say they could be pretty fun. Oh and I like the poison, nasty but not anything that eats your face, maybe add PET_EXOTIC? :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Vorthon on March 22, 2011, 11:31:13 am
      The only problem with it is that it refuses to recognize the colour for the 'flesh' of the creature... it always says "its jelly is amber". (Pretty sure that's a bug with DF in general... I've seen it with vanilla DF creatures, as well.)

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Girlinhat on March 22, 2011, 11:31:42 am
      What do you want it to say?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Vorthon on March 22, 2011, 11:37:28 am
      Take the 'its jelly is amber', and replace 'amber' with 'crimson'.

      It's weird, because I don't usually have problems with this kind of thing...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Daff on March 22, 2011, 11:38:41 am
      Where in Armok's name is it even getting that amber colour from? I mean the code says crimson and there's no mention of amber anywhere in the limbs or any of the other stuff either  ???
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Girlinhat on March 22, 2011, 11:40:05 am
      Yeah, the raws from 2 pages back doesn't even have AMBER as an option.  Have you changed something?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Vorthon on March 22, 2011, 11:42:14 am
      It's a bug.

      And I haven't changed anything.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Girlinhat on March 22, 2011, 11:43:53 am
      A bug for what?  The jelly tissue type?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Vorthon on March 22, 2011, 11:56:24 am
      Actually, it happens with vanilla DF critters, too.

      I have no idea what causes it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Girlinhat on March 22, 2011, 11:59:07 am
      Well, Amber is the first color entry in the raws.  Sort of like the old bug "the toads have decided to name this creature" because toads are the first creature located in creature_amphibian.  It's acting like it can't find a color, so it's defaulting to the first available one.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Vorthon on March 22, 2011, 12:04:37 pm
      That thought (that it defaults to amber because amber is the first colour in the raws) had crossed my mind...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 22, 2011, 01:45:02 pm
      I'm working through the skill-having creatures, about 45% done.
      Gave skills to Leapers. Adjusted some felines to be more frequent than "9". Changed some descriptions.

      I plan to add a big horse creature, since world record horse has been 1500kg, 1.5 tons. (230-580 kg average horses)

      What, grizzly bear freq is currently 2! That means ultra-rare, gotta fix that! Black bear was 5, and deer had BODY in genders and after that.

      Made giant pandas freq 12 instead of default 50, and they're pet & trainable (Toady's version has pet and mount exotic but no DM fix yet)

      And what's with Toady's new creature and grass names having space and comma in them. "PANDA, GIGANTIC" instead of "PANDA_GIANT".

      Cave dragons and blind cave bears and blind cave ogres are now fierce bastards, just like chimps and gorillas. Bonobos & orangs are more chilltaxed.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Girlinhat on March 22, 2011, 01:52:41 pm
      Male deer have antlers, that's probably why the caste-specific body token.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 22, 2011, 01:58:20 pm
      Male deer have antlers, that's probably why the caste-specific body token.
      Yeah but I delete the body def that is applied to both castes afterwards, a mistake like that may cause... unstability.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Girlinhat on March 22, 2011, 02:01:47 pm
      All you need is [BODY:ANTLERS] under the male caste, don't need a huge definition per caste.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Confused111 on March 22, 2011, 06:38:03 pm
      Can someone give me a list of the hardness of the metals?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: arghy on March 22, 2011, 07:38:22 pm
      I don't know how are you attached to the races of genesis... I've just played a bit of .21 and I totally love pandamen :). Which makes me to consider some global changes to races.

      - Panda people replace orcs (theme with asian swords, language file).
      (http://i56.tinypic.com/2d83kg3.png)
      - Goblinoids and barghests split from demonic race; two greenskin races: goblinoids vs orcs (goblinoids are mischievous and evil; orcs are proud and aggressive yet possible to lead a diplomacy with).
      - Demonic union is a pure demon race; I want them to look like "inferno" from HOMM. They will have various castes, mostly "demons of *", with a rare "demons of fire" caste.

      What do you think? I personally feel a need to move on and play with races more :).

      I have been recently taking a break from DF due to work and school but when i get time i'm going to dive into it--more races to have sieges and fights outside my fortress sounds kickass! Is it possible to have an undead race? i'd love to see a siege show up with 40 skeletons with 1 necromancer/demon in the lead.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: D_E on March 22, 2011, 07:50:59 pm
      Can someone give me a list of the hardness of the metals?

      Here's a link to some stuff deon posted about the qualities of the different metals (http://www.bay12forums.com/smf/index.php?topic=52988.msg1611688#msg1611688).  It's from a while back, but should mostly be the same.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Girlinhat on March 22, 2011, 07:51:59 pm
      You cannot add a zombie or skeleton as they appear in evil biomes, but you can make a creature with no thought or organs, made of skeleton only.  So, a perfectly healthy creature can resemble the undead, but they can't be actually made.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 22, 2011, 10:01:15 pm
      Can someone give me a list of the hardness of the metals?
      Their goodness order is listed on the Genesis wiki: http://df-genesis.wikidot.com/metals

      One could make a Bone Golem, similar to the bronze colossus but only the size of three dwarves. I think having lots of limbs would add to the creature's defense, as any limb hit on a no-pain doesn't-die-of-bloos-loss creature is pretty much insignificant. The trouble with current (of a few releases back) undead is that they die very easily compared to goats 'n goblins. Due to them having a temporary-hack hit point system.

      Genesis has it's own wiki...? Of course. I should've guessed.
      It's very poorly updated, as you need to A) make a wikidot account B) have Deon approve your writing rights to the wiki. So it's pretty poor compared to normal wikis where everyone can contribute, and regular users can undo bad changes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Aramco on March 22, 2011, 10:02:57 pm
      Genesis has it's own wiki...? Of course. I should've guessed.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: BigD145 on March 22, 2011, 10:13:39 pm
      Genesis has it's own wiki...? Of course. I should've guessed.

      It's the first words of the first post.....
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Aramco on March 22, 2011, 10:19:39 pm
      Genesis has it's own wiki...? Of course. I should've guessed.

      It's the first words of the first post.....

      It... it is? It is! I mean, I've never been all that observant, but to not notice big text like that...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Torgan on March 23, 2011, 03:14:08 am
      One could make a Bone Golem, similar to the bronze colossus but only the size of three dwarves. I think having lots of limbs would add to the creature's defense, as any limb hit on a no-pain doesn't-die-of-bloos-loss creature is pretty much insignificant. The trouble with current (of a few releases back) undead is that they die very easily compared to goats 'n goblins. Due to them having a temporary-hack hit point system.
      I was thinking of suggesting clay golems now we have all these new soil types.  Fear his cassiterite glaze!  Could leave behind a masterwork statue when killed, similar to the bronze colossus.

      Ultimately you'd want to 'breed' them then bake them in magma to litter your fortress with menacing statues.  Or have them as mounts so a dwarf can climb inside and use them as the ultimate dwarven armour!!  May be tricky and/or impossible to code.. :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Girlinhat on March 23, 2011, 04:58:47 am
      There probably will be a mount option for protection percentage, and make it possible that a mount provides 100% protection to its rider.  This will effectively be living powered armor.  If that's included, of course.

      As a side-note, while discussing other things elsewhere, the idea of moving fortress parts came up, and someone suggested "dwarven mecha" made of interconnected moving walls and floors, to make a dozen-story tall dwarven mech.  I have no idea how possible this would be, given we have no idea how moving fortress parts will work.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Torgan on March 23, 2011, 07:51:00 am
      to make a dozen-story tall dwarven mech.
      Dwarf Fortress: Robot in disguise.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 23, 2011, 08:13:56 am
      Added Large Horse (like I added large cat and 3 dog breeds), and picked the name Percheron from a list of draft horse breeds. (Name comes from La Peche valley.)
      http://horsebreedslist.com/horse-breeds/80/percheron

      Changed vanilla horse to
         [BODY_SIZE:0:0:60000] (year:day:grams)
         [BODY_SIZE:1:0:250000]
         [BODY_SIZE:7:0:600000] --year 7 so have more horse size variance like real life.
      And Percherons have
         [BODY_SIZE:0:0:100000]
         [BODY_SIZE:1:0:600000]
         [BODY_SIZE:5:0:1400000] --little larger than IRL 1.2 tons max, thanks to fantasy world

      Hope to see guard horses kick many kobbo skulls in.
      And some caravans should come with this superior pack animal. Waitaminute, elephants should be pack animals too.
      Wild Percherons, being a domestic breed, are much rarer in the wild than wild horses.


      Edit: Here's my current raws, finished adding CAN_LEARN to those that had natural skills. Dogs, camels, horses, crocs etc. now have decent biting/kicking skills. Some tunings are included. Delete your raw folder and put this instead and roll new world. You must be using DF .21 exe.
      http://dl.dropbox.com/u/8967397/Gen21Ironhand_March23_interim_raws.zip (http://dl.dropbox.com/u/8967397/Gen21Ironhand_March23_interim_raws.zip)

      I plan to add a lasher-sword, so those crap dorf migrants who already have lasher skill, can use a sword with lasher skill. Because whips against elephants and armored goblins are silly.
      Now rolling a new fort to test things and to enjoy high fps.
      (Edit: testing... deaths caused by giant moles and arachnas, both have biting skill. Dread troll lasted 80 pages vs. punches and shield bashes. Had one crash :( )
      (3rd test embark, glacier/tundra... giant olm totally killed two skill-3 copper axe users! Woe! Later: fire mephit bushfire kills many dorfs. And leaper pile kills last three, end.)
      (4th test, daggers vs. high evil high savagery: wowow a zombie black bear as first wildlife! Then jackals, then zombie turkeys. later one zombie vulture stuck high in the sky, perma-scaring people. And fell to first centaur siege, 4 cagetraps not enough.)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Zifnab on March 23, 2011, 09:31:48 am
      A lasher sword....like the urumi?

      http://en.wikipedia.org/wiki/Urumi (http://en.wikipedia.org/wiki/Urumi)

      A couple of other weapons could work with the lasher skill, like the flail or these:

      http://en.wikipedia.org/wiki/Meteor_hammer (http://en.wikipedia.org/wiki/Meteor_hammer)
      http://en.wikipedia.org/wiki/Chain_whip (http://en.wikipedia.org/wiki/Chain_whip)

      They should have a large enough surface area to avoid some of the whip's lightsaber characteristics.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: BigD145 on March 23, 2011, 11:10:11 am
      A couple of other weapons could work with the lasher skill, like the flail or these:

      http://en.wikipedia.org/wiki/Meteor_hammer (http://en.wikipedia.org/wiki/Meteor_hammer)
      http://en.wikipedia.org/wiki/Chain_whip (http://en.wikipedia.org/wiki/Chain_whip)

      Gogo is not a dwarf. http://www.youtube.com/watch?v=VKQNkcSGFes
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: vhappylurker on March 23, 2011, 03:45:02 pm
      to make a dozen-story tall dwarven mech.
      Dwarf Fortress: Robot in disguise.

      Transformers? In my fortress?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: userpay on March 23, 2011, 05:18:22 pm
      to make a dozen-story tall dwarven mech.
      Dwarf Fortress: Robot in disguise.

      Transformers? In my fortress?

      No, they are your fortress.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Jeoshua on March 23, 2011, 05:29:23 pm
      Bonus points if the moving parts are in the shape of a dwarven head whose mouth opens via lever, swallowing the soon-to-be-doomed elven traders.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Girlinhat on March 23, 2011, 05:31:25 pm
      What, dwarves eating elves?  You don't seem to have a good grasp on how the dwarven digestive system works.  It would be vomiting magma.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Jeoshua on March 23, 2011, 05:38:02 pm
      I thought it would be a good turn-around-is-fair-play situation, but you're right... magma is far dwarfier.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Girlinhat on March 23, 2011, 05:42:31 pm
      For that matter, it wouldn't come out of the mouth...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: SirAaronIII on March 23, 2011, 05:46:42 pm
      Actually, the big, bad, elf-eating, magma-vomiting dwarf statue doesn't seem so bad. Just insert one elf for a nice !!hot!! magma bath.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: arghy on March 23, 2011, 08:00:45 pm
      Alright so heres my idea--dwarven defense golems. Normal statues but when imbued with a special stone they become hostile creatures at the pull of a lever. Is it possible to do this? Technically since eggs hatch couldent you turn something into eggs with a reaction then have them hatch into whatever you wanted?

      I can just imagine a greeting hall lined with dwarven statues then watching as a siege pours into the room having killed the last of your troops, the surviving dwarves huddled behind the last door stare at the jeweled lever knowing what horror it unleashes. A wounded solider limps over to the lever with hollow eyes then pulls with all his might as the sound of the siege outside turns from victory shouts to screams eventually ceasing all together with only the dull sounds of metal and stone striking the floor as the dwarves begin to go about their usual work.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Girlinhat on March 23, 2011, 08:04:31 pm
      Short answer: no.

      Long answer: If this were possible, you would have heard about it by now.

      Really long answer: It's technically possible to create an egg via a reaction, but all you can do is eat it or use it for another reaction.  You cannot place the egg into a nest box, and therefore you cannot hatch the egg.  The creation of life is still something that eludes us.  Furthermore, lever-activated creatures is so far outside the raws it's not even funny.  Maybe, when we get moving fortress parts (eventually) Toady will add artificial creatures, but until it gets worked in, it's very impossible.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: rynait on March 23, 2011, 08:14:22 pm
      Hello,

      Golly... err  golem watching the halls.  defintely would be something that a short lived victor remembers. By next siege they at least will be scared or wary on entering the hall.  [1 eyed battlescarred gobbo "hey I remember those ... no no .. not  going in there...  (screaming) SQUAD RETREAT!!!!!"]

      Anyhow like Girlinhat indicated,  no one did a shit some thing about that concept.

      Hey is this like restrained watch dogs?

      Rynait
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: arghy on March 23, 2011, 11:02:58 pm
      Damn my dream of murder statues once again gos unfulfilled! It would be awesome to be able to produce something that can fight on demand as a backup to your army. Its so hard to get an efficient murder room settup that actually looks decent.

      Would it be possible to make a lever activated lethal gas cloud? goblin showers
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: SirAaronIII on March 23, 2011, 11:28:34 pm
      No, I don't think so. There's always the classic/overused drowning/magma chamber, though.
      Or, if you can cage an FB with deadly dust, I guess you could throw it in, but that wouldn't really be a gas shower so much as HOLY SH*T A HUGE WORM THINGY WAIT WHAT'S THAT PURPLE DUST CLOUD OH GOD MY LUNGS
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: arghy on March 23, 2011, 11:35:58 pm
      Yeah but its so hard to plan a proper chamber that doesnt just completely destroy your fortresses layout. I was toying with a giant hole filled with bridges with water/magma/3rd cavern at the bottom and have the road down constantly go across the bridges with a single lever tell all bridges to retract. I never managed to finish it but i was worrying about building destroyers hitting the bridges and scare loops.

      Theres also the problem with recovering everything and disposing of the dead.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 24, 2011, 08:56:36 am
      I'd consider an area where gobbos stand (maybe they're tickling the cute chained puppies there), and dwarves pull ten levers, ten drawbridges lower from upright position and convince the gob-lobs gently to leave their possessions behind.

      To simulate golem statues, one can mod a super slow moving statue-creature, and embark with them 'coz they're common-domestic, and chain it in the hall. And it super slowly punches intruders. Basically, a rock-plated guard dog with a slow spell cast on it.

      Anyone got any tuning suggestions, are some creatures too rare (eg. bears), do some critters come in too large numbers?

      Edit: I love my Crimson Editor 3.70:
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: userpay on March 24, 2011, 10:07:29 am
      *Points at the new version of DF* Thar she blows.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 24, 2011, 12:34:39 pm
      *Points at the new version of DF* Thar she blows.
      Thanks, I'll try to work on updating Genesis with that one's changes, maybe be ready in 4-6 hours.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: SalmonGod on March 24, 2011, 02:00:00 pm
      What are the chances of updating an old 31.18 genesis save to 31.22?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Blackdutchie on March 24, 2011, 02:14:31 pm
      Hooray! Hard working devs are hard at work! Hooray!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 24, 2011, 02:20:35 pm
      Yay. I have an exam tomorrow and then I will update :).

      Btw Tomi, I've got your mail with raws... Do you want to suggest anything else before the release? :)

      By the way:
      Quote
      # Sponsored animals included: penguin, platypus, badger, moose, along with related buddies
      # Rodent men underground

      Yay, rodent men are back. I used ratmen, but anyway I like that they are back to vanilla again.

      Also we already had penguins and mooses, now we need to add platypus and badgers :D.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Girlinhat on March 24, 2011, 02:46:10 pm
      Add a Giant Honey Badger and Honey Badger Men, they should eat dragons for breakfast and bathe in blood.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: rynait on March 24, 2011, 03:00:37 pm
      Hmm

      novel suggestion about slow moving golems, and is chained. 

      Gave me another idea to suggest here...

      build one tile "golem" workshop. assign golem creature to it (similar to training workshop?). Assigned Golem in there is doing nothing. Althen  turn off the golem workshop (lever or some sort of an tag trick), golem creature is without workshop and is full active.

      Rynait

      [one eyed gobbo, see in one of workshop, comments  "eeew that Mr. Gollum pickin noze", realizes Mr Gollum is the familiar Golem, but puzzled over new change... then realizes the difference. screams "NO, not again ... RUN!  RUN!"]
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 24, 2011, 03:14:09 pm
      You cannot assign creatures to workshops. Although I will put golems in.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 24, 2011, 03:37:16 pm
      Yay. I have an exam tomorrow and then I will update :).
      Btw Tomi, I've got your mail with raws... Do you want to suggest anything else before the release? :)
      Don't think we had moose, had elk and reindeer. (checks) No moose in Genesis.
      Glad you have some time for some Genesis changing!

      I have a few ideas: "apparition" any_land biome, ghost that scares dorfs but can't really hurt them, freq3. I had it back in .40d "Deon's DF Complete".
      "goblin hero" any_land, freq 2, all skills at 5, probably deadlier than a dragon. Don't know how to force it to wear armor. If no armor, call it a "goblin monk" who wears clothes and kicks a hella lot.

      And my idea of "bonfire workshop" that should be made of 2 logs 2 charcoal, and its reaction creates something very hot (that dorfs preferably wouldn't haul, flayer firetoxin essence?), and maybe just maybe it could start a forest fire on purpose.

      Finished updating my private raws, here they are for DF .22. May have missed something though. Lacks graphics for the .21 & .22 creatures of course.
      http://dl.dropbox.com/u/8967397/Gen22_Ironhand_March24_interim_raws.zip (http://dl.dropbox.com/u/8967397/Gen22_Ironhand_March24_interim_raws.zip)

      ps. in Vanilla DF, dwarves cannot make daggers or whips.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: SalmonGod on March 24, 2011, 03:50:24 pm
      What are the chances of updating an old 31.18 genesis save to 31.22?

      Any advice?  Is there a way to do this?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 24, 2011, 04:36:08 pm
      What are the chances of updating an old 31.18 genesis save to 31.22?
      Any advice?  Is there a way to do this?
      You can put the new DF EXE and its "data/index" into your old folder and try if it works. I wouldn't start changing (updating) the raws of an existing world unless you're experienced in modding.

      Deon, just had badgers and dragon raptors in me test fort... so maybe should add the new RAGE parameter to raptors and dragons and other fierce fluffers. My current dragonraptors jsut circle around like sheep and don't attack me and my oxen.
      Ehh... insane caverns created by default worldgen settings, spaghettine caverns on levels -50 to -97, so very deep...

      Edit2: damnit, buzzards are much more nuisance than dragon raptors. I better add [BENIGN][AT_PEACE_WITH_WILDLIFE][HUNTS_VERMIN] to them.
      Edit3: giraffe kicks are rather deadly now, lost one lung and one spine. And now got a crash, time for new test fort.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 24, 2011, 04:41:22 pm
      There's a "rage" parameter now? Man I feel so backwards, I need to mod again :D.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Kogut on March 24, 2011, 05:13:42 pm
      ASCII graphics are broken: http://dffd.wimbli.com/file.php?id=4024
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 24, 2011, 05:15:54 pm
      ASCII graphics are broken: http://dffd.wimbli.com/file.php?id=4024
      The raws I provided are for graphical Ironhand; Deon has carefully chosen all the tree and plant ascii-symbols and corresponding graphic tiles. One reason why I don't update the ascii version.

      The new creature Honeybadger has [PRONE_TO_RAGE:10]. So it is rather unfriendly. Badger has 1. And Toady didn't bother giving ogres and trolls it.
      here are the Differences in raws between .21 and .22 (but WinMerge didn't while which files the diffs are from...) http://dl.dropbox.com/u/8967397/diff%20df21%20to%20df22.txt (http://dl.dropbox.com/u/8967397/diff%20df21%20to%20df22.txt)

      Edit: With the new RAGE, ents and dragon raptors (both savage, in savage biome), are mighty opponents. Stay in burrows, fight, or keep losing civilians. ps. RAGE not yet in the raws I've uploaded. I'm testing. Panda bone crown, 37k$!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Kogut on March 24, 2011, 05:32:05 pm
      Ooops, so vanilia + defence for me.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Angel Of Death on March 25, 2011, 04:13:57 am
      Is it alright if I suggest something?

      Dwarves, sylvan elves, centaurs and demons should be allowed to make cities. I can't find any of them outside of bandit camps or fortresses. Werewolves are fine out in the open, though.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Vorthon on March 25, 2011, 07:14:24 am
      I'll try to contribute more... Just unzipping the newest version now...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 25, 2011, 10:22:06 am
      Is it alright if I suggest something?

      Dwarves, sylvan elves, centaurs and demons should be allowed to make cities. I can't find any of them outside of bandit camps or fortresses. Werewolves are fine out in the open, though.
      Sylvans are okay with "no home". They live in forest after all, so it's okay that you can't find them (until Toady makes tree villages alive again :P).

      Dwarves... I would like to give them cities, but they would cut into mountains causing various weird stuff, so let them be hidden for now. The overall "sprawl" is not fitting the dwarven theme.

      However demons and dusk elves as well as gobbos should definitely have towns, I will make it for them until we get Dark Towers back.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 25, 2011, 10:29:25 am
      Okay... now with natural_skill working due to can_learn tag, minotaurs defeat in single combat a hero with all-skills-6:

      Spoiler (click to show/hide)

      Anyone fancy running arena tests, 10 dogs vs 10 crocs, 10 bulldogs vs. 10 kicking horses, that sort of thing?

      Deon: found a bug, weres brought mounts which they should not. Had war monitor lizards and war giant lions.
      Yay, a mastiff is biting and biting rodent men!
      The savage biome that has giant moose -- it needs some other savage animals too. Having too many G-moose.

      Edit: Got an idea: What if could make a new alloy out of junk metals, with dwarven magic, combine useless billon,electrum,zinc,tin,gold,silver or such into a copper-class military metal? Maybe five of any metal magicked into two bars of Nu-Copper.

      Added more advice to the workshops page http://df-genesis.wikidot.com/workshops (http://df-genesis.wikidot.com/workshops)
      - buy and melt excess anvils to get metals for armor. Also melt large enemy armors and metal cages.
      - after purchasing metal bars from the caravan, check if finishing forge or crucible now offer steel-making.
      - pastured dogs and other trainables must be removed from pasture before they can be trained.
      - put cage traps in the corridor that leads to the caverns, for security and elk bird taming.
      - dig a pasture & herbs & trees cave in a soil layer. The plants and trees will start growing there once you've opened the caverns and the mushroom spores float around the map.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: meowmix on March 26, 2011, 05:55:23 am
      I was wondering when genesis mod is going to be updated to the newest version?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 26, 2011, 08:14:00 am
      Today :). I solved most of the university stuff which piled up in a huge mess, so now I am up-do-date with my diploma research, but my wife wanted some attention today, so it's second part of the day and no release yet :P.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 26, 2011, 11:25:53 am
      If you don't mind, I am removing "adopts owners" from cats. I have other plans for this token.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 26, 2011, 12:09:19 pm
      I don't mind. Mephit familiars on shoulders instead?
      Dang, cavern ratmen have black steel swords and metal crossbows and bolts... batmen were easy. Then due to saltwater-oceanside embark, have to drink from caverns, one giant rat and one giant toad killed all initial seven... Maybe the giant rats have too much skills now. My dorfs hopefully had iron daggers (48¤ on embark) in their hands. But arteries were bursting when rat shook them by the head.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 26, 2011, 12:45:11 pm
      Okay, I've updated my initial build to 0.31.23. Now it's time to start adding and tweaking things, I am looking at your files you've sent me via email now, TomiTapio :).

      P.S. I am removing fireballs and scratching from dwarves. They scratched too much, and it broke bones :/. It's not something I want to see ;P.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Ahra on March 26, 2011, 01:15:51 pm
      what are you gonna give the obsidians instead? dust?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 26, 2011, 01:28:41 pm
      No, they are already skilled blacksmiths, and I will tweak skills a bit more.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 26, 2011, 02:14:42 pm
      Maybe 2 or 3 castes could be natural swimmers, their caste doing swim training at youths. Oh boy I am getting tired of sphalerite on almost every embark.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 26, 2011, 03:19:02 pm
      Yeah, I rename "castes" to "clans" (so they are "serpent clan", "obsidian clan" etc., I like it more for some reason) and I add a few more and spread skills around.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Daff on March 26, 2011, 04:52:17 pm
      This all sounds awesome, when can I get to play!? :D

      (I just had my first fort in ages succumb to a siege, damn those frozen waters and incomplete constructions!)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Dutchling on March 26, 2011, 05:02:53 pm
      Deon, I've had a lot of problems on my embark with coal since .19 and later versions. It just seems like you have a ton of native gold or galena but not enough coke to smelt it. You can of course use magma but some people like to stay near the ground and use coal/coke.
      So I have a suggestion: Anthracite. (http://en.wikipedia.org/wiki/Anthracite (http://en.wikipedia.org/wiki/Anthracite)) also called black coal or dark coal has a higher carbon content than lignite and but. coal according to the wiki so it could be a coal that gives you four coke innstead of 2/3.
      EDIT: It also appears in metamorphic layers wich is IIRC the layer with lots of gems and very few usueful minerals?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 26, 2011, 08:53:33 pm
      Deon, I've had a lot of problems on my embark with coal since .19 and later versions. It just seems like you have a ton of native gold or galena but not enough coke to smelt it. You can of course use
      The vanilla DF ore system has changed: you get one shallow and one deep metal ore per biome. No longer 5-10 ores on one's embark. I get frickin' sphalerite 80% of the time. Once in 15 forts I think I've seen iron ore. Maybe 2 in 15 I've hit upon coal.

      Try to have 3 biomes on your embark for more metal variety. If you put the "mineral scarcity" or such worldgen param to it minimum, you get lots of The Same Ore in your map.
      And dig three mining shafts down to -20 to explore, and if you like the metals you find, don't abandon this exploratory embark.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Morwaul on March 26, 2011, 09:08:54 pm
      Hey Tomi, any chance of another quick and dirty update for .23 until Deon is able to put out an official release?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 26, 2011, 10:33:57 pm
      (commands daylight savings time to 7 devices...)
      My .22 raws should work fine for a few days, as .23 was just quick bugfixes.
      Hmm it's rather quick though... zip and upload to my Dropbox and copy the public link from there. It's not perfect but it's what I used today.
      Here: http://dl.dropbox.com/u/8967397/Gen23_Ironhand_March26_interim_raws.zip (http://dl.dropbox.com/u/8967397/Gen23_Ironhand_March26_interim_raws.zip)
      with Giant Rat toned down a little. And sphalerite's frequency reduced. Maybe I should remove pig milk.

      Also you might want to try out my http://dl.dropbox.com/u/8967397/announcements.txt (http://dl.dropbox.com/u/8967397/announcements.txt) init where some combat events appear in the main fort mode log, for fun.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Morwaul on March 26, 2011, 11:39:29 pm
      Thanks Tomi!  I really appreciate it.  I want to start a new fort but I want to be able to use it for the new version.  I'm never sure when an update is going to make me generate a new world.

      Does anyone know, if I created a world in .21 will I need to do a new one for .23 or can I use the same save?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: meowmix on March 27, 2011, 12:48:29 am
      is the download link for the new version up?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: WraithLord24 on March 27, 2011, 02:12:40 am
      I dont think deon's finished updating it yet so no.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: pdennjosh123 on March 27, 2011, 03:29:32 am
      You know this could be interesting... In adventure mode you could eventually make your way to be a ruler of a civilization, and in turn you kind of turn it into fortress mode but in a more linear sense.... I dont know if you could do that already, but that would be something to shoot for in the long run when your playing adventure mode  :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Angel Of Death on March 27, 2011, 03:34:33 am
      You know this could be interesting... In adventure mode you could eventually make your way to be a ruler of a civilization, and in turn you kind of turn it into fortress mode but in a more linear sense.... I dont know if you could do that already, but that would be something to shoot for in the long run when your playing adventure mode  :D
      You can't.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 27, 2011, 07:09:42 am
      Thanks Tomi!  I really appreciate it.  I want to start a new fort but I want to be able to use it for the new version.  I'm never sure when an update is going to make me generate a new world.

      Does anyone know, if I created a world in .21 will I need to do a new one for .23 or can I use the same save?
      Yes, you will need a new world.

      I dont think deon's finished updating it yet so no.
      Yep, I only updated it to .23 yesterday, I still need to change a lot of stuff.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 27, 2011, 08:26:23 am
      03/27/2011 Released Dwarf Fortress 0.31.24

      Ouch. What is going on :/.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 27, 2011, 08:52:57 am
      Looks like Toady thought the healthcare was all perfect now, but it was not so. So two hospital bugfixes, STAT!

      Just checked the raw changes between vanilla .23 and .24, nothing important major. Toady gave dragons a claw attack (we had already), renamed guineafowl offspring, different workshop shortcut key in clay crafts & glaze, tweak to rodent men's bite. And corrected bad NECK duplicatename in
      [BODY:NECK_SPINE]
         [BP:NECK_SPINE:neck's spine:STP][CON_CAT:NECK][NERVOUS][INTERNAL][SMALL][SKELETON][CONNECTOR][CATEGORY:SPINE]  [DEFAULT_RELSIZE:100]
      may avoid one type of crash with that duplicate name removal.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 27, 2011, 09:06:11 am
      Quote
      different workshop shortcut key in clay crafts & glaze
      I already had it tweaked, and rodent men are ratmen in our case, so it should be fine :).

      Also another bug: it looks like giraffes have no hooves (in vanilla; in Genesis they do).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Kogut on March 27, 2011, 09:27:16 am
      Is it reported on mantis?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 27, 2011, 10:05:21 am
      Edit: rolled world, embarked, Instant Crash! Repeatable, too. Filed a bugreport http://www.bay12games.com/dwarves/mantisbt/view.php?id=4357
      and save at http://dffd.wimbli.com/file.php?id=4048   anyone want to try if crash on their machine, and comment about result on Mantis?

      Also, two other worlds has same on-embark crash. My raws are De Bom.
      Searched for the new neck_spine and only vanilla giraffe has it. Copied to my.

      Todo tweak: capybaras should be benign and non-interrupting. They're large rodent-bunnies that eat water plants.
      Todo: "cave fish skin" should not be a leather.
      Todo: marmot, crow and pigeon leather away. Duck and goose leather armor? No. I guess all bird leathers (except ostrich and emu) should be removed.
      Hooray found third thing on current map: cobaltite! (previous were coal and gold.)

      Tomi, I dl'd Ironhands .23 version and copied your raws over the top of it.  It did not crash on embark
      Did you try DF .24 vanilla and the save I put to DFFD?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Morwaul on March 27, 2011, 11:28:38 am
      Tomi, I dl'd Ironhands .23 version and copied your raws over the top of it.  It did not crash on embark so maybe this is something different but it immediate told me I was now in the Twilight age, then that there were screams from the deep.  When I look at the world map many of the tiles are cycling through various minerals, gems, etc faster that I can read them.  I probably just did something wrong but wanted to let you know in case it helps.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 27, 2011, 11:46:10 am
      You just duplicated some raws. My version is fine :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Dutchling on March 27, 2011, 11:54:34 am
      You just duplicated some raws. My version is fine :).
      he he he.
      Last time you said that....
      :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 27, 2011, 12:04:45 pm
      You just duplicated some raws. My version is fine :).
      nope. Current world, rolled with different worldgen, seems fine.

      Also: New dwarf therapist settings are auto-available!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 27, 2011, 12:26:46 pm
      Do you mean that you have the same issue
      Quote
      many of the tiles are cycling through various minerals, gems, etc faster that I can read them
      without duplicated raws? Weird, I don't know how did you achieve this :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Angel Of Death on March 27, 2011, 12:29:52 pm
      Is it possible to make the Dungeon Master an appointable noble when you have a Barony or Baroness?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 27, 2011, 12:48:00 pm
      I mean
      Quote
      Edit: rolled world, embarked, Instant Crash! Repeatable, too. Filed a bugreport http://www.bay12games.com/dwarves/mantisbt/view.php?id=4357
      and save at http://dffd.wimbli.com/file.php?id=4048   anyone want to try if crash on their machine, and comment about result on Mantis?
      and another world did the same. Something funky in my worldgen or raws.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 27, 2011, 01:36:41 pm
      Did you replace worldgen.txt with the old one? This is the only idea I have.

      Also sorry for making it slowly, but at least I have excuses because I draw new sprites :P.

      (http://img.ie/b5089.png)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 27, 2011, 03:14:10 pm
      I use my old worldgen.txt and have WinMerge-compared it with the latest vanilla. Still, exe shouldn't crash from old worldgen settings.

      Hey, those look like ALF (80s tv character) with yellow shades! Some sort of beastmen. Redpandamen?
      How about first an alpha release with placeholder graphics, then a proper one with polished graphics.

      Todo: rage:2 to crocs and gators, so they aren't so cowardly.
      Problem: red steel bolts only tear the skin of a... Skunk. (adequate marksdwarf, lowest-quality iron crossbow)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 27, 2011, 03:56:22 pm
      Haha, I didn't think about ALF. They have snouts, yeah, and they are "scavengers", a skulking pigfolk.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Morwaul on March 27, 2011, 05:08:41 pm
      You just duplicated some raws. My version is fine :).

      Any chance we can get a copy of this sometime soon? ;)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 27, 2011, 07:40:33 pm
      Any moment, it just doesn't have Tomi's fixes yet and changes to races :(.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 27, 2011, 07:52:10 pm
      Quote
      *# Fixed some issues with natural skills not being applied

      Does that mean that [CAN_LEARN] is no longer needed?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: D_E on March 27, 2011, 08:23:49 pm
      Just checked, and the dragon's natural skills now show up properly.  I checked the raws, and dragons still don't have CAN_LEARN or SLOW_LEARNER, so it looks like [CAN_LEARN] is no longer needed.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 27, 2011, 08:52:54 pm
      Hey, my crash-bug was squished by Toady already!
      http://www.bay12games.com/dwarves/mantisbt/view.php?id=4357

      Also nice that the function keys now work in squad screen, and CAN_LEARN is no longer needed -- about both issues I sent a message to Tarn. He's good.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 27, 2011, 09:11:59 pm
      Yeah, it took some time to remove those redundant CAN_LEARN again :P.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 28, 2011, 10:01:39 am
      And version 0.31.25 is out, with less crashes!

      Odd, I have error written by .24 "*** Error(s) found in the file "raw/objects/creature_genesis_mammal_large.txt"
      GIRAFFE:FEMALE:Attack KICK seems to have correct format but could not find proper BPs in any caste, so not added
      GIRAFFE:FEMALE:Attack KICK seems to have correct format but could not find proper BPs in any caste, so not added"
      and "no horn tissue" error.
      Which I didn't notice yesterday. Right, the new QUADRUPED_NECK body (which only Giraffe uses) does not have hooves but feet. I guess horses and zebras and cows and elands too could use it, having same size 300 head and neck.

      Did you add hooves to them?
      No, I'm not very good at bodyparts. Put the front_foot to the attack definition, gotta look up is they have hooves or camelpads.
      "Mature giraffes have large hooves about the size of dinner plates, around 12 inches wide."
      and females should be like 60% of male size...

      I saw you mention it but seeing didn't change my raws.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 28, 2011, 10:17:30 am
      And version 0.31.25 is out, with less crashes!

      Odd, I have error written by .24 "*** Error(s) found in the file "raw/objects/creature_genesis_mammal_large.txt"
      GIRAFFE:FEMALE:Attack KICK seems to have correct format but could not find proper BPs in any caste, so not added
      GIRAFFE:FEMALE:Attack KICK seems to have correct format but could not find proper BPs in any caste, so not added"
      and "no horn tissue" error.
      Which I didn't notice yesterday. Right, the new QUADRUPED_NECK body (which only Giraffe uses) does not have hooves but feet. I guess horses and zebras and cows and elands too could use it, having same size 300 head and neck.
      Did you add hooves to them?

      P.S. Ah you saw it. You probably missed my post:
      Quote
      different workshop shortcut key in clay crafts & glaze
      I already had it tweaked, and rodent men are ratmen in our case, so it should be fine :).

      Also another bug: it looks like giraffes have no hooves (in vanilla; in Genesis they do).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 28, 2011, 10:36:45 am
      Still missing: DF_3125_Gen25 :)
      (http://dl.dropbox.com/u/8967397/DF%20folders.png)

      Edit: Blind cave ogre needs a slight fighting and toughness boost.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 28, 2011, 02:34:41 pm
      (http://img.ie/68c26.png)

      Working, working, working :P.

      I've included all your "rage" tweaks, thank you very much for your help. Also I've made some other creatures to "rage" too.

      Genitals finally have their own tissue and material :P. Also I've made a few more adjustments to materials and tissues.

      I wonder what happens when you set the bone to [ROT]. Will it make those "partial skeletons" to go away? I am mostly afraid of rotting bone weapons and items though.

      P.S. I don't really like the "lashersword" workaround. However I've found a use for the "lasher" skill: I use a new "halberd" skill now, so halberdiers are not pikemen and not axemen anymore. To accomodate this there are a few more types of halberds hehe.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Ahra on March 28, 2011, 02:48:01 pm
      i can have an halberdier army? YES
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Daff on March 28, 2011, 02:49:31 pm
      Heretic! There is only the holy battle axe, all other weapons are anathema!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Ahra on March 28, 2011, 02:51:39 pm
      its an pointy axe on an stick.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Daff on March 28, 2011, 02:53:22 pm
      Sticks are evil, it's a conspiracy by the elves to enslave the world!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 28, 2011, 02:56:44 pm
      Sticks are evil, it's a conspiracy by the elves to enslave the world!
      Dwarven halberds are made of metal. Even the handles. So nothing elven in a desire to chop heads of higher enemies.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Daff on March 28, 2011, 03:02:24 pm
      That's what they want you to think... They let you make your halberds and when you're not looking they sneak into your fort and switch the handles to wooden ones... They are everywhere...


      PS. Anyway sounds awesome can't wait to get a new version, I've been like two days without DF now :D *hint* *hint*
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 28, 2011, 03:05:58 pm
      I've been like a month without DF :(. So I know how you feel, I try to use all free time to update it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Daff on March 28, 2011, 03:23:10 pm
      Yeah no pressure, you've just been too good to us in the past with the near instant updates.

      We've been spoiled :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Vhorthex on March 28, 2011, 06:59:58 pm
      Threetoe and Toady have gone mad? I mean, I had stopped playing until the hospital and military system got some love. And holy wow. Update after update and a bunch of stuff that actually really bothered me.

      So yeah, I guess the mod will have to wait until things stabilize!

      Deon, and all the others who contribute, thanks for all the hard work. And to think of it, to make an amazing game even more amazing, that's truly hard work! :)

      Cheers!

      PS: Can't wait to start a new Genesis game with all these tasty fixes! :D :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: rainekage on March 29, 2011, 02:18:38 am
      Hey everyone, it's me, random noncontributer #56124.  It's been quite a while since I've had the chance to read what's been going on with my favorite DF mod - the entire game has been updated significantly since I've gotten to play last.  Trade routes, bees, ceramics...  I guess I chose to jump back in, in the middle of a long sling of constant bug updates.

      I can't remember where in this thread I last posted, but it looks like at a hundred pages ago.  :'(  I'm not sure even one with as little to do as me has the ability to sort through that much, but I won't ask for a recap.

      I'm looking forward to reading, and posting more, and maybe even figuring out everything that's changed in my absence.

      Very sorry to throw this in without anything very useful to say.  Just glad to be playing DF again.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 29, 2011, 03:51:37 am
      Hey, of course we all remember you, I am glad you have time for it again :).

      So, Tomi, did you test bones with [ROT]? I didn't have time to test it yet.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Jeoshua on March 29, 2011, 04:08:37 am
      The good news is that none of these new versions have added anything terribly hard to add in yourself.  They work fine alongside a manually installed Genesis.  However there are plenty of nifty cool features for creatures being added every couple versions, it seems.  Looks like every creature from the sponsorship pack might receive a signature part of some kind.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 29, 2011, 09:46:38 am
      Hey rainekage!
      Hives, nestboxes, jugs (for pressed oil) and pots (rock and clay barrels) and the screw press are the buildable new things. And don't forget horn crafts. New animals like panda and penguin and capybara.
      A new RAGE parameter so otherwise eek-helpme-flee bunnies and raccoons can turn on you when chased and randomly just milling about.
      Oh and ores are much scarcer now! Two per embark biome. Scarcity parameter in worldgen settings. Many animals now need to eat grass or die. New zone: pen/pasture.

      In Genesis mod new things... Percheron the large draft horse, my GOODWOOD superior tree material, if Deon chooses to include it this time. At least one new civ by Deon.
      For my DF .23 raws based on Genesis 19a4, http://dl.dropbox.com/u/8967397/Gen23_Ironhand_March26_interim_raws.zip (http://dl.dropbox.com/u/8967397/Gen23_Ironhand_March26_interim_raws.zip)
      Deon's working on Genesis 25 and it should be out any day now.

      So, Tomi, did you test bones with [ROT]? I didn't have time to test it yet.
      No, not familiar with ROT but I had many forts where blood and ichor were [EDIBLE_VERMIN] and it was okay.

      Rolled a new werld and looked at animal population counts.
      Quote
      76: Enshalgusil, "Budcopper", mountain halls
         Owner: The Hame of Enjoyment, dwarves
         Parent Civ: The Odorous Orb, dwarves
         65 dwarves
         124 cats
         10 cave tortoises
      Worldgen catsplosion!
      - One duskie town with    364 dusk elves   708 spaniels Damn :)
      - "Glistenedspring", forest retreat, 10 water buffalos
      - "Rainphrase", hamlet, 2 bulldogs 10 blue peafowls
      - orc hamlet, 101 orcs 10 mules 200 mephits
      - "Voiddevil", dark fortress, 1092 illithids.....
      - "Growledlions", forest retreat,  Owner: The Scabrous Lark, centaurs, Parent Civ: The Absolute Bug, centaurs .... 1578 centaurs
      - orc town    2990 orcs 75 keepers 10 guineafowls 5900 mephits
      so it can be like 3 cats or mephits per citizen.

      Deon: adventurer mode, elf maceman, staff probably should not be a one-handed weapon. It would have some other name as one-handed stick.
      Deon: sent you email about trap components.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Morwaul on March 29, 2011, 12:23:39 pm
      Deon / Tomi

      Someone in another thread had a good idea but I am afraid it is not possible.  It is all based on: Can animals be used in reactions?

      If possible you could Insert War Panda into Animal Armor Press with 2 blocks of Red Steel and a bucket of Magma, Pull the lever, and out comes an Uber (somewhat scorched) Armored War Panda of Doom.  Sounds Fun.  Wonder if you could make it so that there is a chance you get a Red Steel Panda Statue instead. 
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Vorthon on March 29, 2011, 12:28:29 pm
      Sadly, no. You can, however get vermin out of reactions. And use animals as input, IIRC.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Exerosp on March 29, 2011, 01:09:39 pm
      Hello all. I'm proud of myself to have achieved two posts here at bay12forums, I hope you all welcome me as a fellow Genesis Player.

      Now, to ask and tell Deon what I came here for.

      Deon, I was wondering... Is there a possibility to add in a new caste? I don't know if it's possible or anything but; What about a caste that is able to take a ridicolous ammount of pain and dammage? (Though it can die and stuff by let's say decapitation... Has that ever happened?). Of course it would have to be weaker in normal stats to square of it's 'Determination'.
      I guess I could also give them a name... "Undead Caste" was what I first had in mind but I think that is from DA, so I thought "Valhalla Caste" as they'd probabbly be able to fight gloriously, atleast trying, to death.  :D
      Kind-of thought it was a Duo fitting with the Steelies. As I kinda thought the Mushies and Gloomies fit together.

      And now what I came to tell... That I love all the stuff you've added in here. You spiced up the gameplay for DF to me and made me connect to my dwarves! :D
      Now... the problem is. Should I really feel sad and basically be in the mood for a Fortress-Execution when my favourite named Dorf dies, or is it normal? /newfag
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 29, 2011, 02:15:28 pm
      Hello all. I'm proud of myself to have achieved two posts here at bay12forums, I hope you all welcome me as a fellow Genesis Player.
      Now... the problem is. Should I really feel sad and basically be in the mood for a Fortress-Execution when my favourite named Dorf dies, or is it normal? /newfag
      Cheers Exeros! Glad you enjoy all the spice. No wandering goblin heroes yet coming to knock on bust down your door.

      A golem or undead type caste? Hmm. I don't see why not. Undead is pretty far from Genesis ideas I think. Maybe they've been doped on dorf-roids since childhood, kinda like Halo Spartans.
      Male only so they don't make babies. They'd have to be slow either way. We used to have steel dwarves be strong, durable AND high-speed.

      I suggest you don't let your fave beardpuller do any hauling, especially herbalism & wood hauling from the caverns. And you can have hir in hir own squad, for armor-wearing.

      Edit: Daff, insane castes like 20x faster but super flimsy super weak so can't really haul? Or one that constantly bleeds everywhere, and one that sneezes/area-dusts a disease?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Daff on March 29, 2011, 02:55:46 pm
      And now what I came to tell... That I love all the stuff you've added in here. You spiced up the gameplay for DF to me and made me connect to my dwarves! :D
      Now... the problem is. Should I really feel sad and basically be in the mood for a Fortress-Execution when my favourite named Dorf dies, or is it normal? /newfag

      You could do what Tomi suggested or you can come to the realisation that all dwarves are expendable and only waiting for their own special flavour of gruesome death.  :-\

      I'm not quite sure about new castes...
      I'd rather there wasn't too many, even as it is there's quite a few and I'm not sure if even all of them are contributing much to the game.
      I mean sure it's nice to have some fast learning dudes but even if certain castes have a bonus to learning certain skills it's just a bit shallow. I loved the obsidian caste with their world-burning fireballs and general insanity and would like to see the castes made more different in ways besides just skill learning rates.

      EDIT: I do understand that DF itself does limit what can be done quite a bit but I'd love something a bit more imaginative and possibly insane than just "caste X is good at skill Y" etc.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Morwaul on March 29, 2011, 03:54:46 pm
      I agree with daff for the most part.  If the caste doesn't bring something new and unique I don't really see a reason for it.  The caste we have now are pretty good.  Honestly I really do not care if I get Ice or Moss and rather not get Shroom.  Stone are just your average dwarf though they might be a little better so meh.  The thing that gets me is that I have never seen the Gloomer or Aspid use there abilities so I wonder if they are working.  Of course they don't set my entire map on fire either so maybe they are just less obvious. 

      I do not like the idea of a zombie caste.  Zombies just seem like they should be the enemy.  A construct caste might be neat but what would they do other than be tough and slow?

      Not sure if it is possible but I think a caste that can go invisible would be awesome.  If the enemies can do it why can't we?  Might be hard to keep track of them though, or maybe not if they are kept in a squad.

      Oh, and why cant Ice Dwarves use Ice breath or something similar?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: SalmonGod on March 29, 2011, 05:34:06 pm
      Not sure where best to ask this, but I know Deon is savvy with the graphics stuff.

      Engravings are showing up weird in my fort.  I was using one of your old packages.  I think it was 31.18c.  I then upgraded to the newer versions by replacing the .exe and index files, per tami topio's advice.  Since then, I've begun my first engravings in my fort and they show up as dead trees and dwarves, making the room look extremely chaotic.  I tried replacing the tileset with a couple new ones, and they all have the same problem.  I've tried copying my save file over into ironhand's new full package, and it still does this.  I've tried starting a new fort from scratch with the new ironhand, and engravings work properly there.  I'm not sure if this is an issue with upgrading, since I never did any engravings before the upgrade.  Any ideas how to fix this?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 29, 2011, 06:04:03 pm
      Data/init/d_init.txt, set [ENGRAVINGS_START_OBSCURED:YES]. It should solve it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Morwaul on March 29, 2011, 06:14:47 pm
      Hey guys.  Before embark is there a way to switch from the new shallow metals / deep metals / deep soil BS to the old stile where it actually gave us some useful info?  What would be even more handy is if it listed each type of mineral that is present.  For instance Fluxes, Iron Ores, Coals, etc.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Treason on March 29, 2011, 06:16:44 pm
      Hey guys.  Before embark is there a way to switch from the new shallow metals / deep metals / deep soil BS to the old stile where it actually gave us some useful info?  What would be even more handy is if it listed each type of mineral that is present.  For instance Fluxes, Iron Ores, Coals, etc.

      No

      No there's not
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: SalmonGod on March 29, 2011, 06:45:26 pm
      Data/init/d_init.txt, set [ENGRAVINGS_START_OBSCURED:YES]. It should solve it.

      That was the original setting.  I tried changing it to 'no' and nothing changed.

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: SirAaronIII on March 29, 2011, 06:49:29 pm
      That's probably because those engravings were already there. If you make any new ones, they should be obscured.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 29, 2011, 07:10:44 pm
      Yes, these ones you should manually set to obscured.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: SalmonGod on March 29, 2011, 08:11:34 pm
      Yes, these ones you should manually set to obscured.

      How do you do that?

      Figured it out!  Thanks.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Torgan on March 30, 2011, 02:19:21 am
      That's how my Genesis engravings always look I think, I only have them visible when I forget to change the init files after downloading a new copy though.  It does look a bit odd but the dwarf picture engravings are about dwarves and dead trees are usually the symbol of your civilisation or whatever so it does make sense, just a bit messy to look at and work out what's actually there.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Sunday on March 30, 2011, 12:24:04 pm
      I'm sure you've seen it, but the "Testing Prone to Rage" thread says that if that tag is set to 1000, things automatically get enraged when entering combat.

      Have you all thought of adding that tag to (say) Steel Dwarves? I like the idea of a berzerker caste. . .the idea of having these rare, super strong, super scary enraged guys in my fortress sounds like fun.  :)

      Anyway, I might add that tag to them myself if you don't, once the next version of Genesis comes out.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: isabuea on March 30, 2011, 01:16:20 pm
      Has anyone been able to find Geothite ore anywhere ingame?

      I had a few minutes spelunking in the raws and I can't find any mention of geothite. Could it have slipped the net during updates and been lost?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Dutchling on March 30, 2011, 03:16:44 pm
      I'm sure you've seen it, but the "Testing Prone to Rage" thread says that if that tag is set to 1000, things automatically get enraged when entering combat.

      Have you all thought of adding that tag to (say) Steel Dwarves? I like the idea of a berzerker caste. . .the idea of having these rare, super strong, super scary enraged guys in my fortress sounds like fun.  :)

      Anyway, I might add that tag to them myself if you don't, once the next version of Genesis comes out.

      100 does the same thing according to a poster a few posts further. Good point though, but I wonder how rage works if you are also in a martial trance...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Daff on March 30, 2011, 03:29:51 pm
      I am quite intruiged by this berserker (steel) dwarf idea. What are the effects of rage on a unit?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 30, 2011, 04:11:15 pm
      Have you all thought of adding that tag to (say) Steel Dwarves? I like the idea of a berserker caste. . .the idea of having these rare, super strong, super scary enraged guys in my fortress sounds like fun.  :)
      Anyway, I might add that tag to them myself if you don't, once the next version of Genesis comes out.
      Sure, try it out, takes maybe 1-2 hours of new fort, and see if they become a liability to the fort or do they obey/ignore normal combat commands.
      You also might want to try rage:2 on bulldogs, see if they attack friendlies due to rage.

      Has anyone been able to find Geothite ore anywhere ingame?
      I had a few minutes spelunking in the raws and I can't find any mention of geothite. Could it have slipped the net during updates and been lost?

      I have goethite the swamp iron set as appearing in:
      [ENVIRONMENT:SEDIMENTARY:VEIN:5] (5% very rare)
      [ENVIRONMENT_SPEC:MIRE_BLACK:VEIN:50]
      [ENVIRONMENT_SPEC:MIRE_RAISED:VEIN:10]
      [ENVIRONMENT_SPEC:MIRE_BLANKET:VEIN:40]
      [ENVIRONMENT_SPEC:PEAT_SWAMP:VEIN:30]
      [ENVIRONMENT_SPEC:PEAT:VEIN:80] (80%, common-ish)
      And no, I haven't encountered any, thanks to the "one deep metal and one shallow metal per biome" new system.

      (adjusts ore frequencies)
      Hmm, maybe still we do not have alluvial layers. wiki says .19 introduced them, but .25 vanilla's raws don't define alluvial...

      Edit2: rolled world with seed numbers typed in. Crash! Hmm... I must report it, upload raws and worldgen settings.
      http://www.bay12games.com/dwarves/mantisbt/view.php?id=4395

      Edit3: fun vanilla creature list: http://df.magmawiki.com/index.php/DF2010:Pasture
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Razonatair on March 30, 2011, 05:04:51 pm
      I've seen Geothite, it's just rare. And no, it's not "one deep metal, one shallow metal per biome." There can be two or more per biome, it just depends on your mineral frequency set during worldgen. I normally set mine <=1000.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: DarkSinnerzZz on March 30, 2011, 06:51:05 pm
      new version has came out.any chance of updating genesis to ?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Daff on March 30, 2011, 09:04:52 pm
      Deon is working on it, he took some time off for some sort of real life thingy so Genesis is a bit behind in the updates.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 30, 2011, 10:11:46 pm
      Yeah, this "some sort of real life thingy" is my university diploma, and I am running out of time :P. And it's not behind the updates, it's being worked on. I have a WIP version which lacks some stuff I want to add, once I do it I will release it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Raul on March 30, 2011, 10:36:38 pm
      Thanks for your hard work, Deon. Working on your university diploma and this mod at the same time? You're clearly some kind of god.

      "Deon the Creator of Genesis is a deity of the Roguelike Community. Deon is most often depicted as a male human and is associated with killer turkeys."  :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Tarran on March 30, 2011, 10:57:17 pm
      "Deon the Creator of Genesis is a deity of the Roguelike Community. Deon is most often depicted as a male human and is associated with killer turkeys."  :P
      "This image is of Deon Facesmashers the turky and Urist facesmashed the dwarf. Deon is striking down Urist. This image depicts the striking down of Urist facesmashed in 1 by Deon Facesmashers."
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Morwaul on March 30, 2011, 11:46:43 pm
      Diploma?  Deon, things like a future, success, and money are highly overrated.  You should focus all your time on things of substance such as upgrading, updating and enhancing Genesis!  Jeez man, get your priority's straight!  ;)

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Alkhemia on March 30, 2011, 11:57:36 pm
      What's your major anyways?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 31, 2011, 01:06:09 am
      Deon's on the Moscow time zone so he's on the forums at odd hours :)
      I'm on Finland/East European time zone.

      Also remember he had the "Dwarf Fortress Complete" mod back in DF 40d, May 2009.
      http://dffd.wimbli.com/file.php?id=1021

      Damn, another fort with only two metals (but three biomes). Gold above cave1 and silver in cave1, NOTHING orelike below that. This with [MINERAL_SCARCITY:1500].

      My tunings progress: make less deadly "rough spike" from wood and regular "menacing spike" from metals. Because 30 wooden spikes defeating a siege didn't seem right.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Torgan on March 31, 2011, 03:32:53 am
      I was about to suggest silver hammers as that's the most common weapon metal I keep finding in my vanilla embarks but then remembered that's not possible in Genesis.  What was the reason behind not being able to make them in Genesis?

      I'm quite enjoying the scarcer metals actually, makes it feel more like you are embarking into the wilderness.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 31, 2011, 04:26:30 am
      Deon's on the Moscow time zone so he's on the forums at odd hours :)
      I'm on Finland/East European time zone.

      Also remember he had the "Dwarf Fortress Complete" mod back in DF 40d, May 2009.
      http://dffd.wimbli.com/file.php?id=1021

      Damn, another fort with only two metals (but three biomes). Gold above cave1 and silver in cave1, NOTHING orelike below that. This with [MINERAL_SCARCITY:1500].

      My tunings progress: make less deadly "rough spike" from wood and regular "menacing spike" from metals. Because 30 wooden spikes defeating a siege didn't seem right.
      I saw your trapcomps suggestion, I'm using it :). Thanks for the letter.

      Hehe, you tracked that one down? I thought I removed it. Well, it makes the 14th of May to be an (un)official 2-year birthday of Genesis :P.

      What's your major anyways?
      Radiophysics and medical engineering. I am making special glass with a surface plasmon effect for biosensors now, almost every day (and almost manually :P).

      I was about to suggest silver hammers as that's the most common weapon metal I keep finding in my vanilla embarks but then remembered that's not possible in Genesis.  What was the reason behind not being able to make them in Genesis?

      I'm quite enjoying the scarcer metals actually, makes it feel more like you are embarking into the wilderness.
      I wanted to make "precious" metals like gold and silver which were not used for weapons to stay the same way for DF. It was fine when we had a TON of metals, but now sometimes you have no choice. So I am including alchemical reactions to turn gold into Sun Gold (which Ezrakim elves use) and silver to Moon Silver. Maybe it sounds a bit cliche, but it works for me :P.

      Diploma?  Deon, things like a future, success, and money are highly overrated.  You should focus all your time on things of substance such as upgrading, updating and enhancing Genesis!  Jeez man, get your priority's straight!  ;)
      You should've told me it before I adopted a wife and a child. Oh wait, I forgot that it works backwards. Women are like cats: they adopt you and leave you no choice. I wish I could have more than one like dwarves do with cats though :P.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: BigD145 on March 31, 2011, 08:59:07 am
      Diploma?  Deon, things like a future, success, and money are highly overrated.  You should focus all your time on things of substance such as upgrading, updating and enhancing Genesis!  Jeez man, get your priority's straight!  ;)
      You should've told me it before I adopted a wife and a child. Oh wait, I forgot that it works backwards. Women are like cats: they adopt you and leave you no choice. I wish I could have more than one like dwarves do with cats though :P.

      How many levers and spike traps were you planning on installing in your home?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: ninja137 on March 31, 2011, 09:08:54 am
      Is this compatible with 0.31.25? If so, then holy crap I think I might die from the awesome.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Raul on March 31, 2011, 09:17:12 am
      Is this compatible with 0.31.25? If so, then holy crap I think I might die from the awesome.

      Not yet, but he's working on it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: ninja137 on March 31, 2011, 09:19:17 am
      Is this compatible with 0.31.25? If so, then holy crap I think I might die from the awesome.

      Not yet, but he's working on it.

      Whats the latest version its compatible with? This looks amazing.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Vorthon on March 31, 2011, 09:26:49 am
      Just out of curiousity, have you considered adding punching daggers to Genesis?

      I've got some raws I put together for them somewhere in the maze of folders that is my laptop...

      If I whipped up some new dwarven castes, would you be willing to add them to Genesis? Just askin'...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Kipi on March 31, 2011, 09:28:38 am
      Is this compatible with 0.31.25? If so, then holy crap I think I might die from the awesome.

      Not yet, but he's working on it.

      Whats the latest version its compatible with? This looks amazing.

      Basing on the first post 0.31.19
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: ninja137 on March 31, 2011, 09:36:27 am
      Is this compatible with 0.31.25? If so, then holy crap I think I might die from the awesome.

      Not yet, but he's working on it.

      Whats the latest version its compatible with? This looks amazing.

      Basing on the first post 0.31.19
      Ah. Derp. Well, thats what I get for not being awake enough to really read. Hmm....not sure if I want to go back that far....but this is a definate download as soon as its ready for 3.25
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Raul on March 31, 2011, 09:39:39 am
      Is this compatible with 0.31.25? If so, then holy crap I think I might die from the awesome.

      Not yet, but he's working on it.

      Whats the latest version its compatible with? This looks amazing.

      It is amazing, you'll never want to go back to vanilla after playing this :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 31, 2011, 10:31:28 am
      I wanted to make "precious" metals like gold and silver which were not used for weapons to stay the same way for DF. It was fine when we had a TON of metals, but now sometimes you have no choice. So I am including alchemical reactions to turn gold into Sun Gold (which Ezrakim elves use) and silver to Moon Silver. Maybe it sounds a bit cliche, but it works for me :P.
      It is a shame we can't command "this weapon is blunt and can be made from non-warfare metals" or "this metal can be used for non-edged weapons". Perhaps 2-4 gems are used up turning gold into HammerGold? Or extra much fuel is needed?
      And maybe sun gold and moon silver should be slightly better than copper and cobalt, so as not to compete with bronzes and steels? Always happy to buy a red steel pick from caravans.
      What about the gold & steel you get from sacrificing weapons at Altar of War? Feels like cheating to sac loads of wood/bone crossbows and out comes steel.

      Whats the latest version its compatible with? This looks amazing.
      While we wait for Genesis 25, check out Genesis .19a4 plus my .23 - .25 tunings, here: http://dl.dropbox.com/u/8967397/Gen25_Ironhand_March30_interim_TT_raws.zip (http://dl.dropbox.com/u/8967397/Gen25_Ironhand_March30_interim_TT_raws.zip)
      No new civs or new-vanilla-creature graphics, but it's .25 compatible. And ore frequencies & learning rates slightly boosted.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Angel Of Death on March 31, 2011, 10:34:13 am
      I wanted to make "precious" metals like gold and silver which were not used for weapons to stay the same way for DF. It was fine when we had a TON of metals, but now sometimes you have no choice. So I am including alchemical reactions to turn gold into Sun Gold (which Ezrakim elves use) and silver to Moon Silver. Maybe it sounds a bit cliche, but it works for me :P.
      It is a shame we can't command "this weapon is blunt and can be made from non-warfare metals" or "this metal can be used for non-edged weapons". Perhaps 2-4 gems are used up turning gold into HammerGold? Or extra much fuel is needed?
      And maybe sun gold and moon silver should be slightly better than copper and cobalt, so as not to compete with bronzes and steels?
      Maybe sun gold could start off as moon silver, but after an expensive procedure it could be turned into sun gold?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: ninja137 on March 31, 2011, 10:59:06 am
      Screw it, im bored, have a lot of time right now, and this looks badass. Hello older version, and hello Genesis.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Daff on March 31, 2011, 11:45:06 am
      That is an excellent choice sir, Genesis is all sorts of awesome :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Raul on March 31, 2011, 11:49:39 am
      Screw it, im bored, have a lot of time right now, and this looks badass. Hello older version, and hello Genesis.

      Prepare to be blown away, and beware of the wild turkeys :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 31, 2011, 12:02:50 pm
      Screw it, im bored, have a lot of time right now, and this looks badass. Hello older version, and hello Genesis.

      Prepare to be blown away, and beware of the wild turkeys :P
      Why don't you use Tomi's .25 version? It's not released by me but it's better than 3.14a4 because it's updated and has his fixes :P.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Ahra on March 31, 2011, 12:03:39 pm
      huh waddaya know got a ton of armor skill just beacause i had "found" (slaughtered the village who had the shop) an sun gold helmet and then stumbled into 2 forest spiders they really only go for the head dont they?.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 31, 2011, 12:14:29 pm
      Ahaha, you've found a way to abuse paralyzing enemies, I've found it some time ago too. Basically AI aims for the head whenever a creature is incapacitated (knocked out/passed out/sleeping/unconscious/webbed/paralyzed).

      Yeah, helmets are the best thing in such situation :P. Although I reduce their blocking chance in the new version, so you would die in such situation.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Kogut on March 31, 2011, 02:25:10 pm
      Ahaha, you've found a way to abuse paralyzing enemies, I've found it some time ago too. Basically AI aims for the head whenever a creature is incapacitated (knocked out/passed out/sleeping/unconscious/webbed/paralyzed).
      Always? Even with great helmet? It sounds like bug.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: ninja137 on March 31, 2011, 02:49:20 pm
      Screw it, im bored, have a lot of time right now, and this looks badass. Hello older version, and hello Genesis.

      Prepare to be blown away, and beware of the wild turkeys :P
      Why don't you use Tomi's .25 version? It's not released by me but it's better than 3.14a4 because it's updated and has his fixes :P.

      Er, what? Where? I didnt see that anywhere....
      EDIT: Nevermind, I see it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 31, 2011, 03:40:13 pm
      Here's the easy-to-use version, where the tuned raws and .25 exe are already placed for you. (songs removed, they're large and everyone has them from previous installs)
      http://dl.dropbox.com/u/8967397/deons%20genesis%203.19a4%20Ironhand%20plus25.zip (http://dl.dropbox.com/u/8967397/deons%20genesis%203.19a4%20Ironhand%20plus25.zip)
      (7.1 MB zip) It's Genesis .19a4 plus the vanilla changes and my .20 - .25 tunings, plus the .25 executable.
      No new civs or new-vanilla-creature graphics, but it's .25 compatible. And ore frequencies & learning rates slightly boosted.

      Edit: damn, pet ice mephit made one migrant Potter get encased in ice! He was standing in 1-high water at recently-made reservoirs... Tantrums from tigerman killing two.
      It seems ice mephits can be used to Generate Water! Bastards keep surrounding themselves with ice walls using the 1-high water.
      So: ice mephit + water in meetingarea-zone = Fun. Miner digs them out, and perhaps gets iced.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: ninja137 on March 31, 2011, 03:49:01 pm
      Here's the easy-to-use version, where the tuned raws and .25 exe are already placed for you. (songs removed, they're large and everyone has them from previous installs)
      http://dl.dropbox.com/u/8967397/deons%20genesis%203.19a4%20Ironhand%20plus25.zip (http://dl.dropbox.com/u/8967397/deons%20genesis%203.19a4%20Ironhand%20plus25.zip)
      (7.1 MB zip) It's Genesis .19a4 plus the vanilla changes and my .20 - .25 tunings, plus the .25 executable.
      No new civs or new-vanilla-creature graphics, but it's .25 compatible. And ore frequencies & learning rates slightly boosted.
      Looks good so far. I even got a steel dwarf at embark, and guess what? I forgot to embark with a pick. Thats just my luck.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Torgan on March 31, 2011, 04:02:33 pm
      If you've got trees (and took an axe) you could build an aboveground fortress until the caravan turns up - I often get an elf one in the first summer.  Wooden trap components are pretty valuable, that would be ok for the non-sylvan elves.  Fish, gather plants or hunt for food.  I think centaurs and werewolves can turn up as well in the first year though, could be fun.  Steel dwarves are pretty great, I had my 50 man military (and most of my fort) die to a flesh rotting FB poison and the two steel dwarves in the military just ignored it and kept training away.

      Also repeating the Genesis is awesome praise for any new converts!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: ninja137 on March 31, 2011, 04:51:18 pm
      Update: First, I cant play the version that Tomi posted. I just cant play without sprites. Second, I tried out the 3.19 version. Holy shit. This is now my favorite mod, it will always be installed when possible from now on. Now to just wait for the newest 3.25 compatible release. I cant wait, this is going to be great.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 31, 2011, 06:01:07 pm
      What do you mean "without sprites"? It is a graphical version (Ironhand tileset).

      Okay, I am tired of you, really. I will release a "pre-.25" version tonight, without demons and pandars, without savage orcs, without new alchemy and halberdiers for lashers, but with all other stuff I planned (and with graphics for new creatures). Fiiiine.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: ninja137 on March 31, 2011, 06:34:02 pm
      What do you mean "without sprites"? It is a graphical version (Ironhand tileset).

      Okay, I am tired of you, really. I will release a "pre-.25" version tonight, without demons and pandars, without savage orcs, without new alchemy and halberdiers for lashers, but with all other stuff I planned (and with graphics for new creatures). Fiiiine.

      nononono, please dont rush because of me. I can wait, I promise. And what I meant without sprites was that the new creatures and items added by Genesis that Tomi posted appear as solid black tiles when playing, not sure if thats a glitch on my end, but it really throws me off. I honestly didnt mean to be an ass or anything or offend you, please dont take what ive said in the wrong way, im a bit bad with words so I might not neccessarily be saying exactly what I mean or in the way that I intended to say it. Please dont rush on account of me being annoying, I dont want to force you away from anything important.

      Admittedly though, I did sort of nearly squeal like a little girl in joy at the possiblity of getting the awesomeness that is your mod tonight.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: WraithLord24 on March 31, 2011, 06:48:06 pm
      What do you mean "without sprites"? It is a graphical version (Ironhand tileset).

      Okay, I am tired of you, really. I will release a "pre-.25" version tonight, without demons and pandars, without savage orcs, without new alchemy and halberdiers for lashers, but with all other stuff I planned (and with graphics for new creatures). Fiiiine.

      Rule No. 4 on the forums DON'T tired Deon or angry steel dwarves and uber werewolves will come in your sleep and rip you to bits. (or at least in my mind)  :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Morwaul on March 31, 2011, 07:07:48 pm
      What do you mean "without sprites"? It is a graphical version (Ironhand tileset).

      Okay, I am tired of you, really. I will release a "pre-.25" version tonight, without demons and pandars, without savage orcs, without new alchemy and halberdiers for lashers, but with all other stuff I planned (and with graphics for new creatures). Fiiiine.

      Actually, That would great and smart.  It would get us back to where we can play on the new version and it would make it so that you can take your time and work on all the other awesomeness with out any pressure from us groveling and begging and prostrating ourselves before you.  Later, you can do little sub releases like you always do anyway and add in the extra awesomeness.

      I know you get tired of us pressuring you but if you are going to make crack this good you should expect your addicts to freak when you withhold our drug of choice for longer than it take the last hit to where off.  :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Deon on March 31, 2011, 07:55:58 pm
      What do you mean "without sprites"? It is a graphical version (Ironhand tileset).

      Okay, I am tired of you, really. I will release a "pre-.25" version tonight, without demons and pandars, without savage orcs, without new alchemy and halberdiers for lashers, but with all other stuff I planned (and with graphics for new creatures). Fiiiine.

      nononono, please dont rush because of me. I can wait, I promise. And what I meant without sprites was that the new creatures and items added by Genesis that Tomi posted appear as solid black tiles when playing, not sure if thats a glitch on my end, but it really throws me off. I honestly didnt mean to be an ass or anything or offend you, please dont take what ive said in the wrong way, im a bit bad with words so I might not neccessarily be saying exactly what I mean or in the way that I intended to say it. Please dont rush on account of me being annoying, I dont want to force you away from anything important.

      Admittedly though, I did sort of nearly squeal like a little girl in joy at the possiblity of getting the awesomeness that is your mod tonight.
      By "you" I mean all the guys who ask about the new version. Seriously, is it hard to click a page or two back and get Tomi's version? But yeah, I have all sprites and some new features, so it would be okay :P. I didn't want it to sound aggressive, I was sarcastic (about "tired").

      Give me 4 hours of sleep, then I will wake up and see if there are any errors which should not be, and if not then I will release it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: BakkieSloot on March 31, 2011, 08:02:07 pm
      People need to find another addiction, like I did... Take your time Deon! I will only play the full version!  8)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Morwaul on March 31, 2011, 08:05:27 pm
      A couple more questions? 

      If we use Tomi's .25 update thing or even your .25 release should you release it incomplete will we have to do another World gen when you release the extra content?  I am still uncertain what changes demand a world gen I suppose.

      Second, I keep hearing people talking about a lack of minerals.  I am playing Ironhands .25 now (God I miss Genesis) and I have loads of minerals on a freshly generated world.  All I had to do is select Everywhere for Mineral Occurrence.  Is a lack of resources a problem just on Genesis or on DF as a whole?  Here is part of my prospector report.  It is on a 3x4 map and although I do not see it on the list I also have loads of Limestone and Marble down deeper.
      (http://i54.tinypic.com/5obdbs.png)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: BigD145 on March 31, 2011, 08:29:56 pm
      People need to find another addiction, like I did... Take your time Deon! I will only play the full version!  8)

      Play Prospector. Go back to college. Whatever keeps you busy.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 31, 2011, 09:43:40 pm
      About Morwaul's list... so 91k tetrahedrite (copper/silver, lucky you!), 77k gold, 77k cobalt, 71k garnierite/nickel, 22k galena, 10k adamantine, 3k of spinels, 2+5k of iron. That just seems wrong as iron is supposed to be very common and cobaltite uncommon.
      So you indeed get more ore variety if you set scarcity to minimum. Toady has set one default scarcity value and most of us I think will use that.

      You'd want more coal and iron than any other metals. Maybe iron 30k, coal 20k.

      Glad to get an officially-stamped Genesis release tomorrow! I don't mind myself having "r" raccoons and "M" giant moose on my 2x2 Ironhand outdoors but then again I'm a modder.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Raul on March 31, 2011, 10:21:39 pm
      If we use Tomi's .25 update thing or even your .25 release should you release it incomplete will we have to do another World gen when you release the extra content?
      I want to know that as well. I'm currently suffering from DF withdrawal and I would like to play the soon to be released "pre-.25" version, but I don't wanna have to generate a new world for the full version.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: ninja137 on March 31, 2011, 11:16:32 pm
      I wish I didnt have class tommorrow....I dont get home till nearly 5 in the afternoon. Fuck. I want to play this so badly.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: TomiTapio on March 31, 2011, 11:17:16 pm
      Yes, you'll have to worldgen because the finished Genesis .25 will have two new civs apparently, and new reactions. Pre-25 will have my updates plus Deon's new animal tiles.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: Morwaul on March 31, 2011, 11:35:51 pm
      oh   /sad

      I'm in the same boat as Raul.  I am playing Ironhand .25 now.  It's kinda like dressing up your sister and taking her to the prom.  Sure she's beautiful but....meh.  Anyway, guess I'll just wait for the finished product. 

      Hmmm, maybe if we all pitched in and helped Deon with his diploma.  I don't know the first thing about making glass or what a plasmon is for that matter but hey, I can fake it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
      Post by: EveryZig on April 01, 2011, 08:50:44 am
      If there is a partial .25 update, will it be on the first page of this thread?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - pre-release for 3.25
      Post by: Deon on April 01, 2011, 08:55:33 am
      Genesis 3.2 for 3.25
      * Moving to a new DF version (0.31.25).
      *a lot of tweaks by TomiTapio, I agree with most of his ideas.
      *genitals have their own tissues and materials.
      *material tweaks.
      *illithids have a new tile.
      *demonic union -> goblins and barghests (goblinoids).
      *new hostile entity: scavengers (pigmen).
      *common otters in addition to previously existed giant otters.
      *dire bears for savage areas.
      *floaters, flying jellies with tentacles for caves (by Vorthon).
      *updated some graphics for existing animals.
      *cave spiders renamed to spiders; "gcs" arachna is now arachna/arachnid.
      *changes to dwarven castes (no fireballs for obsidians, skill tweaks for other castes).
      *only niths and mephits adopt dwarves now; other verminhunters (cats, ferrets) do not.


      If we use Tomi's .25 update thing or even your .25 release should you release it incomplete will we have to do another World gen when you release the extra content?
      I want to know that as well. I'm currently suffering from DF withdrawal and I would like to play the soon to be released "pre-.25" version, but I don't wanna have to generate a new world for the full version.
      The "full" version requires me to draw sprites for the whole demonic civ, as well as for spiderlings. Also I will need to finish the "invention" component, and flesh out the alchemy. Also tiles for the pandars civ. Also I need to remake altars into shrines with new reactions, and add a lot of new workshops to the "invention" component. So it will take at least a week or more, so you are safe to play with the released version :).

      P.S. Tomitapio deserved it much earlier, I can just be THAT ignorant from time to time, so don't mind me. He has his own place in credits now :P.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Dutchling on April 01, 2011, 09:17:41 am
      Are you going to replace the dog with a specific breed? It's kinda weird to have spaniels, bulldogs and ''normal'' dogs.

      fakedit: W00t update! I'm gonna play for a few days straight now
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Deon on April 01, 2011, 09:19:41 am
      I thought about making them castes, but right now we cannot have different graphics and I don't want to make the mod into "cynologist heaven", at least for now. I agree that it's weird, but consider them "special dog breeds" for now :). I have much more important stuff to add, however it's something I will think about.

      I will know that I became stark raving mad when I start to add cat breeds :P.

      P.S. I forgot to mention a major gameplay change: only niths and mephits adopt dwarves now.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: isabuea on April 01, 2011, 09:30:57 am
      does that mean you have eliminated the possibility of a cat-splosion deon?

      we CAN stop the furry fiends from over running our fortress, its a dream come true
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Deon on April 01, 2011, 09:31:47 am
      Yeah, but now there can be a mephit-splosion, those bastards who can freeze your dwarves to death and set them on fire :P.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Deon on April 01, 2011, 09:33:58 am
      I've got an idea for dogs: I could make their castes with specific skills (swordsman for bulldog, bowman for spaniel etc.) and make profession graphics for them (and change skill names according to castes, so "swordsman dog" would be "bulldog dog").
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Vorthon on April 01, 2011, 09:38:43 am
      I've got an idea for dogs: I could make their castes with specific skills (swordsman for bulldog, bowman for spaniel etc.) and make profession graphics for them (and change skill names according to castes, so "swordsman dog" would be "bulldog dog").

      Bulldog dog... Heh...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Deon on April 01, 2011, 10:05:00 am
      Hehehe guys, sorry for the april joke. Now, back to updating it to 0.31.25.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Jeoshua on April 01, 2011, 10:40:01 am
      I was gonna say, dog castes would make it very hard to breed a specific dog.  Imagine having two spaniels pop out a mastif.

      Poor momma doggy.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Vorthon on April 01, 2011, 10:42:11 am
      I was gonna say, dog castes would make it very hard to breed a specific dog.  Imagine having two spaniels pop out a mastif.

      Poor momma doggy.


      *Twitches.*

      I'm gonna go scrub my brain with some steal wool now... after soaking it in Brain Bleach...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Nabobalis on April 01, 2011, 11:51:33 am
      Anyone got a good world gen profile?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Morwaul on April 01, 2011, 11:53:16 am
      An idea, probably not original.  Since we are having so much trouble finding decent resources why not add some more types of metals / alloys / crystals, erc. that are not based off of iron or bronze.  As I see it the problem right now is that all the good weapons are Steel of one flavor or another.   Why not make some materials that are just as good or even better than steel and have nothing to do with Iron?   Here are some ideas.

      1.  Probably easy but lame - Make more minerals that can be used to make iron.
      2.  Cooler but probably more difficult - Reproduce the Iron to Steel process but use another fairly common base material instead of Iron.  Use increasingly rare other resources to combine it until it is somewhere close to Red Steel.  It could have different properties, however, so it isn't totally redundant.
      3.  Really Cool but probably really hard - Create some Magic / Fantasy / Steampunk based materials that use a combination of minerals, gems, woods, animal products, etc. along with alchemy and different forging techniques to make some really unique and different materials.  For instance:
         * Mithril, Dureum, Dwarfeum, Unobtanium, Flubber, whatever.
         * Gem items such as a Crystal axe or Diamond Helm.  Use a gem base material such as actual gems, glass, quartzite and obsidian and change it with Alchemy or add materials to it combined with magma or something until it is a material suitable for high end weapons and armor.
         * Blood / Chaos Items - Create a spiffy item using one of the above methods then take it to the War Altar with a unit of something’s blood and it gives you that Item highly enhanced as a Blood or Chaos Item.  The amount of the enhancement could be based on the type / rarity of the blood.  Cat blood vs Giant or Dragon blood for instance. 
         * Gadget based items - Once again make a spiffy item then take it to the Mechanic who turns your Ruby Sword into a Ruby Chain sword of doom.

      Not really sure if any of this is even possible but it would be neat to see even more variety in the Game.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Dutchling on April 01, 2011, 12:26:24 pm
      @Deon,
      Can't you just replace the name 'dog' with a breed that is like the default dog (whatever that is).
      Other thing: All stone items are called rock items at the manager screen and the workshops, but your beds are called stone beds. Could you change them to rock? Would feel a bit more (DF) natural.
      (same for dismantling stone items)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Morwaul on April 01, 2011, 12:33:59 pm
      Hunh, Never noticed that.  I think I like the word Stone more than the word Rock.  How about changing all the rock references to stone?   :P

      edit - spelling, one day I'll learn to type, or I'll die, yeah, that will probably happen first....
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Nabobalis on April 01, 2011, 12:43:02 pm
      How do you get rid of aquifers from being formed during world generation?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Sirdrake on April 01, 2011, 01:02:25 pm
      How do you get rid of aquifers from being formed during world generation?
      go through all the RAW files for stone and soil and take away [AQUIFER]
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Dutchling on April 01, 2011, 01:42:03 pm
      @Morwaul: I don't think you can do that? Aren't most of the reaction hard coded or something like that?

      @Deon: What workshop can 'craft stone beds'? The mason and the craft workshop doesn't seem to have the reaction nor does my manager appoint them to do it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Thoth on April 01, 2011, 02:05:22 pm
      Iirc, Stone beds are made at the furniture workshop and require some amount of cloth, good to see another release Deon & Tomi, grand work your both doing there. :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: TomiTapio on April 01, 2011, 03:08:52 pm
      Yay an April Fools release where the keepers and elves are the evil and goblins are your pals!

      Are you going to replace the dog with a specific breed? It's kinda weird to have spaniels, bulldogs and ''normal'' dogs.
      Today on the train I pondered about a shearable (wool-producing) dog breed, maybe collie or setter. ( http://www.dogwool.fr/breeds-for-the-wool-409-409.php (http://www.dogwool.fr/breeds-for-the-wool-409-409.php) ) IRL Tibetan Mastiff (among dozens of breeds) has enough hair.

      I was gonna say, dog castes would make it very hard to breed a specific dog.  Imagine having two spaniels pop out a mastiff.
      Yep, pondered about that when adding the 3 breeds. You need that initial money investment to get mastiffs. And the idea for Spaniel was to have a fox-sized dog.

         * Gem items such as a Crystal axe or Diamond Helm.  Use a gem base material such as actual gems, glass, quartzite and obsidian and change it with Alchemy or add materials to it combined with magma
      I'd like a bone-reinforced leather armor set, require lots of bones and an existing leather item. For the hardcore dorf -- rock/goodclay plates on top of leather like we have ceramic anti-ballistic plates in http://en.wikipedia.org/wiki/Jagged_Alliance_2 (http://en.wikipedia.org/wiki/Jagged_Alliance_2)
      Or even metal-reinforced leather, requiring much less metal than regular chainmail. Would that be a new composite metal, iron-mounted-on-leather?


      Ok managed to catch up on my photo gallery posting http://www.flickr.com/photos/tomitapio/5579874355/ (http://www.flickr.com/photos/tomitapio/5579874355/) and Genesis thread, time to try & adjust the latest Genesis! Probably tone down cobalt and gold amount.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Tarran on April 01, 2011, 03:14:50 pm
      Aw, no ASCII.

      I guess I'll wait. Good thing I've kinda played DF so much that I don't want to play it a whole lot anymore.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Deon on April 01, 2011, 03:18:00 pm
      Suggestions, suggestions...
      Heh, you've guessed parts of stuff which comes with the "invention" update. Basically you won't have those workshops but you will have to "invent" them. You will use tons of vellum and get a low chance to get a specific "technology plan" which you use to build a special workshop.

      Quote
      An idea, probably not original.  Since we are having so much trouble finding decent resources why not add some more types of metals / alloys / crystals, erc. that are not based off of iron or bronze.  As I see it the problem right now is that all the good weapons are Steel of one flavor or another.   Why not make some materials that are just as good or even better than steel and have nothing to do with Iron?   Here are some ideas.
      I will include more fictional metals for sure.

      Quote
      1.  Probably easy but lame - Make more minerals that can be used to make iron.
      This won't actually solve the problem because one or two more minerals won't matter in a huge amount of ores we have.

      Quote
      2.  Cooler but probably more difficult - Reproduce the Iron to Steel process but use another fairly common base material instead of Iron.  Use increasingly rare other resources to combine it until it is somewhere close to Red Steel.  It could have different properties, however, so it isn't totally redundant.
      I can't just make something like "steel" from other metals because I don't know how would it work at all :P.

      Quote
      3.  Really Cool but probably really hard - Create some Magic / Fantasy / Steampunk based materials that use a combination of minerals, gems, woods, animal products, etc. along with alchemy and different forging techniques to make some really unique and different materials.  For instance:
      Okay...

      Quote
         * Mithril, Dureum, Dwarfeum, Unobtanium, Flubber, whatever.
      Sorry, no unobtanium, hardtofindium and wheredidiputitium for you. I just can't stand such silly names, I wonder how did movie producers fall so low by allowing "inobtanium" in Avatar ;D. However Mithril will be added as a transformation for the aluminum, and it will appear along with moon silver and sun gold in a "celestial forge", a building you have to invent.

      Quote
         * Gem items such as a Crystal axe or Diamond Helm.  Use a gem base material such as actual gems, glass, quartzite and obsidian and change it with Alchemy or add materials to it combined with magma or something until it is a material suitable for high end weapons and armor.
      Geomancer's workshop will allow some silly stuff, along with crystal daggers and glass armor. I know it's silly but I am a fun of TES (mostly Daggerfall and Morrowind) so I will just look another way and tell them that it includes some magic, so it's no longer a "glass" per se :P.

      Quote
         * Blood / Chaos Items - Create a spiffy item using one of the above methods then take it to the War Altar with a unit of something’s blood and it gives you that Item highly enhanced as a Blood or Chaos Item.  The amount of the enhancement could be based on the type / rarity of the blood.  Cat blood vs Giant or Dragon blood for instance.
      I don't plan to check the value of blood, any blood is good for the blood god! However I've already made "blood steel" which will be used by orcs, and you will be able to make it too. I will probably replace Red Steel with it, because really, so many steel alloys is too crazy even for me. And yes, you will require bodyparts and Shrine of War to make them.

      Quote
         * Gadget based items - Once again make a spiffy item then take it to the Mechanic who turns your Ruby Sword into a Ruby Chain sword of doom.
      Too steampunk-ish for my DF theme I think, but maybe as a very late invention... Yeah, maybe.

      Thanks for suggestions, you power up my creative little machines (undoubtfully operated by small hamsters in wheels in my head) so it inspires me to make it faster :P.

      I've got an idea for dogs: I could make their castes with specific skills (swordsman for bulldog, bowman for spaniel etc.) and make profession graphics for them (and change skill names according to castes, so "swordsman dog" would be "bulldog dog").

      Bulldog dog... Heh...
      Nah, I won't do it for a while, just thinking out loud here :).

      @Deon,
      Can't you just replace the name 'dog' with a breed that is like the default dog (whatever that is).
      Other thing: All stone items are called rock items at the manager screen and the workshops, but your beds are called stone beds. Could you change them to rock? Would feel a bit more (DF) natural.
      (same for dismantling stone items)
      Yeah, I will do it, thanks for telling me, I actually didn't notice this difference which is quite big for the "manager" menu.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Deon on April 01, 2011, 03:21:18 pm
      Wow, while I've typed that post, more replies :P.

      Quote
      I'd like a bone-reinforced leather armor set, require lots of bones and an existing leather item. For the hardcore dorf -- rock/goodclay plates on top of leather like we have ceramic anti-ballistic plates in http://en.wikipedia.org/wiki/Jagged_Alliance_2
      Or even metal-reinforced leather, requiring much less metal than regular chainmail. Would that be a new composite metal, iron-mounted-on-leather?
      Okay guys, seriously stop reading my ideas :/. The "Hunter's lodge" will allow you to make special crossbows, as well as make "studded leather" by adding metal bars to leather. It will be close to copper, so not too strong but still much better than common leather items. I didn't think about using bone, I don't think it would make a lot of difference with Genesis hardcore metal weapons.

      Aw, no ASCII.

      I guess I'll wait. Good thing I've kinda played DF so much that I don't want to play it a whole lot anymore.
      Sorry man, there's a lot of stuff I will have to remap and redo for ASCII... And with the upcoming things a lot of stuff will change again and I will have to redo it again :P. So no ASCII yet, mostly because my "development" version is based on Ironhand graphics and that's what I uploaded for you all.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: TomiTapio on April 01, 2011, 03:27:09 pm
      Embarking... what's this "shallow metal:multiple" option in the site finder?? Didn't read about that anywhere!
      Rolls another world: "The Realm of Dragons". Start embark choosing... CRASH! Whoa.
      Rolls region3: crash in worldgen. Huh. (low sites high civs in quick-worldgenning)

      as well as make "studded leather" by adding metal bars to leather. It will be close to copper, so not too strong but still much better than common leather items. I didn't think about using bone, I don't
      Will it require warfare metals, or can we use junk silver and billon for studded leather?

      EditN: Deon, what if some of the civs had a much longer childhood than 13 years? That civ would spread out slower.
      EditN+1: Damn the quick-worldgen caverns, cave1 spanning levels -13 to -50.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Deon on April 01, 2011, 03:36:04 pm
      Multiple means that there is more than one metal in that biome for the shallow layers. I always use it because it means more metal types.

      Quote
      Will it require warfare metals, or can we use junk silver and billon for studded leather?
      Any, because the value of metal will not matter that much because of the structure of the armor (ringmail parts and plates in the leather). Otherwise it wouldn't be actually useful since you could use those bars to make an actual armor.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: arghy on April 01, 2011, 04:06:09 pm
      Jesus i turn away for a few days and the mods changed so much.

      You could use 'enchanted' gem dust to explain the glass armor and ensure the armor isent super easy to mass produce. You convert a gem into some form of dust or just have it consumed at the workshop and not only do you have a semi plausible armor but you can also have it sparkle with rubies!

      Any chance to have a crossbow axe? basically a crossbow with blades on the end so instead of a whimpy hammer you now have an axe.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Thrin on April 01, 2011, 04:12:26 pm
      Since you seem not to be looking at the original thread, I'd thought I'd re-post this here:

      Since it looks like all naga-lovers hang out here, I would like to ask what do you think about these sprites:

      (http://img.ie/314bb.png)
      I was tired of a "generic snakeman" tile for all jobs for my naga in Genesis, so I've decided to work on soldier sprites for them. I was aiming for a more "monster-like" and less "human-like" look. How did they turn out to be?
      Hey deon, if you're still looking at this thread, I tried to touch up your design:

      (http://img340.imageshack.us/img340/861/nagasredone.png)
      (http://img.ie/314bb.png)

      The original is for comparison.

      Most of the touch up was done to the generic sprite, by extending the tail so it would be less confused with a fish's, defining the head better and smoothing the flesh shading. I also outlined the weapons and smoothed their colors, but it would probably be best to go with Kohaku's suggestion and keep them separated from the main sprite.

      The dull red eyes and gray teeth just blended in, and I couldn't get any other 'monstrous' eye color to stand out enough, so I just made them black and the teeth off white. The more complicated shading was just distracting the eye, so I simplified it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Deon on April 01, 2011, 04:13:52 pm
      Quote from: arghy
      Any chance to have a crossbow axe? basically a crossbow with blades on the end so instead of a whimpy hammer you now have an axe.

      Quote from: Deon
      The "Hunter's lodge" will allow you to make special crossbows, as well as make "studded leather" by adding metal bars to leather.

      Daww stop readin my ideas from my head :D.



      Since you seem not to be looking at the original thread, I'd thought I'd re-post this here:

      Since it looks like all naga-lovers hang out here, I would like to ask what do you think about these sprites:

      (http://img.ie/314bb.png)
      I was tired of a "generic snakeman" tile for all jobs for my naga in Genesis, so I've decided to work on soldier sprites for them. I was aiming for a more "monster-like" and less "human-like" look. How did they turn out to be?
      Hey deon, if you're still looking at this thread, I tried to touch up your design:

      (http://img340.imageshack.us/img340/861/nagasredone.png)
      (http://img.ie/314bb.png)

      The original is for comparison.

      Most of the touch up was done to the generic sprite, by extending the tail so it would be less confused with a fish's, defining the head better and smoothing the flesh shading. I also outlined the weapons and smoothed their colors, but it would probably be best to go with Kohaku's suggestion and keep them separated from the main sprite.

      The dull red eyes and gray teeth just blended in, and I couldn't get any other 'monstrous' eye color to stand out enough, so I just made them black and the teeth off white. The more complicated shading was just distracting the eye, so I simplified it.
      It's the same picture, man. Is it a 1st april fools' joke?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Tarran on April 01, 2011, 04:54:10 pm
      There's actually another image, but the Imageshack server it's hosted on is down.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Deon on April 01, 2011, 04:55:38 pm
      Oh, I see. I was wondering where is it. That post didn't look like trolling, but it could be a nice april fools' joke :P.

      That's why I use img.ie only (and tinypic.com rarely).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Morwaul on April 01, 2011, 05:47:15 pm
      Tomi, the multiple thing has been there for a while.  My typical search is Flux - Yes, Aquifer - No, River - Yes, Shallow - Multiple, Deep - Multiple, Soil - Little.  I just embarked on a new world with no crashes.  I stayed with the defaults on the worldgen selection screen though except for Savagery - High, Minerals - Everywhere.

      Deon, Just want to make sure you understand that the point of my post about the materials is that it would be good if we had another source of Steel grade weapons and armor that doesn't rely on Iron.  If you are making a bunch of stuff that is Bronze, Copper, or even Iron Grade it is great for immersion and variety but it probably will not get used much as we gravitate towards the highest end materials and ignore all the others.  aka Steel.  The reason I would like another alternative to steel is because with the current mineral allocation it is difficult to find an embark site with enough resources to make the good steel in any quantity.

      Also, Please don't get rid of Red Steel.  I look for Bauxite on every map just to make sure I can make some.  If you want to make Blood Steel just call it that.

      I also think unobtanium sounds ridiculous.  Really, what were they thinking.  I was just using it as an example.  I really do think you should consider Flubber armor, however. "My Dwarf fell off a cliff and is still bouncing 3 weeks later! LoL"

      Lastly, I am really looking forward to some of you ideas and am now quite excited about the update.  Inventors workshops, Celestial Forge, Blood Gods oh my!  Sounds too awesome to be true.  This isn't another April Fools thing is it?  :)


      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Thrin on April 01, 2011, 06:12:23 pm
      No trolling here. Not really one for April Fooling, either. If you prefer, here it is from img.ie:

      (http://www.img.ie/images/96361.png)

      Honestly, I just use Imageshack because I already have an account there.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Deon on April 01, 2011, 06:21:36 pm
      Thanks, I can see this one. I dislike the uberlong tail on the first one, I like the small "whirl" more, but the weapons and shading are definitely better, thanks :). I will totally consider it.

      Quote
      Deon, Just want to make sure you understand that the point of my post about the materials is that it would be good if we had another source of Steel grade weapons and armor that doesn't rely on Iron.
      That's Mithril for now only. I'll think what can I do with others, I get your point :). But I won't make them easy to make, otherwise the iron will lose its "best base metal for cool stuff" value. I mean metals should be diverse. But I will add a few more.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Morwaul on April 01, 2011, 07:02:35 pm
      Deon, Very Cool and Thank you.  And making it hard is excellent.  I don't mind it being difficult as long as it is possible.

      A different question.  I am looking in inorganic_stone_genesis.txt.  My idea is to increase the frequency of the iron yielding metals.  (Honestly do not know if this will do anything) but I noticed that Magnetite is not in the list.  It goes Goethite, Hematite, Limonite, then Malachite.  I searched for it but cannot find it.  Maybe it is hiding in another file somewhere? I did look through the other inorganic_*.txt files and did not see it.  Of course I was looking for my pen for 5 minutes earlier then noticed it sitting on my keyboard so that isn't really saying much.

      Let me verify 2 things since I have you.

      In [ENVIRONMENT:SEDIMENTARY:VEIN:50] the 50 is the frequency.  A question what is the rang on this?  I assume 1-100 with 100 being most frequent.

      Also, If I want to stop a type of junk stone from dropping rocks when mined that I then have to dump all I have to do is delete [IS_STONE]
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Deon on April 01, 2011, 07:25:58 pm
      Oh, I think I forgot to put the magnetite back (I removed it when I turned everything into "copper ore", "iron ore" etc. but I was bored of that and decided that it's not a good idea). Thanks, I will put it back.

      The frequency is 1-100, and the IS_STONE token makes layers to drop boulders.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Coco146 on April 01, 2011, 07:53:03 pm
      In the tes series it's not actual glass, it's volcanic crystals from red mountain
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: EveryZig on April 01, 2011, 08:53:01 pm
      In the tes series it's not actual glass, it's volcanic crystals from red mountain
      They also had the material they called 'ebony' that was not actually wood but instead a type of wood.

      On other Morrowind hilarity, remember how you could eat glass (and scrap metal, and diamonds) for a small amount of alchemy experience?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Vhorthex on April 02, 2011, 01:58:35 am
      Holy crap!

      It's like Xmas all over again!

      I LOVE YOU DEON and TOMITAPIO, AND WHOEVER ELSE CONTRIBUTED.

      DF TIME! THANK YOU!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Coco146 on April 02, 2011, 03:13:05 am


      ahh the day's of the logic of the older tes games 'twas a good time
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Deon on April 02, 2011, 03:15:01 am
      In the tes series it's not actual glass, it's volcanic crystals from red mountain
      Still it would be brittle... If it was even close to volcanic glass (which is obsidian). So yeah, as I said it will be a special crystal type you could make from gems and glass :). A bit more fancy magic for beautiful armor won't hurt.

      Vhorthex: You are welcome :). And yep, if not TomiTapio and his emails I would probably release it much later.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: arghy on April 02, 2011, 04:11:06 am
      Yeah i do miss the days where i had mastercrafted bone armor because it was so hard to make steel but you could just fix that by adding propertys to different metal types. I for instance always make bronze into warhammers and if i can mastercraft it into helms/BP's/legs for a greek style dwarf.

      You really do gotta think about progression though as i personally jump from nothing to steel because the other stuff is often just as hard/long to make and often not worth it at all. The studded leather sounds awesome but if i have the choice of everyone walking around in good quality steel armor why would i make it? This is why i was behind mass production, if i had the choice of making 10 complete suits of studded leather armor in a relatively fast way or steel i would prolly make 10 suits just for the hell of it because it wouldent take much longer and i could always use it for back up. If i had to spend years making 10 complete suits of sub par armor where i could wait 1 year and wait years to produce 10 complete sets of steel armor the choice is very simple.

      I'd love for the light armors to be used like clothing so your dwarves would take up the light armor when their clothing rotted off. I want the filthy elf traders to see my entrance covered in the blood of every race with broken bolts and bones lying all over and then see the dwarfs hauling the goods wearing studded leather armor as though it was evening wear.

      Another good fix for the just steel is to make composite armor that uses multiple metal/materials and is just outright fancy--1x *weapon metal* 2x *decorative metal/wood/leather/bone* 2x *cloth/silk* produces 2 ancient defender helmets, helmets that are sculpted to resemble the mountains and caverns each one being a work of art while protecting slightly better then a standard *weapon metal* helmet. All dwarves cant help but feel reassured at the sight of these helmets knowing they represent the first line of defense between them and the harsh world.

      You'd still be most likely using steel but you wouldent need it in the massive quanititys as you usally need it and the other metals/materials which are often lying around that you never use will now have a purpose and help decorate your fort.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Deon on April 02, 2011, 05:13:46 am
      Quote
      You really do gotta think about progression though as i personally jump from nothing to steel because the other stuff is often just as hard/long to make and often not worth it at all. The studded leather sounds awesome but if i have the choice of everyone walking around in good quality steel armor why would i make it? This is why i was behind mass production, if i had the choice of making 10 complete suits of studded leather armor in a relatively fast way or steel i would prolly make 10 suits just for the hell of it because it wouldent take much longer and i could always use it for back up. If i had to spend years making 10 complete suits of sub par armor where i could wait 1 year and wait years to produce 10 complete sets of steel armor the choice is very simple.
      I finally fixed the material sizes for armors, so you will need a few bars for a single armor piece, so studded leather armor will be actually much easier to make than copper armor for example.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: TomiTapio on April 02, 2011, 05:13:56 am
      You really do gotta think about progression though as i personally jump from nothing to steel because the other stuff is often just as hard/long to make and often not worth it at all. The studded leather
      How about embarking with 25 leathers and a leatherworker, get medium-quality leather armor in the first month. And since there are no bone boots, leather high boots are the best before get some warfare metal left over from weapons. Because losing an arm is no biggie, but losing the ability to stand is.

      Last night a frost dragon killed six militia of current fort, was slain in 19 pages of combat report, and then had a crash after suffocation deaths from tainted item hauling.
      Today, a red dragon came instead, and big tactical mistake letting it breathe fire into main food area and civilians...

      A proposal for better altar of war: not 100 wooden crossbows into 50 steel.
      15% chance of lead, 5% iron, 5% copper, 3% ruby, same 1% of the legendary superweapons.
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Deon on April 02, 2011, 05:15:37 am
      As I said I revise altars totally. The altar of war (renamed to Shrine of War) will provide blood steel and decorate weapons with bones.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Deon on April 02, 2011, 05:20:02 am
      So yeah, I am a bit out of ideas here... I mean I have more, but I am afraid they are silly. So, anyone got good suggestions for fictional metals which are not silly? :P

      Right now I have

      Gold -> sun gold.
      Silver -> moon silver.
      Aluminum -> mithril.
      Bronze -> celestial bronze.
      Steel -> omg a lot of steelz, enough :P.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: TomiTapio on April 02, 2011, 05:27:54 am
      Zinc + silver -> ziril or shinver
      nickel + gold -> ficklegold or basgold (Feingold was taken, a surname)

      and fantasy-world billon plus (copper + silver + zinc) might be weapon grade.

      Found "Potin, an ancient alloy of copper, zinc, lead and tin" was used for coins in India.

      Oh and since silver and gold each have their own magicversion, zinc + nickel -> Mallon. Or just zinc into Mallon.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Angel Of Death on April 02, 2011, 05:33:25 am
      I know this sounds stupid, but what about red steel x4 + adamantine x2 = mithril? It's like adamantine but is a bit heavier than red steel and has a slightly sharper edge than adamantine, so it becomes a great material for sharp and blunt weapons alike.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: TomiTapio on April 02, 2011, 05:36:21 am
      I know this sounds stupid, but what about red steel x4 + adamantine x2 = mithril? It's like adamantine but is a bit heavier than red steel and has a slightly sharper edge than adamantine, so it becomes a great material for sharp and blunt weapons alike.
      Adamantine is supposed to be the best, don't want a super-adamantine called mithril. Maybe more like 8 silver and 1 ada = 6 mithril. Where mitril is a lighter version of red steel.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Kogut on April 02, 2011, 05:36:52 am
      Maybe not fictional but cool: Titanium (this name!)

      quotes from wikipedia

      Titanium
      "The two most useful properties of the metal form are corrosion resistance and the highest strength-to-weight ratio of any metal. In its unalloyed condition, titanium is as strong as some steels, but 45% lighter."

      Hunter process
      "The process begins by preparing a mixture of rutile (a mineral consisting of titanium dioxide, TiO2) with chlorine (Cl2) and coke. The coke serves as a source of carbon which reacts with the oxygen (O2) in the TiO2 when extreme heat is applied, producing titanium tetrachloride (TiCl4) and carbon dioxide (CO2).

      The titanium tetrachloride is reduced with sodium (Na) to form pure metallic titanium (99.9%) by heating TiCl4 with Na in a steel bomb at 700–800 °C. This final step is the actual Hunter process. It successfully produces very high quality titanium, but it was replaced in all but the most demanding applications by the more economical Kroll process in the 1940s."

      So it can be used in alchemy ("corrosion resistance") or as armour ("Due to their high tensile strength to density ratio,[7] high corrosion resistance,[3] fatigue resistance, high crack resistance,[52] and ability to withstand moderately high temperatures without creeping, titanium alloys are used in aircraft, armor plating, naval ships, spacecraft, and missiles.[3][4]").

      In general I strongly dislike fictional metals - and real life ones are interesting enough.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Jeoshua on April 02, 2011, 05:45:19 am
      One problem with the Hunter process: Where do you get the chlorine gas?

      Also, minor typo, that should be "700-800 C"... not 700800
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Deon on April 02, 2011, 05:47:26 am
      I know this sounds stupid, but what about red steel x4 + adamantine x2 = mithril? It's like adamantine but is a bit heavier than red steel and has a slightly sharper edge than adamantine, so it becomes a great material for sharp and blunt weapons alike.
      Mithril is actually a tough aluminum. It's light and durable, so aluminum is the best base :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Kogut on April 02, 2011, 05:53:12 am
      One problem with the Hunter process: Where do you get the chlorine gas?

      Also, minor typo, that should be "700-800 C"... not 700800
      There is 700-800. Probably your browser failed to display this sign (–)<-sign is between ( and )

      chlorine gas? Alchemy! I prefer fictional/changed/not-so-realistic production methods than heaps of Adjective Metals.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Morwaul on April 02, 2011, 09:48:14 am
      Gold -> sun gold.
      Silver -> moon silver.
      Aluminum -> mithril.
      Bronze -> celestial bronze.
      Steel -> omg a lot of steelz, enough :P.

      Deon, you do not have to over complicate it by finding pre used mythical metal names.  As I see it a world that has had magic would have numerous different minerals than we have on Earth as the magic changes the things it touches for to long.  Anyway, either make your own names, pick words/names from books or whatever that you thing sound mineralish, or just add descriptive words to what it already there.

      For Instance

      Gorsite, Herculite, Skaventine, Vrath, Scrite, Vordsteel, Deonium, Tomitine,

      Cuendillar, Corene, Ciel, Callandor, Draghkar, Garrett, Dresden,

      Gold -> sun gold, Hardened Gold, Fire Gold, Dragon Gold, Serried Gold, Life Gold, Gold Adamant
      Bronze -> celestial bronze, Rigid Bronze, Dark Bronze, Red / Black / Blue Bronze, Bronze 2340,

      Loads of names: http://www.encyclopaedia-wot.org/ (http://www.encyclopaedia-wot.org/)

      Also, although it would make sense, please do not use steel or iron in the new high end metals unless it is for something special.  Adamantium in the mix would be fine but remember that it is extremely rare so I would only use it for super high end materials (much better than red steel but not as good as Adamantium)

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Deon on April 02, 2011, 10:21:17 am
      Adamantium is actually not that rare. It's on every 4x4 embark, and you can even strike two spires at once :P. That's the only metal I am sure I get whenever I embark.

      By the way, I've noticed that poor goats and mammoths do not regrow their wool after they are sheared. I've fixed it :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Angel Of Death on April 02, 2011, 10:24:03 am
      Adamantium is actually not that rare. It's on every 4x4 embark, and you can even strike two spires at once :P. That's the only metal I am sure I get whenever I embark.

      By the way, I've noticed that poor goats and mammoths do not regrow their wool after they are sheared. I've fixed it :).
      Have you fixed the glitch where deer bulls have over 7 bodies with duplicate limbs?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Deon on April 02, 2011, 10:26:15 am
      I didn't have that glitch in the first place :).

      P.S> OMG! WTF! Seriously.......

      Deers have the body defined twice. Man, I wonder how did it escape it. I will reupload a fixed version soon (with wool fixed), it won't require a world regen (unless you have alive deer on the map, then kill them first).

      P.P.S. The easy fix is to remove the line #267 from the creature_large_temperate.txt if you don't want to redownload.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Jeoshua on April 02, 2011, 10:31:14 am
      Okay I'm getting some strange errors.

      Of course, as I've stated (but who pays attention to little ol' me), that I heavily mod everything.  I generally do a good job but in this case something is weird.

      I modded in the new changes from the file.  The old version was working fine.  But now my errorlog.txt looks something like this:

      Spoiler (click to show/hide)

      I updated every file that mentioned genitalia.  And in the tissue definition, there is definitely a [RELATIVE_THICKNESS]... what is the deal here?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Deon on April 02, 2011, 10:34:08 am
      Did you forget to copy the new material and tissue definitions in the raws? As well as to put them in body detail plans?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
      Post by: Jeoshua on April 02, 2011, 10:40:28 am
      Ahem.... nothing to see here... move along now...

      Thanks Deon
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
      Post by: Deon on April 02, 2011, 10:56:52 am
      3.21:

      - Fixed abodeernations.
      - mammoth/goat wool now regrows back
      - new sprites for snakemen (with differentiated soldiers)

      If you already have a world, just copy the "raw" folder in your "save/region#/" folder and replace the files there.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
      Post by: Jeoshua on April 02, 2011, 11:11:45 am
      I'd like to say, although I don't use ALL of this mod (Illithids... uuuhg), there are certain things in this mod I couldn't live without.  Like:

      Nords - Glaciers suck, someone has to live there besides gobbos.
      Ezrakim - Makes the deserts feel very exotic.
      Serpentmen - Swamps have never been so scaly.

      And the Ironworks.  Do I need to explain why I love the ironworks?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
      Post by: Deon on April 02, 2011, 11:19:01 am
      Yeah, I can see why you dislike illithids, but I like killing them :P.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
      Post by: Torgan on April 02, 2011, 01:12:57 pm
      Couple of small bugs again for me. 

      It doesn't seem possible to stockpile clay, there is an option for clay but it's not possible to enable it and there's no different types of clay under it.  This sort of kills my plan for a magma powered clay industry if the potter keeps needing to climb 100 z-levels to collect the clay.  The metal ores list doesn't seem to have as many types as before, I guess as they were removed for the change to just iron, copper ore etc but maybe some have been missed on the rework.   Magnetite isn't there but no big deal as I've only found a vein of platinum so far. :<

      I'm getting messages saying bugbats in the caverns are having pup(s).  I don't have any tame ones so not sure why that's happening, I can't even see them on my unit list at the moment but I guess they are in an unexplored area.  I've also got some wild populations of cows, not sure if this is a bug or not, I've just never seen wild populations of the regular domesticated animals.

      The caravan brought a cave fish skin chest, I guess this might be something that Tomi was saying above where he didn't think fish skin should count as leather but maybe that wasn't changed.  Just seems a sort of weird item, but it's hardly game breaking.  Had a couple of world gen crashes as well but I don't seem to have an error log to suggest anything, worked on attempt three though.  And first fortress where I've actually managed to breach an aquifer successfully \o/  Of course I was mining about 10 squares to the east of where I'd engineered my cave in and discovered an area that wasn't part of the aquifer but ah well. :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
      Post by: Vhorthex on April 02, 2011, 01:21:43 pm
      I think I did something wrong... D:

      I noticed 2 actions that are "reded out" (like greyed out, but in red... yeah poorly said :S)

      The Kitchen;

      Render Fat (r)

      if I press 'r', I get to a screen that says;

      ************
      REGEANTS        PRODUCTS

      Unrotten FAT RENDER_MAT-producing glob RENDER_MAT Glob


      Takes place at Kitchen
      **************
      I can only press 'ESC' to leave.

      Is this maybe just a plain DF bug? Or did I do something wrong? We are just supposed to download the version provided in the link without copying it on top of vanilla latest DF version... Right?

      Wow, i'm ashamed, it's been that long... :(

      What did I do wrong?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
      Post by: Torgan on April 02, 2011, 01:31:28 pm
      That's just vanilla DF that does that now, it means you don't have the necessary items to do the job, in this case fat from a butchered animal.  The job is set up to be done automatically in the workshop orders (o->W) so if you have just butchered something then your cook has maybe already done the job.  Check under globs in your stock screen.

      So you know how bones now rot - it seems they are disappearing from my refuse pile before I use them.  Is this intended?  I had a bunch rot in my butcher's shop after I killed my embark animals but thought that was fair enough as I hadn't made a refuse stockpile for them.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
      Post by: Vhorthex on April 02, 2011, 01:41:17 pm
      Oh great! so when I'll have fat, it'll work

      Sweet!

      Thanks :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
      Post by: TomiTapio on April 02, 2011, 02:20:16 pm
      I'd lose the crow/turkey/swan leather armor too. What was the command line to insert, remove tanned leather material from creature?
      I have a few tunings for Deon but he done released a 3.21! Anyways I'm rolling a new test fort tonight since current one has only Dorf and Treehugger civs.

      Ach, the Genesis wiki would need hours upon hours of TLC (tender love and care)...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
      Post by: ATR on April 02, 2011, 02:28:04 pm
      Hey Deon. Really like the immense added complexity of your genesis mod onto DF. Keep up the great work!

      ATR
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
      Post by: TomiTapio on April 02, 2011, 02:33:19 pm
      Hey Deon. Really like the emmence added complexity of your genesis mod onto DF. Ran into a problem, but perhaps its my own error. I have your new 3.21 version. I generated a new map and am "preparing for my journey carefully". It seems the '+' button is disabled on the dwarf screen for adding skills (ie. Not Miner - Novice Miner, etc.). But, hitting tab to the item screen, '+' works again. Can anyone confirm this?
      If your dwarf has zero skill "slots" or points available, you can't give more skills to them with the keys. And you can't put all 10 points to one skill, I guess 5 was maximum.

      Deon: I fixed the elephant/mammoth grazer-requires-more-than-can-possibly-eat thing. And considered removing pig milk (anyone ever heard of that IRL?)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
      Post by: ATR on April 02, 2011, 02:35:17 pm
      Hey Tomi! You caught my buffoonery! I actually had 0 skill points to spend, and thats why I couldn't add skills to the dwarves (all the SPs used in items). Major DOH!

      ATR
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
      Post by: TomiTapio on April 02, 2011, 02:44:08 pm
      No prob ATR the freshly registered, happens to everyone sometimes. Is not the best interface. Cooler interface would flash the field which is resisting your commands.

      Now try a 50-tall stairwell (d-i), try holding left mouse button down and command ">" on keyboard 50 times. (learned this a week ago)
      Other trick: un-designate (d-x) digging with mouse painting (scrubbing) to get the import/export negotiation moving along.
      Tip: while harvest plants and trees from cavern, have a squad standing around for safety.
      Tip: if you have no hospital, no beds, slightly injured dorfs will keep working!

      Edit2: Deon, giant badger has no icon, it's the 255 pile of bones. And, they come in too large a pack I guess, 6 giant badgers sounds a little much. And now one of them killed a dorf and got itself stuck in my drinking pond. Bugger, a sasquath drowned my miner. Then TEN giant badgers, too many dead of the initial seven, abandon.

      Edit3: tuned giant moose/panda/badger/capybara material values. Hmm should we have giant sheep?
      Edit4: hmm is a rancor tougher than semimegabeasts?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
      Post by: Deon on April 02, 2011, 03:55:20 pm
      Deon: I fixed the elephant/mammoth grazer-requires-more-than-can-possibly-eat thing. And considered removing pig milk (anyone ever heard of that IRL?)
      http://www.naturesharmonyfarm.com/grass-fed-meat-farm-blog/2010/4/1/get-this-pigs-milk-cheese.html
      Also thanks for fixing the grazer, I didn't experiment with that much so I don't know the exact values. I guess a usage of some tool which shows hunger would work? So, what is the maximum allowed grazer value?

      I'd lose the crow/turkey/swan leather armor too. What was the command line to insert, remove tanned leather material from creature?
      The easiest way is just to remove the skin alltogether. More than that, the fish should have only scales, not skin, so it was my error.

      Edit2: Deon, giant badger has no icon, it's the 255 pile of bones. And, they come in too large a pack I guess, 6 giant badgers sounds a little much. And now one of them killed a dorf and got itself stuck in my drinking pond. Bugger, a sasquath drowned my miner. Then TEN giant badgers, too many dead of the initial seven, abandon.
      Okay, thanks for telling.

      Couple of small bugs again for me. 

      It doesn't seem possible to stockpile clay, there is an option for clay but it's not possible to enable it and there's no different types of clay under it.
      I am pretty sure I copied the clay from vanilla, but I will definitely check it for the next release and find the error (if it's not a vanilla bug).

      hmm is a rancor tougher than semimegabeasts?
      In some way. You just need good quality weapons to kill them. They have no internal organs (and leapers), that's why they are tough (and not so frequent). You need to make them to bleed to death by removing bodyparts. They have no natural skills so they are really easy to kill, even as a "peasant" adventurer.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
      Post by: TomiTapio on April 02, 2011, 04:16:27 pm
      Rancors were 6-skill except 8 in fighting (counterattacking)... Kinda the skill levels I would've put to a wandering goblin hero.
      I'll email you my current raws,
      and for grazer let's have 25 as a minimum value. http://df.magmawiki.com/index.php/DF2010:Pasture

      Todo: "yak wool" has 146,000 hits on Google.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
      Post by: spriksprak on April 02, 2011, 07:50:21 pm
      Hi, first off really sorry if this is an innane or obvious question but the answer hasn't presented itself after some search-engining.

      I love what the mod's done with the game, case in point is the great musical selection on the title screen yet both adventure and fortress mode are in complete silence. Is this mod specific and if so how would I go about enabling that musical selection in game? Again sorry if this is starring me in the face! Cheers
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
      Post by: Morwaul on April 02, 2011, 09:05:18 pm
      My sound works fine in game.  Have you turned off you sound in the init.txt file?  \data\init\init.txt
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
      Post by: Morwaul on April 02, 2011, 09:27:48 pm
      3.21:

      - Fixed abodeernations.
      - mammoth/goat wool now regrows back
      - new sprites for snakemen (with differentiated soldiers)

      If you already have a world, just copy the "raw" folder in your "save/region#/" folder and replace the files there.

      Deon.....  Magnetite?

      Also, would it be possible to add siderite as another Iron ore?

      "Iron ores are rocks and minerals from which metallic iron can be economically extracted. The ores are usually rich in iron oxides and vary in color from dark grey, bright yellow, deep purple, to rusty red. The iron itself is usually found in the form of magnetite (Fe3O4), hematite (Fe2O3), goethite (FeO(OH)), limonite (FeO(OH).n(H2O)) or siderite (FeCO3)."
      From: http://en.wikipedia.org/wiki/Iron_ore (http://en.wikipedia.org/wiki/Iron_ore)
      Siderite: http://en.wikipedia.org/wiki/Siderite (http://en.wikipedia.org/wiki/Siderite)

      Ok, So I went ahead and added it to my game.  I was able to gen a world with it without any trouble but I have no clue if this is all I need to do or if there is loads more.  I have added the following to my inorganic_stone_genesis.txt with the other minerals.  I put it in the Igneous because the description sounded like it could go down there and really, why do we have 100z levels if its all crap down to the adamantium?

      Spoiler (click to show/hide)

      Will this work?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
      Post by: SirAaronIII on April 02, 2011, 10:06:28 pm
      There IS a music file, but I don't know how to get it to play. Maybe rename it?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
      Post by: Morwaul on April 02, 2011, 10:14:33 pm
      Gak, double post, how did that happen?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
      Post by: ThiefofTime on April 02, 2011, 11:11:01 pm
      I'm having a 'problem' where some surface plants (eg. Nightshade) do not appear to produce seeds. I can't see anything particularly different in the raws from plants that do produce seeds (comparing it to wild strawberries). Is there something preventing seed production during alcohol making or is this just a weird bug?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
      Post by: arghy on April 03, 2011, 01:14:06 am
      Yeah i hate how the music for the menu is so awesome but once you get to the fortress mode its gone--why cant we have all of the music all the time?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
      Post by: FluidDynamite on April 03, 2011, 01:56:57 am
      Thanks for the new version!  :)

      *snip*
      So you know how bones now rot - it seems they are disappearing from my refuse pile before I use them.  Is this intended?  I had a bunch rot in my butcher's shop after I killed my embark animals but thought that was fair enough as I hadn't made a refuse stockpile for them.

      I'd like to confirm this. Bones first turn into "rotten horse bone" and then disappears, even in indoors refuse stockpiles. Since I only play Genesis mod I don't know if this is true for vanilla as well now or a is it a Genesis mod feature? Kinda makes getting bolts and stuff in silly glacier embarks even more difficult, bonecarvers don't work fast enough if it's a huge stack.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
      Post by: Deon on April 03, 2011, 02:00:24 am
      Yeah i hate how the music for the menu is so awesome but once you get to the fortress mode its gone--why cant we have all of the music all the time?
      The menu music is from Ultima Online, the fortress music is from Warcraft 2. You can just change the file names of the .ogg files in /data/music/ folder to swap them or make the same song to sound in both places :).

      You cannot have music in the adventure mode.

      @Morwaul: Oops, yeah, I forgot that you've mentioned the magnetite. Adding. The siderite is a fine choice too.

      I'm having a 'problem' where some surface plants (eg. Nightshade) do not appear to produce seeds. I can't see anything particularly different in the raws from plants that do produce seeds (comparing it to wild strawberries). Is there something preventing seed production during alcohol making or is this just a weird bug?
      They have the seed settings. There should be seeds definitely. I'll check it, but I am sure it should work :). They are not different from other plants.

      Quote
      I'd like to confirm this. Bones first turn into "rotten horse bone" and then disappears, even in indoors refuse stockpiles. Since I only play Genesis mod I don't know if this is true for vanilla as well now or a is it a Genesis mod feature? Kinda makes getting bolts and stuff in silly glacier embarks even more difficult, bonecarvers don't work fast enough if it's a huge stack.
      No, it's not vanilla. I've introduced bone rotting lately but I hoped they wouldn't rot in the stockpile. It was a test to see if those "partial skeletons" would rot instead of making the whole map to look like a graveyard. I will release an update in a moment to remove that (and add magnetite/siderite for those who make new worlds; otherwise it will be save-compatible), because it looks like not a good idea. Btw, do bone crafts rot too, or only "bones"?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
      Post by: FluidDynamite on April 03, 2011, 02:12:00 am
      Wow, lightning fast response :P

      I don't know about crafts, but my bone crossbows doesn't seems to be rotting. The bones themselves rot very fast, so I guess if they could rot they would have done so already. And uh, can I ask how you modded the bones to rot? Can't find where it's defined (apparently DF doesn't use the [rot] tag anymore?).

      Thanks again!  :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
      Post by: Deon on April 03, 2011, 02:24:48 am
      It's in the file "material_template_default.txt", find the [MATERIAL_TEMPLATE:BONE_TEMPLATE] there and remove [ROTS] from it. It should be pretty easy to fix for anyone.

      Also I will still release an update, even while you know how to do it :). I hope you are okay with small incremental releases, I don't really have time to sit and mod it in huge batches, so you have to get small updates from time to time. Okay, right? :)

      I've noticed how Lofn updated his Wanderer's mod (which is incorporated in genesis, with changes so that we don't have tooth swords) with improvements. He's made it that you can try to decorate any item and you will get 25% chance to get each type of decoration. I am making it so you can pick the type of decoration you want (rings, bands, spikes) and you get a 95% success chance. Because it would be sad to lose some dragon teeth such easily.

      Now you can kill a demon, make his skull into a totem (was possible before), decorate it with its teeth and bone and encrust it with gems. I'll release it soon :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
      Post by: Deon on April 03, 2011, 02:44:22 am
      Okay, I see why did you have problems with clay in stockpiles. Tomi, where did you get NO_STONE_STOCKPILE from? :) I didn't notice it when I merged some of your raws.

      Basically guys, go to inorganic_stone_soil.txt and remove all [NO_STONE_STOCKPILE].
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
      Post by: Torgan on April 03, 2011, 04:11:41 am
      Great, thanks very much.  The fortress is now down to two crazy dwarves and one miserable dwarf after I opened my gates to let some merchants out and a centaur ambush came in instead.  Then the keepers left via the caverns anyway ><  We can rebuild though, we have the technology!  Gimme migrants.

      The bone, hoof, horn, hair rot was also pretty annoying as almost all body parts seem to give any workshops maximum clutter now so it was really slow to actually make anything with them.  This was happening on vanilla as well though so I guess Toady changed something?  It was happening with normal animals like cows and sheep, it's fair enough happening with something massive like a FB or megabeast.

      Also another bone thing, bone greaves are now asking for 3 bones but this actually seems to mean 3 stacks of bones.  I'm assuming they only use 1 from each stack but I didn't have time to check before I noticed the error messages then got overrun.  Helms and gauntlets just need one bone I think.  I know you mentioned above you'd changed some of the metal bar needs for armour but this just seems a bit of a bug due to the way bones are in stacks rather than single bones, so even though you have a stack containing 20 bones they won't make greaves as you only have one stack.

      If I'd had a couple more cow bone greaves I could totally have beaten those ambushes!!! :P

      I think the bone rot thing is also causing corpses to disappear, most of the bodies of my dead dwarves have disappeared leaving nothing behind apart from a tooth here and there!  Less hauling when/if I get some migrants I guess.  Coffins that I am fairly sure had bodies in them are also now empty.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
      Post by: Deon on April 03, 2011, 04:35:49 am
      I am removing the bone rot, okay. Also I didn't change the material sizes yet, so those "three stacks of bones" come from vanilla.

      I am wasting my whole time on starting a manual now. Right now I am writing a plant section. You can imagine how long does it take :P. But at the same time I tweak plants again... Also I am adding bread baking and halva making (sesame, peanut and sunflower halva). More sweet stuff :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
      Post by: Deon on April 03, 2011, 07:27:22 am
      Genesis 3.22
       (Breaks saves)
      - early help file (genesis manual.chm)
      - tweaks to castes (ice dwarves removed, skill tweaks for castes, check the help file)
      - wild strawberry -> strawberry, klamath -> coneflower
      - multiple tweaks to plant values and their products
      - re-added magnetite, added siderite (iron ores)
      - decorations for adventure mode (you can decorate items with bones/hooves/teeth/gems)

      P.S. Sorry, DFFD is a bitch and is not loading, so I am using Mediafire :).
      http://www.mediafire.com/download.php?b9fa13vjex34eek



      Please tell me what do you think of the current manual format ("Genesis manual.chm").



      Also expect a new update later, with bread/sweets and some new reactions as well. Please test it if you can, I need feedback and bug finding because I cannot mod, play and do my job here at the same time :). However don't start fortresses you want to keep for a long period of time because I will make a few more updates soon :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.22 ϟ] - feedback on the manual please
      Post by: Sirdrake on April 03, 2011, 08:51:32 am
      will you be uploading a version to phobues as well
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
      Post by: TomiTapio on April 03, 2011, 08:53:50 am
      Okay, I see why did you have problems with clay in stockpiles. Tomi, where did you get NO_STONE_STOCKPILE from? :) I didn't notice it when I merged some of your raws.
      It was recommended to me in a vanilla DF thread. Then toady put out some more versions!

      Yeah my refuse piles was looking rather empty also.

      Please no .chm (compiled html windowshelpfile) files, use PDF or RTF or plaintext. And I put some tips into the wiki this week.

      Merging changes... I dislike the high plant jam prices, 10-15, why does value become five-fold when you smush plants into a barrel.
      added [EDIBLE_COOKED] to dragonfruit
      would be nice to have lower preparedmeal values so can't trade 15 fine meals (3000€) into 3 red steel boots (3x600)
      remove "wild" from strawberry seeds also, we Finns love our strawberries (big farmed ones http://en.wikipedia.org/wiki/Garden_strawberry and tiny wild ones http://en.wikipedia.org/wiki/Fragaria_vesca)
      dandelion being Very Common, its dye should be the cheapest. Also by same logic, margarine common->cheap.
      ok looks like cave chili will make the most expensive meals, as pepper and hot sauce.
      should we add more cookable tags to boozes?
      What, female obsidian still had firebreath! No wonder my caverns burned!!
      cave potatoes are great, so freq down from 100 to 20. You don't want the best things to be the commonest.

      Proposal: since soldier training is Damn Slow, lets put a little +30% boost to armorwear,shield,axe,dagger,student with SKILL_LEARN_RATE 155%  tags, for all castes. The FPS decay (from item count and possibly torn-clothes-replacing) prevents the military solution of "just wall off the world and let them train for 4-6 years". Three weapontraps are usually more powerful than 10 adequate-skill militia.

      Other proposal: "recycle silk" reaction, in goes 5 silk items, out comes one cheap "spider silk cloth". It's like "burn clothes into ash" but better! Also same reaction for fiber clothes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.22 ϟ] - feedback on the manual please
      Post by: jayseesee on April 03, 2011, 09:02:21 am
      Seconded on the no .chm.  PDF or RTF are the choice picks here.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.22 ϟ] - feedback on the manual please
      Post by: Sirdrake on April 03, 2011, 09:39:34 am
      is there any way to make an animal eat rock so i can make some sort of pasture inside my fort with out having to find an area of grass for them
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.22 ϟ] - feedback on the manual please
      Post by: Jeoshua on April 03, 2011, 09:42:32 am
      Thirded on never using chms.  They're just an html file you can't use on linux without a bit of trouble.  I say use straight html.  Hyperlinks, pictures... it's all included (and guaranteed to work cross-platform).

      Also: I noticed that serpentfolk are "pulling a kobold" and dying at year 4.  Try adding [OUTDOOR_FARMING] to their entity file.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.22 ϟ] - feedback on the manual please
      Post by: Blackdutchie on April 03, 2011, 09:44:53 am
      This update comes most welcomely.
      "your strenght has been broken"
      Combined assault of werewolves and goblinoids, first winter.

      I love your work on this, keep up the good... work.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.22 ϟ] - feedback on the manual please
      Post by: Angel Of Death on April 03, 2011, 09:46:46 am
      Aww sweet! Demons are goblins now!

      Also, do gobbos have towns yet?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.22 ϟ] - feedback on the manual please
      Post by: Jeoshua on April 03, 2011, 09:57:20 am
      The gobbotown issue is Toadys.  If you change the [DEFAULT_SITE_TYPE] for the gobbos to CITY instead of DARK_FORTRESS, they will have human-style towns... which is the only style of town currently working in-game
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.22 ϟ] - feedback on the manual please
      Post by: TomiTapio on April 03, 2011, 10:58:45 am
      is there any way to make an animal eat rock so i can make some sort of pasture inside my fort with out having to find an area of grass for them
      can remove the grazer tag, then they don't eat anything ever, just like old DF, and like dogs and other carnivores.
      I suggest you drain a pond into a cave you dig into soil layer: get a reservoir of drinking water (channel some 3x2 pools there), wet soil, and grass & cave trees grow there safely (if the wild caverns have been opened for plant spores.)

      Jeoshua: thanks, I'll try that farming tag.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.22 ϟ] - feedback on the manual please
      Post by: BigD145 on April 03, 2011, 11:04:14 am
      Seconded on the no .chm.  PDF or RTF are the choice picks here.

      Or epub.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.22 ϟ] - feedback on the manual please
      Post by: TomiTapio on April 03, 2011, 11:14:56 am
      Or epub.
      I've never seen a epub file. Have you seen .djvu .lit .pdb .prc book files? I have a folder of "bad formats ebooks".
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.22 ϟ] - feedback on the manual please
      Post by: Morwaul on April 03, 2011, 11:23:19 am
      Or epub.
      I've never seen a epub file. Have you seen .djvu .lit .pdb .prc book files? I have a folder of "bad formats ebooks".

      http://calibre-ebook.com/download (http://calibre-ebook.com/download)

      Try this.  The free version is great but only does 10 books at a time I think. You can use it to convert ebooks to whatever format you need.  I use .epub mostly but .lit is good.  It's a little complicated but your a DF player so...cake.

      For documentation please use .pdf or .html.

      Deon, Thanks for the update.  You are awesome.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
      Post by: MiamiBryce on April 03, 2011, 12:13:21 pm
      Please no .chm (compiled html windowshelpfile) files, use PDF or RTF or plaintext. And I put some tips into the wiki this week.

      should we add more cookable tags to boozes?

      Other proposal: "recycle silk" reaction, in goes 5 silk items, out comes one cheap "spider silk cloth". It's like "burn clothes into ash" but better! Also same reaction for fiber clothes.

      I second PDF, though really it makes much more sense to spruce up and flesh out the wiki.  Having both is just double-work.

      I think cooking booze is too much like cheating, kind of like the high value of jams.

      I'd like something to do with cloth items other than just throwing them in the atom smasher.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.22 ϟ] - feedback on the manual please
      Post by: Jeoshua on April 03, 2011, 12:21:01 pm
      Why are there so many book formats? Couldn't PDF do all those things if players would only read it? It's free, it's easy, and you can get a "pdf printer" driver that writes it for you.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.22 ϟ] - feedback on the manual please
      Post by: Torgan on April 03, 2011, 01:04:42 pm
      The manual is good, it's nice to see what all the dwarf castes do after so many changes here and there for them.  Demons/goblins and centaurs are missing from the race list.  I guess it might be worth saying keepers and nords are humans as well, not really a big deal though.

      It was time to start a new fort anyway, down to one dwarf, immigration of five, then a balor appeared followed by a werewolf siege mounted on giant moose and dragon raptors so that was the end of that one.  Are werewolves meant to have mounts, I imagine them running on all fours.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.22 ϟ] - feedback on the manual please
      Post by: BigD145 on April 03, 2011, 01:13:13 pm
      PDF's, like most all Adobe formats, are bloated, slow, and generally awful. I was thinking of ePub largely for those people that might want to use mobile devices. It will also keep the file size of Genesis itself smaller. You can always convert to the larger file size of a pdf.

      I have yet to find any limitation with Calibre. I've converted and downloaded metadata for up to 50 books at a time.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.22 ϟ] - feedback on the manual please
      Post by: BigD145 on April 03, 2011, 01:42:16 pm
      I just thought I'd post this interesting map for people. It's made with Genesis [3.22] (DF 31.25).

      Minerals were at 250.
      1050 years of history.
      10000 embark for tons of leeway. You can just not use whatever you want.
      20 or 30 volcano, I forget which.

      It's really for those people that might not want to wait to make a new world, but can get a 25mb file in less time.
      Just the zipped region file-> http://www.mediafire.com/?ge97pm4m3so5m7p
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.22 ϟ] - feedback on the manual please
      Post by: TomiTapio on April 03, 2011, 02:08:56 pm
      Just had a spectacular crash. And 1100¤ rhino hide boots crafted. And first-winter gobbo siege, quite unexpected at 40k wealth 16 dorfs. Traders defeated them, good depot placement!

      Two 6-strong squads were slaughtering bog frogs. A mystery forest fire starts in the splatter area. (zero tame animals, that means no fire mephits, and dorfs have no firebreath.)
      Everybody indoors, 5 of 16 die in the fire, no worries right? Then migrants come while the countryside burns! Crash!

      Deon: my errorlog says
      Duplicate Object: reaction DECORATE_GEM_BANDS
      Duplicate Object: reaction DECORATE_SMALLGEM_BANDS
      which is today-new stuff.

      PDF's, like most all Adobe formats, are bloated, slow, and generally awful.
      PDF may be awful, but it's the closest thing we have to a standard that has vector graphics and images inside. Even my mom gets PDFs as email attachments. If your mobile device (like my 40-MB-for-java-games 2005 gsm) doesn't do 25-70 MB PDFs... you should stick to txt/rtf/html files.


      Oh dear, a kobold ambush! Thanks Deon! (and I put the outdoor farming into kobbos)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.22 ϟ] - feedback on the manual please
      Post by: Deon on April 03, 2011, 02:41:57 pm
      I don't like PDFs because they are slow to open and Adobe reader eats 25% of my CPU for some reason :).

      Is there any format which allows categories (like those in .chm files) so I could organize a manual? And which also allows pictures AND is not slow? :)

      Yeah, I forgot to remove obsidian female firebreath, sorry. I was hurrying because it was my mom's birthday and I was late to the party while I was updating it, so the issues are here :P. I will release a version with bread cooking tomorrow morning (GMT+3) with appropriate fixes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.22 ϟ] - feedback on the manual please
      Post by: ATR on April 03, 2011, 02:43:00 pm
      Never seen this before but my embark came with a sexless Water Buffalo (ie. I did not choose it for points). When I bring up its status, it says "it", no gender pronouns. And there is no symbol on its name, ie. no sack (male) or Christmas tree thing (female). I am using the latest 3.22 Ironhand.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.22 ϟ] - feedback on the manual please
      Post by: Deon on April 03, 2011, 02:46:36 pm
      Hey Tomi, by the way I've made most flours/extracts cheaper, not more expensive. So 10-15 is okay for a jam.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.22 ϟ] - feedback on the manual please
      Post by: Deon on April 03, 2011, 02:53:52 pm
      Quote
      Deon: my errorlog says
      Duplicate Object: reaction DECORATE_GEM_BANDS
      Duplicate Object: reaction DECORATE_SMALLGEM_BANDS
      which is today-new stuff.
      Yeah, those should be RINGS instead of BANDS. I am reuploading 3.22a right now which fixes this problem. I am afraid to update my mod more today because I am under alcohol so I am not sure if I am able to do it without major errors, so just this small fix for now :).


      3.22 - Duplicated raws fixed.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.22 ϟ] - feedback on the manual please
      Post by: TomiTapio on April 03, 2011, 03:08:48 pm
      I don't like PDFs because they are slow to open and Adobe reader eats 25% of my CPU for some reason :).
      Is there any format which allows categories (like those in .chm files) so I could organize a manual? And which also allows pictures AND is not slow? :)
      PDF, or single html (table of contents at the top) with the images in a sub-folder. Type and link in OpenOffice's Writer and export as both pdf and html!
      RTF also allows images but I wouldn't recommend for that.
      (When Firefox, Chrome and MSIE support EPUB(zipped and metadataed xhtml), then it might be viable.)

      Don't use adobe reader then, try Sumatra PDF Portable (which I changed to this year). It's fast!
      http://blog.kowalczyk.info/software/sumatrapdf/free-pdf-reader.html

      Hey Tomi, by the way I've made most flours/extracts cheaper, not more expensive. So 10-15 is okay for a jam.
      I say flour should be pricier than jam, due to miller skill being more specific than plantprocessing, special quern object required, and bag required. Perhaps flours at 12 and jams at 8. Boozes 2-5. Extracts 12-30 because of the damn vials requirement.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.22 ϟ] - feedback on the manual please
      Post by: Morwaul on April 03, 2011, 04:43:15 pm
      Is there any format which allows categories (like those in .chm files) so I could organize a manual? And which also allows pictures AND is not slow? :)

      I'm with Tomi, Html will do menus with no problems.  Of course (I think someone else said this) the best thing to do would be to update the wiki then save a copy of that to include with the game. 

      I believe if you save your web as a .MHT file it will pull in all the graphics, pages, etc into a single file that can be opened with any browser.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.22 ϟ] - feedback on the manual please
      Post by: Morwaul on April 03, 2011, 04:51:03 pm
      I just thought I'd post this interesting map for people. It's made with Genesis [3.22] (DF 31.25).

      It's really for those people that might not want to wait to make a new world, but can get a 25mb file in less time.
      Just the zipped region file-> http://www.mediafire.com/?ge97pm4m3so5m7p
      Spoiler (click to show/hide)

      Sweet Map.  Thank You for sharing.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.22 ϟ] - feedback on the manual please
      Post by: BigD145 on April 03, 2011, 06:27:30 pm
      Don't use adobe reader then, try Sumatra PDF Portable (which I changed to this year). It's fast!
      http://blog.kowalczyk.info/software/sumatrapdf/free-pdf-reader.html

      I use Foxit, but it looks like neither it nor Sumatra can do booklet printing? I get a lot of boardgame manuals as PDF's and using the Adobe software for booklet printing is a must (some PDF's are version specific). The biggest problem is when opening something in Foxit and then trying to print in Adobe. Formatting goes wacky for both.

      F*ing Adobe.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.22a ϟ] - quickfix
      Post by: TomiTapio on April 03, 2011, 06:35:27 pm
      BigD: doesn't your printer driver offer choices how to print? And: Adobe's way is the correct way PDFs show up, it is their pre-rendered-postscript format.

      So now that goblins come first, andare pretty badass, is it right for 50% of them to have TrapAvoid? No-one in my forts can usually fight a huge axegoblin, let alone a hammerlord (although clothes absorb still waaaaay too much blunt impact). Trap defense is a must but I would rather have 1 of 6 goblin castes trap avoid, not 2 of 4.

      Todo: "lost adventurer tripe" bad meat ewww
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.22a ϟ] - quickfix
      Post by: rynait on April 03, 2011, 07:01:47 pm
      Hello,

      not sure if this is the mod bug or the vanilla bug.

      the fish list in embark shows mammal contents.  And did spot in meat list, few fishes.   :o

       

      Todo: "lost adventurer tripe" bad meat ewww

      Oh yes, I did see lost adventurer in meat list in the world I recently genne'd.



      Rynait
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.22a ϟ] - quickfix
      Post by: TomiTapio on April 03, 2011, 07:28:25 pm
      I believe that's a low-priority vanilla bug.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.22a ϟ] - quickfix
      Post by: SirAaronIII on April 03, 2011, 08:19:55 pm
      Yum! Lost adventurer long guts! Sounds great!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.22a ϟ] - quickfix
      Post by: Deon on April 04, 2011, 02:20:27 am
      Never seen this before but my embark came with a sexless Water Buffalo (ie. I did not choose it for points). When I bring up its status, it says "it", no gender pronouns. And there is no symbol on its name, ie. no sack (male) or Christmas tree thing (female). I am using the latest 3.22 Ironhand.
      Are you sure it was not "bull" or "cow" water buffalo? I haven't seen it, you way want to report it on Mantis.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.22a ϟ] - quickfix
      Post by: Deon on April 04, 2011, 02:55:34 am
      I'll release 3.23 soon, with some more minor fixes.

      Also I'm adding bread baking and candy making. Flour/meal bags now can be baked into bread, and sugar (from sugarcane/sweet pod/crystal cane) can be made into candies.

      If you want some minor cool addition, tell me now (my supervisor had to go to another university to do some work, so I spend my time modding :P).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
      Post by: FluidDynamite on April 04, 2011, 05:55:44 am
      *snip*
      It's in the file "material_template_default.txt", find the [MATERIAL_TEMPLATE:BONE_TEMPLATE] there and remove [ROTS] from it. It should be pretty easy to fix for anyone.

      A thousand thanks! Turns out I was searching for "[ROT]" instead of "[ROTS]". No wonder I didn't find anything.

      Something I noticed is that Obstacle Course training doesn't seem to be working, left my three marksdwarves on Train Crossbow[R] for about two years and they're still "Not Marksdwarf". I tried "Train Dodging" and that doesn't seem to increase their skill either. The dwarves go to the Obstacle Course and perform the task normally, but their skills don't improve at all. Didn't try Train Bow or the Training Dummy tasks. Can someone else confirm this?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.22a ϟ] - quickfix
      Post by: Kipi on April 04, 2011, 06:02:47 am
      Apparently none of the custom reactions raises a skill anymore if there is no product determined. No product, no skill gains. Not sure if it's a bug or intended feature, but that's how the thing is in latest version of DF.

      @Deon:
      You might want to modify your training reactions to fix that problem. Perhaps using the reagent to produce same training weapon? That's how I solved that problem.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.22a ϟ] - quickfix
      Post by: Deon on April 04, 2011, 06:06:48 am
      Hmm, does it mean that even "preserve reagent" no longer works? Let me check it. It's actually sad, more work to do :P.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.22a ϟ] - quickfix
      Post by: Kipi on April 04, 2011, 06:22:40 am
      Apparently no, the reaction does require at least one product to yield skill gains.

      I didn't notice this problem before I read this thread (http://www.bay12forums.com/smf/index.php?topic=81325.0), which has some nice science in it
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.22a ϟ] - quickfix
      Post by: Deon on April 04, 2011, 06:30:51 am
      Yep, I am replacing [PRESERVE_REAGENT] with products. Prepare to see quality changes during skill gains :P.

      I will find a better solution later. Right now there are either the same products as reagents or boulders (for dodging/swimming).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.22a ϟ] - quickfix
      Post by: Angel Of Death on April 04, 2011, 06:36:34 am
      Deon, are goblins going to have towns? They don't even seem to show up in their unmarked land thingies.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.23 ϟ] - bread and candies!
      Post by: Deon on April 04, 2011, 06:40:12 am
      Genesis 3.23
      * bread baking and candy making
      * blast furnace is more efficient
      * training reactions now have reagents and products (due to a vanilla change)
      * obsidian dwarves now REALLY don't have fire attacks
      * tweaked dyes to have more avaliable colors
      * tweaked plants a bit
      * removed archery training from Obstacle Course
      * expanded manual with new info (added missing races, farming, metalworking, workshops)



      Deon, are goblins going to have towns? They don't even seem to show up in their unmarked land thingies.
      It's temporary. If you notice the devlog, Toady is working on towns, so dark towers should be around the corner. I don't want them to overexpand, the mountain farms and hamlets cause really awkward things :). However you can just open their entity file and change DARK_FORTRESS to CITY.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.22a ϟ] - quickfix
      Post by: Kipi on April 04, 2011, 06:41:42 am
      Of course, you could keep the [PRESERVE_REAGENT] tag and produce a boulder which boils away immediately, though if playing with temperature off that boiling wouldn't happen, resulting large amounts of unwanted stones. I myself solve the temperature problem (causing slow FPS) by keeping the temperature off and only at times I want to get rid of all the unwanted byproducts I turn it on for a brief moment. Just don't give the boulder any syndromes  :P

      But yeah, the best solution is to consume the reagent and give a product of same item type, taking a material from reagent. The loss of quality is a problem.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.23 ϟ] - bread and candies!
      Post by: Deon on April 04, 2011, 06:44:11 am
      Bread baking: Takes flour, produces 5 bread from 1 unit.
      Candy making": Takes sugar (3 types), produces 5 candies from 1 unit.

      So bread baking is more efficient than growing of common stuff like plump helmets, but requires more work (and flour-yielding plants do not grow in winter).



      The manual is still .chm, I will get to transforming it into plain .html soon, just not today. But it has more info than the wiki now :P.

      Quote
      Of course, you could keep the [PRESERVE_REAGENT] tag and produce a boulder which boils away immediately, though if playing with temperature off that boiling wouldn't happen, resulting large amounts of unwanted stones.
      Yep, that's why I didn't go with the boiling stone idea. I will probably make special tools which do not have quality later.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.23 ϟ] - bread and candies!
      Post by: Vorthon on April 04, 2011, 07:24:02 am
      I have an idea, but I don't know if it would work. The question is, if a entity definition has more than one [TRANSLATION:] line, will it pick from them at random? I was thinking of 'dialects' for the various languages. (I'd gladly create them myself.)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.23 ϟ] - bread and candies!
      Post by: Deon on April 04, 2011, 07:39:02 am
      I will check it, but I think it takes the last one as the main.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.23 ϟ] - bread and candies!
      Post by: Dutchling on April 04, 2011, 08:52:15 am
      @Deon,
      how did you create the translation files? With some program or did you actually typed every single one of them, after making them all up?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.23 ϟ] - bread and candies!
      Post by: Vorthon on April 04, 2011, 08:53:36 am
      @Deon,
      how did you create the translation files? With some program or did you actually typed every single one of them, after making them all up?

      I don't know how Deon does his, but I use the 'replace' function in wordpad. With the case sensivity on, of course.

      It's fun.

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.23 ϟ] - bread and candies!
      Post by: TomiTapio on April 04, 2011, 08:56:32 am
      I typed in the Finnish language (my native one, with åäö special letters, http://dffd.wimbli.com/file.php?id=2921  ) ,
      and playtested it in many forts to adjust the words and their flexing/suffixes. I forgot how many hours that took. Heh can I get credit for language file in the Genesis credits :)

      There are some simple generator software, where you input a pile of text or syllables, and it makes up zillions of words from them. Would be like 100-200 lines of code.
      http://dffd.wimbli.com/file.php?id=463
      http://www.google.com/search?&q=dffd%20language%20generator

      Hey, we have under 380 active Genesis users, according to DFFD file stats.

      Deon: [REACTION:COPPER_ENFORCE] has iron instead of expected copper.
      Does the 5-from-1 increase itemcount too much?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.23 ϟ] - bread and candies!
      Post by: Deon on April 04, 2011, 09:12:44 am
      Yeah, Tomi has made the awesome language for nords. Other ones were generated.

      By the way, the bread and the candy (5 from 1 flour/sugar) are too cheap to make, I will adjust it for the further releases :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.23 ϟ] - bread and candies!
      Post by: Vorthon on April 04, 2011, 09:13:49 am
      Yeah, Tomi has made the awesome language for nords. Other ones were generated.

      By the way, the bread and the candy (5 from 1 flour/sugar) are too cheap to make, I will adjust it for the further releases :).

      So, any news on the viability of random dialects?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.23 ϟ] - bread and candies!
      Post by: Jeoshua on April 04, 2011, 09:18:30 am
      No wonder I LOVE the finnish one and HATE the "orcish" one.  We need to get someone who speaks chinese to make that file.  Problem would be, they might be offended by being made into orcs if they were really chinese  :-[
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.23 ϟ] - bread and candies!
      Post by: Angel Of Death on April 04, 2011, 09:20:57 am
      I honestly never liked orcs. I prefered osmen.

      But still, do osmen have AWESOME biting fangs? I think not.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.23 ϟ] - bread and candies!
      Post by: Vorthon on April 04, 2011, 09:23:56 am
      I honestly never liked orcs. I prefered osmen.

      But still, do osmen have AWESOME biting fangs? I think not.

      All they need is a nail file, time, and some painkillers in case they go straight down to the nerves by mistake. :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.23 ϟ] - bread and candies!
      Post by: Jeoshua on April 04, 2011, 09:35:36 am
      I honestly never liked orcs. I prefered osmen.

      Get Notepad++

      Search in files -> Find: orcs Replace: osmen -> Look over files for glaring errors (sosmencerer?) -> Launch Df, read errorlog.txt --> Profit.


      But still, do osmen have AWESOME biting fangs? I think not.

      Using this method... they actually do.  AND they look like chinese if you get the graphics files (note Deon still distributes osmen.png in the mod, search/replace will replace "orcs.txt" with "osmen.txt")
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.23 ϟ] - bread and candies!
      Post by: TomiTapio on April 04, 2011, 10:16:52 am
      Get Notepad++
      Search in files -> Find: orcs Replace: osmen -> Look over files for glaring errors (sosmencerer?) -> Launch Df, read errorlog.txt --> Profit.
      (and the base word "orc", not just the plural)
      Better is to manually approve each replacing (yes/no/all/stop_replacing), there's not that many. Crimson Editor 3.70.

      Finished merging latest genesis into my in-use folder, emailed my changes to Deon.


      Dumed Abodlolor, Miner cancels Store Item in Stockpile: Interrupted by Forgotten Beast.
      The Miner bats The spinning forgotten beast frozen extract out of the air!
      The spinning forgotten beast frozen extract misses The Recruit!
      The Hammerdwarf bashes The Forgotten Beast in the right rear foot with his (®*steel war hammer*¯), bruising the muscle!


      Oh yes, melting enemy junk copper (and 10 anvils) lets me now make bronzes!
      Edit4: "make wax crafts" seems not to work.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.23 ϟ] - bread and candies!
      Post by: Jeoshua on April 04, 2011, 10:23:11 am
      Tomatoe, Tomato.  We all have our favorite editors (and if you don't, get one...)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.23 ϟ] - bread and candies!
      Post by: Deon on April 04, 2011, 11:27:04 am
      What was the problem with wax crafts, Tomi? Do you try to make them from the wax cakes?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.23 ϟ] - bread and candies!
      Post by: Vorthon on April 04, 2011, 11:28:30 am
      Uh... Any progress on the dialect stuff?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.23 ϟ] - bread and candies!
      Post by: Torgan on April 04, 2011, 01:02:03 pm
      Awww, I'd just started a 3.22 fort where I'd actually discovered iron ore for the first time since the mineral changes  :'(

      On Scavengers - should they show up as neighbouring civilisations when I embark or are they like kobolds and just appear after a while to steal stuff?  I think I've got every other race present in this world.

      Small error on the manual, the ironworks diagram and Crucible reactions show slightly different reagents for making black steel.  The race descriptions for dwarves says they hate the demonic dominion which doesn't exist (or is it coming back?).  Key features mentions 9 castes when they are now 8.  None of it's really a big deal though. :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.23 ϟ] - bread and candies!
      Post by: Deon on April 04, 2011, 01:15:00 pm
      Good catch, I forgot to update the picture after I've replaced the "wood" with just "coal".

      You cannot see scavengers because they live in caves (and those have no territories).

      The update is coming, just a moment. Give me 10-15 minutes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.23 ϟ] - bread and candies!
      Post by: TomiTapio on April 04, 2011, 01:36:15 pm
      Here's my current fort for lurkers (read-only forumgoers) to check out: http://dl.dropbox.com/u/8967397/Genesis22_Tomis_region3.zip (http://dl.dropbox.com/u/8967397/Genesis22_Tomis_region3.zip) 19MB

      2x2 embark, 70 citizens, four weapon traps, one tame fire mephit which you shouldn't release,
      cave cages getting rats and crundles all the time, only galena and sphalerite, but enough military metals from trading and melting. No magmaworks, wood has been enough. F1 entrance, F2 home, F3 caves1, F4 caves2.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.23 ϟ] - bread and candies!
      Post by: Crux on April 04, 2011, 01:36:53 pm
      Will there be a new version with the phoebus tileset?
      Whenever I try to change from Ironhands to phoebus I can only generate maps that have aquifer all over them.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.23 ϟ] - bread and candies!
      Post by: Torgan on April 04, 2011, 01:38:11 pm
      So I've genned two 3.23 worlds since the first one was missing some races, prepared carefully, hit embark and now the game is hanging.  Black screen apart from the mouse cursor.  A Microsoft Visual C++ window with the DF icon has also popped up but isn't showing anything yet.  It's done this twice now, any ideas?  I can't see an errorlog in the Genesis folder yet.  It's a fresh install, only changes were a couple of init things to turn off pause digging announcements and item improvements that I do every time.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.23 ϟ] - bread and candies!
      Post by: Deon on April 04, 2011, 02:02:20 pm
      Do you mean a black screen after embark? Wait a few minutes, your PC may be slow :).

      Will there be a new version with the phoebus tileset?
      Whenever I try to change from Ironhands to phoebus I can only generate maps that have aquifer all over them.
      Phoebus will be after I release 3.25, which is considered up-to-date :). A day or two more.

      Uh... Any progress on the dialect stuff?
      No luck yet :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.23 ϟ] - bread and candies!
      Post by: Dutchling on April 04, 2011, 02:11:23 pm
      About the Orc language: I love it! I always play orc as adventurer.
      The actual reason for that is that they are one of the few races where I know what skill will do what :P, unlike Keepers..
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Deon on April 04, 2011, 02:16:19 pm
      Genesis 3.24
      * fixed "make wooden millstone" reaction
      * goblins do not avoid traps
      * sped up combat skill training (TomiTapio)
      * skill fixes for some animals (TomiTapio)
      * fixed grazer so huge animals no longer starve (TomiTapio)
      * fixed kobold/serpentfolk/scavengers outdoor farming
      * lashes -> halberds; lashers -> halberdiers
      * bread baking now makes 1 bread out of 1 flour, candy making makes 1 candy out of 1 sugar
      * added demons as a late enemy (bigger size, black bronze weapons/armor)



      3.25 will finally have alchemy and various graphical packs (and ASCII).

      Demons are pretty bland now, they are just lategame armored big enemies, but I will add more castes later.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.23 ϟ] - bread and candies!
      Post by: Jeoshua on April 04, 2011, 02:21:08 pm
      Why must you tease us.  I haven't been able to generate a decent world yet, for want of the next version of my favorite mods.  It's like christmas but I just want to start a fort, already...

      Can't do it without those skill fixes and making it so my elephant's won't starve, tho!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: TomiTapio on April 04, 2011, 02:29:10 pm
      Your war elephant (or giant moose, or mammoth) better be grazing, perhaps guarding a path where she grazes.

      Cheers Deon, you're working hard! Any word on the 5 silk items recycled into one silk cloth? And I'd like to burn pig tail and cotton clothes, they're littering the place and I've never built an atomsmasher-bridge.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Deon on April 04, 2011, 02:30:44 pm
      Good ideas Tomi, you are a motherlode :P.

      Why must you tease us.  I haven't been able to generate a decent world yet, for want of the next version of my favorite mods.  It's like christmas but I just want to start a fort, already...

      Can't do it without those skill fixes and making it so my elephant's won't starve, tho!
      I just share a dev. version, consider it to be a SVN update type :P. I will make 3.25 pretty soon and stop there, today my supervisor was away so I tried to spend all my free time on this (and learning cooking, and cleaning house... lol, then not of my free time, but still a lot of it).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Jeoshua on April 04, 2011, 02:33:53 pm
      Also I need what Tomi says.  Jesus how does he read minds like that?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Deon on April 04, 2011, 02:37:17 pm
      He just plays AND mods while I get time only to mod :). I am sure once I get a day or two off and play some DF I will get much more ideas to implement :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: asfghn on April 04, 2011, 07:38:40 pm
      HEY GUYS, REMEMBER ME.

      The mod is almost unrecognizable from the last time I played DF! Good job, it is made of approximately eight trillion different varieties of Win and Awesome.

      One quick request though—is there any way to brighten the water tiles in the Ironhand set? My monitor is at its darkest setting since I get frequent headaches and staring at a bright, bright screen doesn't help, buuut that also means that I am all but incapable of discerning the water tiles from the, say, loam or soil tiles.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: TomiTapio on April 04, 2011, 08:22:06 pm
      You can try various colour sets, and adjust the individual colours too.
      http://df.magmawiki.com/index.php/DF2010:Color_scheme#.22Natural.22_scheme (http://df.magmawiki.com/index.php/DF2010:Color_scheme#.22Natural.22_scheme)
      data/init/colors.txt  LBLUE, LCYAN are the ones used in the water.

      Good job, it is made of approximately eight trillion different varieties of Win and Awesome.
      Deon and I thank you! Here's a veteran challenge: a crossbows-only fort.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: asfghn on April 04, 2011, 08:53:52 pm
      Oh, I hadn't even considered mucking about with the color sets. Somehow I had it set in my mind that the tiles controlled that... shows me. :P Thank you so much! Maybe now I'll be able to tell when I flood my fortress beyond relying on all the 'Urist McSwimmer cancels action: site submerged' spam.

      Oooohh, a crossbows-only fort... 8D I actually played vanilla DF for a while to refamiliarize myself with the game mechanics and controls, and found myself pining after Genesis when things consistently went far too smoothly. My favorite saved game didn't even have a single dwarf death in four in-game years of play!

      And then my first ever fort on the new Genesis version was immediately besieged by zombie/skeletal turkeys, which promptly decimated every single breeding pair of meat-and-fur-producing rabbits, and all my vermin hunters. The fort flooded from three z-levels below the surface down (hence my complaining about the dark water tiles, haha—I literally couldn't tell the soil from the water without loo[k]ing at it, and wondered what the mist was, nothing was on fire...), drowning both my miners (one of whom had just reached legendary), although my expedition leader for some reason refused to take his breaks anywhere but underground, in 2/7 water tiles.

      I have missed Genesis so much. Good times. Thank you both for all that you do, and that is not sarcastic. ♥
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Clamity on April 04, 2011, 09:24:12 pm
      Jeez, this mod has evolved so much since the first time I played it ages ago... I have been able to search around and answer the majority of my questions, but I'm at a loss for trying to determine how good the Rock Bolts are. Or really determining the best material for projectiles at all for that matter.

      I apologize if this has already been addressed in this topic, I'm a complete DF junkie, but my forum search-fu failed out on me for this one.

      Thanks for making (and maintaining!) such an awesome mod :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: breadbocks on April 04, 2011, 10:00:17 pm
      Couple of questions: First, what files would I need to replace or add from the download, and second, does the current version of this work with .25 too?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: TomiTapio on April 04, 2011, 10:23:54 pm
      my expedition leader for some reason refused to take his breaks anywhere but underground, in 2/7 water tiles.
      Bath time is happy time. Can do it on purpose, channel pool wider and wider until it is safe, and put a meetingarea-zone in it. "dwarven jacuzzi"

      determine how good the Rock Bolts are. Or really determining the best material for projectiles at all for that matter.
      I don't know and I'm the one who requested stone-tip caveman tech :´) Arena testing is hard work. Give one side willow bolts and other side granite-tip bolts, 20 dorf vs. 20...

      Couple of questions: First, what files would I need to replace or add from the download, and second, does the current version of this work with .25 too?
      Replace files... to achieve what? use genesis mod?
      The genesis zipfile contains the DF .31.25 exe and the Ironhand tileset (no ascii version at the moment). Unzip to a location and run the Dwarf Fortress.exe, should work (assuming Windows pc).
      Edit: the download location is http://dffd.wimbli.com/file.php?id=4106

      -- Tomi the helpdesk, whose other current games are Dragon Age II and go-boardgame on Kiseido Go Server.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Viken on April 04, 2011, 10:36:20 pm
      I'm waiting for the 31.25 Phoebus set, myself.  I greatly enjoy this MOD though, so I'm expecting great things here soon.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: rainekage on April 04, 2011, 10:51:24 pm
      Yay, while I was visiting family out of town, you released new versions.  I tried playing with Civforge back when I posted last, but it just wasn't the same.  Lots of good stuff in it, but needlessly complex in areas and missing a lot of my favorite stuff.

      Loaded it up, carved into what I thought was soil for my depot/storage area (I also build a barracks, dormitory, hospital, and the basics up there.  Then after I've gotten everything moved inside, I carve down into the stone for nicer rooms and the like).  Ended up carving into conglomerate (most of the embark was it), laced with copious amounts of hematite, limonite, and even bauxite (I never got around to using the bauxite, though).  Had so much metal, I gave up smelting at a certain point.

      My favorite new feature?  Rock jugs.  For the first time ever, my dwarves drank all of their alcohol (I'm glad non-irrigated soil farming is back), but I had too much food (it's normally the reverse).  I couldn't brew alcohol, because I didn't have enough wood for barrels - then I found that jugs can be made of rock, not just clay, and great joy of joys, I was brewing things left and right again!

      Despite plentiful farming, I seemed to feed the majority of my fort on the eggs of a single turkey.  I love those things, they don't ruin pastures like heavier animals, and lay tons of eggs.

      Was hard managing my axedwarf, but that's nothing new - not picking up the right equipment, dropping it all when I tell him to kill a kobold, that sort of thing.

      Being a fan of D'n'D, I embarked with an acid mephit, but he didn't do a damn thing, just flew around and ran away from every threat.  I should have known, damn mephits.  Next time I'm getting a dog.

      I woke up, and saw there were some big savebreaking changes, so I switched over.  I'll miss that embark, but hopefully I'll get a new one.


      So, questions :

      1. Mephits really aren't supposed to do anything, right?  They're like deadly cats that don't hunt?  Hell, my turkey almost killed a kobold, and my mephit just flew around.

      2. Has anything changed to make bronze, or hardened iron (wrought iron?) more useful?  I still skip straight to limited steel production.  Hardening iron is easy, but you can get steel with just a flux and another wood, so I haven't seen the point.  Bronze is much more complicated, uses materials I never see compared to iron, and isn't as good, so I never use it.

      I always think of steel as near top-tier gear, and I don't really like the fact that it's easier for me to equip my dwarves in it, than work my way up (If it isn't apparent, I don't like refusing to make steel on principle alone).

      3. Deon, you mentioned that training now takes reagents, etc.  Does this change how training dummies or obstacle courses are used?  I still can't tell if using a training workshop is faster than military training, however.  Or rather, I've forgotten.  Does anyone know?

      Thanks for all of your hard work, Deon, and Tomi too.  On this embark, unless I land in a pile of iron, I'm going to go leather first, just to see if I can make myself.

      Note to self: Stop giving people points in butchery or tanning on embark...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: asfghn on April 04, 2011, 10:57:11 pm
      "dwarven jacuzzi"
      This made me laugh way harder than was probably warranted. C':

      Give one side willow bolts and other side granite-tip bolts, 20 dorf vs. 20...
      FORTY DORF ENTER, TWENTY DORF LEAVE

      -- Tomi the helpdesk, whose other current games are Dragon Age II
      Someday I need to finish Dragon Age I.

      It will not, sadly, be while I am still obsessed with DF. :<

      [edit]
      Quote from: rainekage
      (I'm glad non-irrigated soil farming is back)
      Wait, it is!? Holy sh*t! HAPPY DAYS ARE HERE TO STAY
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: rainekage on April 04, 2011, 11:26:20 pm
      Ugh, bad at quoting when there are tons of quotes involved, but you know I'm talking to you, asfghn.  Yes, I was delighted to find that, instead of a highly elaborate two-level system of channels and irrigation, that I could just slap down 3x1 patches on the ground (or whatever you'd like) and suddenly PLUMP HELMETS EVERYWHERE.

      Strangely, I don't seem to be getting many seeds back, but my dwarves are probably just forgetting to put them back into the stockpile, so they aren't being counted.

      Still not having any luck at all, after a long, long time playing DF, getting my farmer to actually plant something aboveground.  I have the seeds, they're in season, but they just never plant them.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: ATR on April 05, 2011, 12:48:12 am
      Hey, so why is channeling disabled for already mined areas? How else can you put a hole in the floor?

      To the water buffalo, yes it did say Bull, don't know why I missed that. Still, it uses 'it' as the pronoun under status.

      I should mention this too. I believe it was v3.22 so this may have been addressed (and haven't came across it yet in 3.24), but bones actually rotted on me, and in the same time frame flesh did. Is this known?

      And damn, do cobra's normally go straight for the head? Took out my hunter not long after embark! And I also got Rhinos, in a wilderness biome! Holy mother.

      Thanks!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: rainekage on April 05, 2011, 01:23:58 am
      Sorry to post-flood, everyone.

      Embarked, and MAGNETITE EVERYWHERE.  But despite saying "Flux" on the embark screen, none to be found.  I suppose I'll have to dig for it.

      Anyway, I didn't embark with flux (oops, just magma-safe stone), so I build a finishing forge...

      Hmm, it says I need fuel.  *looks at twenty pieces of charcoal*

      Well, I'm stumped.  Have iron, have fuel.

      Edit:  Strangely, I do not have to harden iron to use it as a weapon.  As soon as I smelt hematite or magnetite, I can turn it into weapons or armor.  Is this on purpose?

      Edit, the second: Just lost my Axedwarf and Stonecrafter within two or three seconds to a dragon raptor.  He died a noble death, protecting a horde of useful migrants, three of which with military skills.  I will erect a tomb to him where everyone can see.

      I just wish my mechanic would stop with his two-month break and set those cage traps....
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: FluidDynamite on April 05, 2011, 01:50:48 am
      Hey, so why is channeling disabled for already mined areas? How else can you put a hole in the floor?

      To the water buffalo, yes it did say Bull, don't know why I missed that. Still, it uses 'it' as the pronoun under status.

      I should mention this too. I believe it was v3.22 so this may have been addressed (and haven't came across it yet in 3.24), but bones actually rotted on me, and in the same time frame flesh did. Is this known?

      And damn, do cobra's normally go straight for the head? Took out my hunter not long after embark! And I also got Rhinos, in a wilderness biome! Holy mother.

      Thanks!
      Channeling should work on already mined tiles, note that if a stone or something else is on the tile you're trying to channel the icon won't flash, but the miner will still channel it.

      Bone rotting was removed again in this version. :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Angel Of Death on April 05, 2011, 02:07:50 am
      I have a suggestion:

      The ability on adventure mode to make a creature skull trophy.

      [EDIT]

      More suggestions:

      Demon of wrath: A massive demon, too large to use armour. Brutal melee fighters whom cannot feel pain and have strong bones.

      Demon of pestilence: A snake-like demon that has a bite that will induce necrosis, numbness and swelling. It is immune to all poisons and diseases but is physically weak.

      Demon of terror: A humanoid demon that has tenticals instead of hands and powerful fangs. The tenticals hit with great force but are very easily damaged and the fangs are sharp enough to pierce most metal. The tenticals may suck blood out of a wound.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Kipi on April 05, 2011, 04:03:34 am
      Sorry to post-flood, everyone.

      Embarked, and MAGNETITE EVERYWHERE.  But despite saying "Flux" on the embark screen, none to be found.  I suppose I'll have to dig for it.

      There is small problem with the FLUX in embark screen, as well as in site finder. What I have noticed that it recognizes every piece of flux stone, which causes the game to tell it as available. From my experience you can always find at least small amount of flux stone near the magma sea, so I think the game notices those stones and says that you have flux, which is basically correct. So basically the game thinks that there is always flux available, except in some very rare occasions where none can be found even near the magma sea. It's just that the game doesn't think the same way as we do, as players usually want to find flux closer to the surface, not in some random location next to the magma or even hell.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: TomiTapio on April 05, 2011, 09:33:54 am
      Hey, so why is channeling disabled for already mined areas? How else can you put a hole in the floor?
      I should mention this too. I believe it was v3.22 so this may have been addressed (and haven't came across it yet in 3.24), but bones actually rotted on me, and in the same time frame flesh did. Is this known?
      do cobra's normally go straight for the head?
      Channeling works fine. Got an alert restricting to burrows? Picks taken by militia? Miner hauling socks?
      The "bones rot" experiment has been ended, current version doesn't have it.
      Higher the biting skill, the better hits the beast gets, I guess. Toady fixed "natural skills not working if don't have CAN_LEARN" a few releases back.

      Quote
      Edit:  Strangely, I do not have to harden iron to use it as a weapon.  As soon as I smelt hematite or magnetite, I can turn it into weapons or armor.  Is this on purpose?
      Yes, no "pure iron" step now. And I have not seen any iron ores in 15 forts, must be my embark-finder settings, are sedimentary layers under aquifers most of the time.

      Demon of wrath: A massive demon, too large to use armour. Brutal melee fighters whom cannot feel pain and have strong bones.
      Demon of pestilence: A snake-like demon that has a bite that will induce necrosis, numbness and swelling. It is immune to all poisons and diseases but is physically weak.
      Wrath sounds like cave troll. How massive do you suggest, dragon-class? Zombie Ogre size? Lots of underground beasts already have ToughStandardMaterials (2x strength bones, skin, sinews, muscles).

      It is the pain that fells the monsters, they're helpless once they faint. (vanilla lions faint from one arrow to the foot.) So NoPain things like dread werewolf, alligator, crocodile are big trouble.
      Pestilence - we have mummy and lost adventurer as nasty poisoners. Doesn't matter if a non-PET wildlife is immune to diseases.

      Edit: Gotta start a new fort to test the new things.. (makes his bronze statues more common and gives grazer to kangaroos)
      (rolls world with default quick settings except minerals to frequent) (huh, siderite in rock salt, on hillside. Lucky.)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Angel Of Death on April 05, 2011, 10:22:30 am
      Hey, so why is channeling disabled for already mined areas? How else can you put a hole in the floor?
      I should mention this too. I believe it was v3.22 so this may have been addressed (and haven't came across it yet in 3.24), but bones actually rotted on me, and in the same time frame flesh did. Is this known?
      do cobra's normally go straight for the head?
      Channeling works fine. Got an alert restricting to burrows? Picks taken by militia? Miner hauling socks?
      The "bones rot" experiment has been ended, current version doesn't have it.
      Higher the biting skill, the better hits the beast gets, I guess. Toady fixed "natural skills not working if don't have CAN_LEARN" a few releases back.

      Quote
      Edit:  Strangely, I do not have to harden iron to use it as a weapon.  As soon as I smelt hematite or magnetite, I can turn it into weapons or armor.  Is this on purpose?
      Yes, no "pure iron" step now. And I have not seen any iron ores in 15 forts, must be my embark-finder settings, are sedimentary layers under aquifers most of the time.

      Demon of wrath: A massive demon, too large to use armour. Brutal melee fighters whom cannot feel pain and have strong bones.
      Demon of pestilence: A snake-like demon that has a bite that will induce necrosis, numbness and swelling. It is immune to all poisons and diseases but is physically weak.
      Wrath sounds like cave troll. How massive do you suggest, dragon-class? Zombie Ogre size? Lots of underground beasts already have ToughStandardMaterials (2x strength bones, skin, sinews, muscles).

      It is the pain that fells the monsters, they're helpless once they faint. (vanilla lions faint from one arrow to the foot.) So NoPain things like dread werewolf, alligator, crocodile are big trouble.
      Pestilence - we have mummy and lost adventurer as nasty poisoners. Doesn't matter if a non-PET wildlife is immune to diseases.

      Gotta start a new fort to test the new things..
      With the demon of wrath, I intended it to be MASSIVE but smaller than a bronze colossus.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Goncyn on April 05, 2011, 10:42:20 am
      This mod sucked up most of my sleeping time last night. Thanks for re-invigorating my interest in DF. Great work on all the new plants, especially! For some reason, growing albino corn, albino beans, and cave potatoes appeals to me more than plump helmets. Now if only the site finder hadn't lied about the availability of flux stone...

      One question: I have some quivers still in my embark wagon that don't seem to want to go in any stockpile. Likewise some large gems I bought from the mountainhome traders. Am I missing something obvious, or is there a problem with stockpiles and these items?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: TomiTapio on April 05, 2011, 11:00:24 am
      Quivers sit happily in my Finished Goods bins. Cut gems probably too?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Deon on April 05, 2011, 11:42:38 am
      Edit:  Strangely, I do not have to harden iron to use it as a weapon.  As soon as I smelt hematite or magnetite, I can turn it into weapons or armor.  Is this on purpose?
      OUCH! I don't know how did it happen, probably with all the add/remove experiments I have. Only "goethite" provides pure iron, other ores net a usable iron ore :P. I will fix it.

      Quote
      I have a suggestion:

      The ability on adventure mode to make a creature skull trophy.

      [EDIT]

      More suggestions:

      Demon of wrath: A massive demon, too large to use armour. Brutal melee fighters whom cannot feel pain and have strong bones.

      Demon of pestilence: A snake-like demon that has a bite that will induce necrosis, numbness and swelling. It is immune to all poisons and diseases but is physically weak.

      Demon of terror: A humanoid demon that has tenticals instead of hands and powerful fangs. The tenticals hit with great force but are very easily damaged and the fangs are sharp enough to pierce most metal. The tenticals may suck blood out of a wound.
      You can already cut "trophy" out of any bone, including skulls. And I already have a lot of non-humanoid demon designs, don't be afraid :P. I just need more time for that, so the alchemy comes first.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: TomiTapio on April 05, 2011, 12:13:17 pm
      Note: you can make steel without flux, using the pig iron + iron + lots of hammering.

      Edit: What mephits can do for you. (after this incident, I gave them a little bit of skills.)
      Spoiler (click to show/hide)

      Todo for Deon: replace string in all files: harberdiers -> halberdiers
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Pernese on April 05, 2011, 12:37:45 pm
      I really like this mod, but I'm not too fond of the dwarf graphics tileset that comes with it. Carpenters wearing baseball caps in particular bugs me. Any chances on bringing in Ironhand's actual dwarves and using them instead or as an option? I've been trying to swap between the two graphics sets, but it's made harder by the different sizes and even then I miss out on such things as thieves and whatnot. I miss my fat bald dorfies. D:
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Deon on April 05, 2011, 01:02:15 pm
      Sure, I will make a quick Ironhand patch soon.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Torgan on April 05, 2011, 01:13:47 pm
      One question: I have some quivers still in my embark wagon that don't seem to want to go in any stockpile. Likewise some large gems I bought from the mountainhome traders. Am I missing something obvious, or is there a problem with stockpiles and these items?
      Large gems appear to be bugged and aren't stored in any stockpiles at the moment, there's a topic in the dwarf mode or gameplay folders.  They're usually stored in the finished goods stockpiles along with quivers but are completely useless anyway other than as trade goods.

      Ah here (http://www.bay12forums.com/smf/index.php?topic=81470.0) we go.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Deon on April 05, 2011, 01:33:09 pm
      Okay, so we need to have a reaction to cut large gems into gems... 2 or 3, what do you think? I don't remember the price multiplier for the large gems.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Dutchling on April 05, 2011, 01:51:07 pm
      The combined small gems should be worth less than the large gems. Because of the rarity and loss of bits. But i doný know the multiplier either.
      And another thing, I noticed you haven't changed the giant rats to be (war) trainable yet after saying it was a good idea. So I repost my suggestion here ^^.
       
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: asfghn on April 05, 2011, 02:03:18 pm
      Dutchling: While that's a pretty neat idea, it's also a pretty easy fix for your own copy of the raws, to pop open whichever giants rats are in and throwing in [TRAINABLE_WAR] pretty much anywhere! I always alter my raws since I like just about everything to be [PET]able and most things some form of [TRAINABLE]—and to make silver foxes [COMMON_DOMESTIC] (and [VERMINHUNTER]) because of these guys (http://en.wikipedia.org/wiki/Domesticated_silver_fox), and sometimes to rewrite descriptions (see the raptors/raptor dragons for a good example of my work) because I'm a leeeetle OCD...

      :P

      I think actually at one point Deon wanted me to look over and rewrite some of the descs for legibility. Would there still be any interest in that? I'm pretty much useless on the coding end for anything but what I just mentioned above, but I can write! 8D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Pernese on April 05, 2011, 02:11:27 pm
      Sure, I will make a quick Ironhand patch soon.

      Oh, cool. Thanks muchly! Really enjoying the mod, thanks for all the effort!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: TomiTapio on April 05, 2011, 02:31:18 pm
      I think actually at one point Deon wanted me to look over and rewrite some of the descs for legibility. Would there still be any interest in that? I'm pretty much useless on the coding end for anything but what I just mentioned above, but I can write! 8D
      I think you can zip your raws, and put-on-hosting-service (like the mighty Dropbox), or Deon might message his email address to you. It's up to Mr.D whether he'll include your changes in the Genesis. But if there's thousands of changes, it takes quite a while to examine each one with WinMerge (or other code comparison tool). Quickest way would be to copy only your descriptions into Genesis, that way the comparing is fast.

      http://en.wikipedia.org/wiki/Comparison_of_file_comparison_tools

      Edit: Today's siderite-rich fort died; gobbos and centaurs sieged at the same time and trap-corridor was puny. 11 miserable steel-clad hospital patients remain, abandon instead of waiting for N+1 murders.

      Deon: check your email
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Setharnas on April 05, 2011, 02:34:48 pm
      Okay, so we need to have a reaction to cut large gems into gems... 2 or 3, what do you think? I don't remember the price multiplier for the large gems.

      In the real world, large gems are usually valued simply for being so rare and the history of greed and superstition building around them; look at stuff like the Star of India (http://en.wikipedia.org/wiki/Star_of_India_%28gem%29) or these beauties (http://en.wikipedia.org/wiki/Cullinan_Diamond). It would be cool if that could somehow be incorporated in the game, maybe even the base game.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: asfghn on April 05, 2011, 02:41:40 pm
      I think you can zip your raws, and put-on-hosting-service (like the mighty Dropbox), or Deon might message his email address to you. It's up to Mr.D whether he'll include your changes in the Genesis. But if there's thousands of changes, it takes quite a while to examine each one with WinMerge (or other code comparison tool). Quickest way would be to copy only your descriptions into Genesis, that way the comparing is fast.

      http://en.wikipedia.org/wiki/Comparison_of_file_comparison_tools
      Holy cow, I love you. I'd been popping open each of the Genesis creatures files and going through them line by line in Notepad, redoing my changes with each successive new version. I didn't even know WinMerge existed.

      What do you mean by copying only my descriptions into Genesis for the quickest method of examination, though? I definitely don't want to waste Deon's time, but for whatever reason I am just not parsing that sentence properly... :P

      [edit] Oh my God, Dropbox also looks incredible. I need it in my life. Especially since my mother's always emailing me Minecraft worlds, and my computer doesn't have a scanner attached so I'm always emailing scans to myself, and... I love you, Tomi.

      Also, I like Setharnas's idea, if it's workable somehow. Would be neat having epic named large gems.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: TomiTapio on April 05, 2011, 03:02:06 pm
      Cheers asdf. My wife swears by Dropbox, it goes great with an iPad and a smartphone. With Dropbox I can also host files and images for the forums.
      Spoiler (click to show/hide)

      I meant that in the raws you send over to Deon, don't include too many changes (such as 50 TRAINABLE tags) if you can help it.

      In the descriptions I like to have a size comparison, otherwise people need to look at the raws (or magmawiki) to know how large a "draltha" or "spochamonoco" is.

      My examples: (searches with "-sized")
      [DESCRIPTION:A giant horse-sized amphibian predator found underground.] giant toad
      [DESCRIPTION:A dog-sized rodent found underground.] large 25kg (50 lb) rat
      [DESCRIPTION:A cat-sized rodent with long ears and big hind legs.  Its tail is a little plume of brownish fur.] rabbit
      [DESCRIPTION:A fish-eating water-loving mammal twice the size of a dog.] giant otter
      [DESCRIPTION:A medium-sized milkable domestic omnivore, sometimes found in forests too. Slightly lighter than a deer.  It has a distinctive snout and corkscrew tail.  It is thought by some to be intelligent and trainable.] warp pig
      [DESCRIPTION:A dwarf-sized hooved leaf-eater found in groups in the semi-desert. It has short horns.] dama gazelle
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Goncyn on April 05, 2011, 03:31:40 pm
      Quivers sit happily in my Finished Goods bins. Cut gems probably too?
      The quivers that won't go are (cave fish skin quivers). Is it possibly a material restriction of some kind? I do have a finished goods stockpile that is accepting bins, and it has all finished goods enabled, but the quivers are still sitting in the wagon a year later.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Goncyn on April 05, 2011, 03:35:03 pm
      It also looks like dwarven black grog is cookable, unlike all other booze in this mod. Intentional or an oversight?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Torgan on April 05, 2011, 04:02:16 pm
      Also, I like Setharnas's idea, if it's workable somehow. Would be neat having epic named large gems.
      I think it's sort of covered by artifact cut gems from a gem cutter mood?  Not that they do anything once they're made which is the difference. 

      Goncyn I think it will be the cave fish skin that's causing the problem, its maybe not covered under the finished goods stockpile materials.

      I'm still having hair from a butchered corpse rot in my refuse stockpile before I got round to spinning it into thread.  I don't think this is in vanilla, not really that fussed either way but just a heads up if it was left from the bone rot experiment.  Also had one of my dwarves travel outdoors to clean up a mephit frozen extract that had been left after it was fighting with a mandrill.  Not sure if this is just a weird thing or some oddity with mephits?  I just thught dwarves ignored cleaning jobs outside your fort. Not a big deal again either way.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: TomiTapio on April 05, 2011, 04:33:48 pm
      Hair, scale, toughscale, nails, toughnails, teeth, toughteeth, cheese were set to rot... I think those should be non-rotting.

      Cave fish skin (and all bird leathers smaller than sheep) should be removed but I've forgotten how to do it without removing the living creature's skin.
      (Wikipedia: lamb deer elk, "Buffalo, goats, alligators, dogs, snakes, ostriches, kangaroos, oxen, and yaks may also be used for leather." http://en.wikipedia.org/wiki/Leather#Leather_from_other_animals )

      Idiot dorfs do go into the dangerous caves to clean blood off natural walls. Remove hauling and cleaning labors from your elite crafters using Dwarf Therapist.
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Torgan on April 05, 2011, 05:17:44 pm
      I've seen them go into caverns before which sort of makes sense as I don't expect the game to differentiate between underground inside the fortress and underground outside the fortress, just seemed weird that he was going outside to do it.  Maybe I just haven't been paying attention earlier.

      Another mephit question - do they have acid blood or something along those lines?  I had a fisherdwarf gored by a rhino but left alive, he's dragged back to his room to get diagnosed.  Later on I noticed he is not resting and his bed has disappeared.  I built a new bed and checked it a bit later and it is now showing wear - x-bed-x.  He has a mephit pet that's always hanging around him and was injured by some mandrills earlier.  Just wondering if it's the cause of the bed destruction?  It wasn't fighting around the bed but I just wasn't sure why it was happening.

      On the plus side I have sand, fire clay, cobalt and rhino herds to tame.  Just need to see some elephants and I will be unstoppable!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Setharnas on April 05, 2011, 05:27:38 pm
      Also, I like Setharnas's idea, if it's workable somehow. Would be neat having epic named large gems.
      I think it's sort of covered by artifact cut gems from a gem cutter mood?  Not that they do anything once they're made which is the difference.

      Yeah, I realize there isn't really any use for large gems, but I have hopes that Toady will implement something like greed and lust (in the material sense) someday. Think of dwarves growing attached to an item they already have in their possession, just extended to certain valuables they get a glimpse of - artifacts, gems, socks of overly demanding nobles !!science volunteers!!. Not sure if there is anything like this in the long term goals or at least suggestions already, I've had my focus somewhat dragged away from DF lately.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: asfghn on April 05, 2011, 06:28:12 pm
      Think of dwarves growing attached to an item they already have in their possession
      This is actually already implemented in vanilla DF!

      Your post doesn't sound completely clear on whether or not you're already aware of this, so forgive me if I'm telling you something you already know! I only found out myself last night, when one of my dwarves became enamored with his... axe, I think it was? :P

      Also, I could have sworn that werewolves were available as an adventurer race, but I just tried to start an Adventure game and it wasn't on the list. Are there just no werewolves in that world for whatever reason, or is there something special I need to do to mod my raws so that my weres are adventurer-able?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Morwaul on April 05, 2011, 07:16:17 pm
      I have been playing with some of the settings in Genesis 3.24.  I figured I would upload them in case any of the people that do not know how to edit raws and such (and those that do) would like to try my changes.  My goal was to make my worlds a little more interesting and make minerals diverse like they used to be. 

      Spoiler (click to show/hide)



      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: GaxkangtheUnbound on April 05, 2011, 08:53:16 pm
      Anybody have suggestions on how to deal with captured imps? They have fire breath, and I have no idea what to do with them.
      Useful things I have:
      Magma
      Weapon Traps
      Turret Slots(For dragon/fire imp/etc. flamethrowers)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Morwaul on April 05, 2011, 09:38:58 pm
      Here is a very nice map if anyone wants one premade.  The mountain range along the East edge is bordered by a forest.  In the forest all along the mountains it is loaded with chalk and marble down deep and has plenty of minerals / iron.

      http://www.mediafire.com/file/xw5nzfsuqrmu4ha/region1.zip (http://www.mediafire.com/file/xw5nzfsuqrmu4ha/region1.zip)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Aramco on April 05, 2011, 09:48:45 pm
      Here is a very nice map if anyone wants one premade.  The mountain range along the East edge is bordered by a forest.  In the forest all along the mountains it is loaded with chalk and marble down deep and has plenty of minerals / iron.

      http://www.mediafire.com/file/xw5nzfsuqrmu4ha/region1.zip (http://www.mediafire.com/file/xw5nzfsuqrmu4ha/region1.zip)

      You do realize, of course, that there is an entire web site dedicated to file hosting related to Dwarf Fortress?  (http://dffd.wimbli.com/index.php)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Morwaul on April 05, 2011, 10:50:57 pm
      Actually, I didn't.  Thanks for the link.  But, as this is Genesis specific I still think it would go better here.  If this is a problem I can certainly remove the link or Deon can delete the post.  (At least I guess he can.)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: asfghn on April 06, 2011, 12:51:42 am
      While Aramco admittedly does have a point, I don't usually (read: at all) frequent (or even visit) DFFD except to follow direct links to download tilesets, etc, so I appreciate that you posted that region here, Morwaul! I am digging it (HA), especially all that delicious, delicious iron.

      But I have a dumb question of my own! While the inquiry re: werewolf adventurers still stands, now I need to ask an embarrassingly noobish question re: trap design. That is to say, I have pretty much never had an actively hostile fort, so now I have no idea how to design traps effectively that won't murder my own dwarves/pets/tamed dragons, etc. Does anyone have any tips they're especially fond of? Right now I have some clunky thing involving pressure plates just inside the 3-tile-wide caravan entrance in the walls that drops into an empty room, but I am not sure what to do with it beyond this point. The war raptors tied to the gates tend to catch all thieves, but not really do anything about them, which is pretty weird.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: SirAaronIII on April 06, 2011, 01:03:14 am
      10 steel menacing spikes or spears on each square of the empty room.
      Or, build a 1-tile wide path across the pressure-plate area (you'll have to remove them), channel down deeper in the empty room, then channel down again, and again, and again, until you feel you've gone deep enough. Then make a bunch of glass or copper or whatever extra weak materials you can muster up (wood works well too) trap bits and put 10 in a trap on each square of the thin path. Enemies will try to dodge the weak attacks, and fall down to their dooms. You should probably build retracting bridges on the sides of the floor to let caravans in.
      Code: [Select]
      0z
      #.^.# -Bridges should go on this level
      #.^.#  on the left & right of the traps.
      #.^.#
      #.^.#
      -1z
      #...#
      #...#
      #...#
      #...#
      -2z
      #...#
      #...#
      #...#
      #...#

      -3z, etc. as far as you want. Deeper is better!
      # = walls
      ^ = completely loaded weapons traps
      . = empty/channeled space
      Sorry if that was kinda long-winded. The basic thing is thin path + weak weapons traps + deeeeeeeeep pit = enemies falling down
      This is called a "Dodge This!" trap.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: asfghn on April 06, 2011, 01:08:47 am
      Oh my goodness SirAaron, thank you SO MUCH. I had actually been really worried and fretful about posting this at all since it's not specific to Genesis and a pretty dumb noob concern anyway (I mean really, who even graduates DF School without learning how to build approximately eight hundred grisly unique traps?), so longwinded is FANTASTIC.

      I am eager to try out this Dodge This! trap, it appeals to me in every conceivable sense. I am worried I will screw it up somehow (I am more of a visual learner and so learn better by doing than reading*), so I will actually be a Sensible Gamer for once and make a save file first, but would it be okay if I PM you with screenshots or something if I need additional assistance? :)



      *Like actually, one thing that just occurred to me that I've been fretting about reading other trap designs is, how is my miner going to get out of the deeeeeeep pit? This has always concerned me regarding pits in general, and would probably be solved by just digging a deep pit and seeing what happens, but hey, if you can't make dumb, noobish posts, then what's the point of a forum? :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: SirAaronIII on April 06, 2011, 01:38:22 am
      Feel free to PM me. I probably won't reply for 14 hours or so (sleep + classes  :-[ ), but do it anyway! I won't mind.

      Anyway, to get out of the pit, just add a little access tunnel blocked by a stone door, preferably superior or higher quality. (In case you confuse the quality symbols with each other, it's the flat looking *). With a nice deep pit ( with spikes if you wanna be a HUGE dick), most foes are going to be easy to finish. In visual terms, something like this:
      Yeah you should PM for sure. We're kind of derailing the Genesis thread. ::)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Deon on April 06, 2011, 04:53:57 am
      Hair, scale, toughscale, nails, toughnails, teeth, toughteeth, cheese were set to rot... I think those should be non-rotting.

      Cave fish skin (and all bird leathers smaller than sheep) should be removed but I've forgotten how to do it without removing the living creature's skin.
      (Wikipedia: lamb deer elk, "Buffalo, goats, alligators, dogs, snakes, ostriches, kangaroos, oxen, and yaks may also be used for leather." http://en.wikipedia.org/wiki/Leather#Leather_from_other_animals )

      Idiot dorfs do go into the dangerous caves to clean blood off natural walls. Remove hauling and cleaning labors from your elite crafters using Dwarf Therapist.
      Spoiler (click to show/hide)
      Cheese, as any other type of food, always rots. I removed rotting from nails (what can you use those for?), teeth and scale.

      Quivers sit happily in my Finished Goods bins. Cut gems probably too?
      The quivers that won't go are (cave fish skin quivers). Is it possibly a material restriction of some kind? I do have a finished goods stockpile that is accepting bins, and it has all finished goods enabled, but the quivers are still sitting in the wagon a year later.
      I've fixed the "cave fish skin" bug. Basically its leather was removed, but not skin, so it had no appropriate material (leather) but still was registered as a creature which can be used for a leather industry (because of the skin).

      I've also added [NOMEAT] and [CAN_LEARN] to lost adventurers, it should fix the "lost adventurer tripe" (they were always non-butcherable).

      I think actually at one point Deon wanted me to look over and rewrite some of the descs for legibility. Would there still be any interest in that? I'm pretty much useless on the coding end for anything but what I just mentioned above, but I can write! 8D
      It would be great :). Just update the uploaded version with your changes, I will find them by myself.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: rainekage on April 06, 2011, 05:40:51 am
      Fortress Update:
      Not a match for the dragon raptor, who took down my fiercest warrior faster than it took for me to see there was a fight, the rest of my fort went about their business, and he wandered off.  Buried him neck to my trade depot in an iron sarcophagus and a statue of him being terrified by bats (he had a grudge with my mason, it turns out).


      I'm starting a new world and new embark, because I really want to make an entrance to my fortress that includes a retractable bridge across a deep, natural canyon, so I can fling enemies off of it

      Genesis stuff:

      Tomi, you suggested steel via pig iron.  this is excellent, since it does not require flux, but I've wondered - if you do have flux, is there any benefit to the pig iron method?

      I adore halberds, so two of my four military have them (One immigrated with the skill, even).  But this raises a question:

      How on earth do you train the damn things?  I mean, outside of practical combat.  On a training dummy, could you use "train spear"?  A halberd is a polearm, so I'm not sure where it fits in.

      Another question (I'm so full of them) - I know the difference between helms and caps - Is there any practical benefit or difference concerning spiked helms and one-horned helms compared to the standard two?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Deon on April 06, 2011, 05:56:07 am
      Quote
      How on earth do you train the damn things?  I mean, outside of practical combat.  On a training dummy, could you use "train spear"?  A halberd is a polearm, so I'm not sure where it fits in.
      Good riddance. You cannot train halberds and pikes on training dummies... And while it makes a bit of sense, still it's an oversight (as well as a cookable black grog). I will fix it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: rainekage on April 06, 2011, 05:59:54 am
      Quote
      How on earth do you train the damn things?  I mean, outside of practical combat.  On a training dummy, could you use "train spear"?  A halberd is a polearm, so I'm not sure where it fits in.
      Good riddance. You cannot train halberds and pikes on training dummies... And while it makes a bit of sense, still it's an oversight (as well as a cookable black grog). I will fix it.

      Curses, my stoutly warriors will no longer have above-human-sized polearms!

      I figured it was an oversight, but they were fun while they lasted.

      Giving all military spiked helms without actually knowing if they're worth it is probably silly, but I ride in style.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Jeoshua on April 06, 2011, 06:19:37 am
      Well, when making a pen and paper RPG of my own, I had spears and polearms as one skill.  It only made sense that way (since a spear is basically a knife on a pole, hence it's kind of a type of polearm no?)

      So I'd probably make any polearms, halberds, lances, spears, and the like use the spear skill here, too.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Deon on April 06, 2011, 06:23:40 am
      Maybe you've made a pnp RPG, but I bet you didn't train with them :). The difference between a sword and an axe hit is smaller than between a spear and a pike stab :). I'm not talking about halberds because they have a totally different balance in the first place.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Jeoshua on April 06, 2011, 06:29:29 am
      Yeah they're more like Axes.  I struggled with it in my game but basically it came down to the idea that they're all moving the point of contact onto the end of a pole.  The mechanics might be different but with a limited amount of skills, either they should go into the category most like what they are (meaning halberds are just "pole axes" and spears are "pole daggers"), or they use a specific skill that encompasses them all (spear/polearm).

      And for the record yeah, I've used both in Martial Arts training.  So I know that a katana and a naginata are nothing similar in usage.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Deon on April 06, 2011, 06:34:00 am
      Huh, still I meant that it makes more sense to combine an axe/mace or sword with something than spear with halberd :).

      Quote
      So I know that a katana and a naginata are nothing similar in usage.
      I used only models, so no real world counterparts. It would be cool to have "general" skills and specific "weapon" skills :). Like "fighter" and "swordsman", just more complex.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Torgan on April 06, 2011, 06:36:44 am
      Tomi, you suggested steel via pig iron.  this is excellent, since it does not require flux, but I've wondered - if you do have flux, is there any benefit to the pig iron method?
      It's just quicker with flux I think, you can use the blast furnace to make 6 bars of steel at once using iron ore, coal and flux rather than smelt iron bars, smelt pig iron bars then smelt steel.  I think you're using less iron using flux as well.

      Deon-I don't think nails and scale are used for anything.  Teeth can be used by a bonecarver to make tooth trade goods.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: rainekage on April 06, 2011, 06:38:58 am
      Post deleted, because I type slowly and missed the disagreement.  Points to Jeoshua for liking naginatas.

      Hey Deon, you mentioned in a release note that you made blast furnaces "More efficient", but I didn't see any notes on how.  I'm sure I just failed to read something, so I'm sorry, but what were the changes?

      And thanks for the info, Torgan.

      On another note, spiked helmets make me want there to be a headbutt command.  It would be very dwarvenly (or dorfenly, depending on your mood) to make one's head a weapon, especially a steel dwarf.

      Edit:  Ah, checked the help file.  Half the flux, and only four coal.  Actually, now I can't see myself "not" using it, as long as I have flux.

      A non Genesis question: Can a creature killed in combat (say, a raptor) be butchered and skinned?  I know it's possible to get raptor leather, but my dwarves refuse to turn anything I kill outside the slaughter command into meat or leather.

      Then again, the last time that worked was 40d, so it might just be me not catching up with changes.

      Very sorry if I talk too much or ask too many questions, everyone.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: GaxkangtheUnbound on April 06, 2011, 07:06:47 am
      Try designating a refuse stockpile close to your butchery. Corpses that are killed outside or too far away won't be deemed butcherable.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Torgan on April 06, 2011, 07:21:49 am
      The default refuse orders are set to ignore refuse outside, press o -> r -> o to tell them to collect stuff outside.  Once it's in a refuse pile then it should auto generate an order to butcher a corpse at your butcher workshop assuming you haven't turned that off in workshop orders.  o->W.  I usually leave it off after a while though as you end up losing dwarves when they are outside collecting a deer hoof and uncover an illithid ambush.

      Also it means your stockpiles fill up with goblin corpses and various parts, though you can use the orders menu to auto forbid enemy corpses if you want.  That just occurs when they are killed though, it won't forbid corpses that are already there.  Play about with the menu though, it's pretty easy to navigate.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: rainekage on April 06, 2011, 07:53:38 am
      Thank you both, I've never focused much on butchering or leatherworking (stone and metal are more versatile), except for one notable catsplosion, and a near ferretsplosion in Genesis (I wasn't paying attention).

      Playing around with adventurer.  Will continue to randomly post questions or comments on the things I experience - sometimes I end up finding something that needs to be fixed (like the iron bug).

      Although for now, it's all about biting people.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Deon on April 06, 2011, 08:01:30 am
      I plan to expand the culinary.

      Right now we have candies from different sugars and bread from different flours/meals.

      I plan to add sandwiches (meat and cheese), it takes 1 bread and 1 unit (cheese or meat) to make 5 sandwiches.

      What else do you think is important for the dwarven culinary? :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Vorthon on April 06, 2011, 08:11:29 am
      What Differianiating bread into leaven and unleaven varieties? We'd need yeast, though... Gimme a second... or a minute...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Jeoshua on April 06, 2011, 08:15:18 am
      How about Dwarven Haggis? Take organs, make foods.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Vorthon on April 06, 2011, 08:19:06 am
      How about Dwarven Haggis? Take organs, make foods.

      OMG! Idea! Actually adding 'cooking' (Not the cooking in vanilla DF, which is more or less making a dish, not just cooking the ingredients.), so you'd have to cook meat, organs, and some vegetables before eating them! It's fun adding to the difficulty, because that adds to the Fun!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: rainekage on April 06, 2011, 08:32:11 am
      I plan to expand the culinary.

      Right now we have candies from different sugars and bread from different flours/meals.

      I plan to add sandwiches (meat and cheese), it takes 1 bread and 1 unit (cheese or meat) to make 5 sandwiches.

      What else do you think is important for the dwarven culinary? :P

      I realize you've already implemented bread, but anything cooked with alcohol is very dorfy, and I immediately thought "beer bread". 

      A high-value meal might be some sort of fried food.  What would that be, oil+meat?  I'm not sure if extracts can be used for cooking, though.

      I love the idea of Dwarven Haggis, especially if made from the organs of one's enemies.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Vorthon on April 06, 2011, 08:35:20 am
      Why does beer-batter come to mind? Fish 'n Chips, anyone?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: TomiTapio on April 06, 2011, 09:23:32 am
      Cheese, as any other type of food, always rots. I removed rotting from nails (what can you use those for?), teeth and scale.
      The whole point of hard cheese is that is doesn't rot as quickly as milk. If both have ROTS tag, milk and cheese rot at the same rate, was that one season in DF? Are you sure that prepared meals rot in DF?

      "When I pressed them, they said that waxed cheeses could be kept for up to 5 years when refrigerated at 38 to 40 degrees.  They also said that the cheese would get very sharp after 2 to 2 and 1/2 years." --someone
      Beeswax covers on cheese :) 3 years is a very long time in a sieged Genesis fort.

      Nails? Well... new reaction: 8 nails/tigerclaws plus some leather into a wearable leather cap "claw necklace".

      On another note, spiked helmets make me want there to be a headbutt command.  It would be very dwarvenly (or dorfenly, depending on your mood) to make one's head a weapon, especially a steel dwarf.
      A non Genesis question: Can a creature killed in combat (say, a raptor) be butchered and skinned?  I know it's possible to get raptor leather, but my dwarves refuse to turn anything I kill outside the slaughter command into meat or leather.
      Headbutting is for Toady to implement, can't be done by modding (except rename beast's bite,punch,claw,kick attack into "headbutt").

      Command "o r o" to allow outdoors refuse to be hauled! And for post-battle medical time, the "o"rders menu has things you might want to turn off to get people to haul less and attend to survivors more.
      "o sw" is very popular with me, stop stone and wood hauling if there's other stuff to do.

      Culinary stuff... meat+pepper=sausage. meat+rock salt boulder=salty sausage. Finer sausage if include animal guts.

      OMG! Idea! Actually adding 'cooking' (Not the cooking in vanilla DF, which is more or less making a dish, not just cooking the ingredients.), so you'd have to cook meat, organs, and some vegetables before eating them! It's fun adding to the difficulty, because that adds to the Fun!
      Almost all organs and meat have [EDIBLE_COOKED] and no [EDIBLE_RAW], so they can not be eaten raw in Vanilla or Genesis.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Jeoshua on April 06, 2011, 10:10:34 am
      Cheese, as any other type of food, always rots. I removed rotting from nails (what can you use those for?), teeth and scale.
      The whole point of hard cheese is that is doesn't rot as quickly as milk. If both have ROTS tag, milk and cheese rot at the same rate, was that one season in DF? Are you sure that prepared meals rot in DF?

      They do not, unless it has been changed.  I remember having prepared meals from ages ago still showing up in my stockpiles.

      Deon, the speed the game makes cheese [ROT] at is approximately equal to the time it would take in REAL life for it to even become cheese.  If theres not a way to throttle it back, I suggest that cheese not [ROT], even if it does rot in real life.  Just imagine that it's still edible cheese if you strip off the hardened bits (which it is, IRL)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: rainekage on April 06, 2011, 10:41:33 am
      Final report before sleep:

      Have played adventure mode a good dozen times - no sense of self-preservation, just full-blown charge into everything.  Sun-gold sickle-swords continue to sever everything in one strike (The only way to defeat an adventurer with one and grand master skill is to shoot or simply overwhelm).

      First experience with the new demons.  Kind of miss the DK demons - was there a reason they were removed?  Sad that these demons have wings, but can't fly.  Learned that the reason they have copper weapons, though, is because they can bite or hoof-kick anything into oblivion in short order.

      Currently playing a blood werewolf, just because.

      Two times now, I've run into fortresses devoid of life.  Or rather, sentient life.  The first one, there were TONS of goats and wolves outside, the goats being chased by foxes (The goats won).  I went into the fortress, and the only life?

      Cows.
      Cows and bulls.  I was attacked and killed almost instantly by a bull (Hoof-stomp to skull).

      Now, as a blood werewolf, I've run into a fortress in the tundra totally devoid of life.  There are only bears.  I suspect the bears have gained sentience and are taking over, but they have yet to learn to wear armor.  I am relieved.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Jeoshua on April 06, 2011, 10:52:03 am
      I think what's causing the Fortress Zoos s that the inhabitants got killed off long ago, but the site is being held by the [PET]s of the race.  They're technically civ members, and sort of "hold the site" for the humans.  I think it might be better behavior if toady made a site like that have it's animal inhabitants disperse.

      I've seen it alot in Legends, and Adventurer... I imagine it's the same for abandoned fortresses, too.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: rainekage on April 06, 2011, 11:04:50 am
      I think what's causing the Fortress Zoos s that the inhabitants got killed off long ago, but the site is being held by the [PET]s of the race.  They're technically civ members, and sort of "hold the site" for the humans.  I think it might be better behavior if toady made a site like that have it's animal inhabitants disperse.

      I've seen it alot in Legends, and Adventurer... I imagine it's the same for abandoned fortresses, too.

      That certainly makes more sense than "Entire fortress was killed by cows and bears."  Although I admit that those same creatures put me down within a few seconds each (The bear was content to just sever my werewolf's hamstrings).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: TomiTapio on April 06, 2011, 11:23:36 am
      Towns seem to keep 2 or 3 pets per citizien. Vanilla issue, maybe they are meat production.

      149: Duryoole, "Drivenshields", town
         Owner: The Fellowship of Blockading, keepers
         Parent Civ: The Realm of Wanderers, keepers
         112 orcs
         544 keepers
         1312 cats
         10 cave tortoises
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Setharnas on April 06, 2011, 11:30:26 am
      Think of dwarves growing attached to an item they already have in their possession
      This is actually already implemented in vanilla DF!

      Forgiven - I was unclear, aye. I knew it was implemented and used it as an example of a present feature that could be expanded on in the future.


      Yeah they're more like Axes.  I struggled with it in my game but basically it came down to the idea that they're all moving the point of contact onto the end of a pole.  The mechanics might be different but with a limited amount of skills, either they should go into the category most like what they are (meaning halberds are just "pole axes" and spears are "pole daggers"), or they use a specific skill that encompasses them all (spear/polearm).

      To be fair, a halberd is more than just a pole axe, as it combines a spear and a pole hook (for grappling enemies and dismounting them) into the axe design. There is a reason why it evolved into the already large family of pole weapons, and that was its versatility. If you think about it, the axe part of it is actually rather unwieldy, more so even when you are already... vertically challenged. ;)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Daff on April 06, 2011, 11:53:41 am
      I've got a problem, DF has crashed twice now immediately after the Keeper caravan has arrived (I only learned this after looking at the gamelog.txt).

      Don't know what's causing it, something wrong with the keepers or is it just something wrong with my world?

      Anyone else had any similar situations?

      Edit: I'd really appreciate some way to fix this the fort looks quite promising :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: TomiTapio on April 06, 2011, 12:57:01 pm
      I have had many random crashes, so I save after commanding large things (like 150 units of wall, or trading completed).
      Try not having a depot when they arrive, might prevent crash. And not having a broker.
      One time i constructed two depots almost the same time, and caravan came to depot1 but some/all of their items were visible in depot2 only/also.

      Yeah dwarves and halberds in 1.5-2 meter wide corridors... I gave lashers a longsword instead.

      Edit2: My war gorilla is biting centaurs in the head. Through their cobalt helmets.
      crap embark: galena x5, native silver x2. ANd then found cobalt in caves1 which I somehow missed. No grass in caves2&3, only trees.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Daff on April 06, 2011, 01:05:17 pm
      I'll give it a try.
      The crash happens once the Keeper caravan enters the map, other caravans have visited and left without any issues.
      Just need to save before they come, my last save is maybe 2,5 months before the caravan with lots of exploratory mining undesignated and half of my bridge / watchtower / defense system needing to be built... again :(

      But yeah I'll see if deconstructing the depot or removing the broker etc will stop the crash once I can bother again... I think I'll have a beer or six first :)

      Edit: And thanks for the idea :D

      Edit2: I just have to say my fort thingy will be awesome if I can stop it from crashing... there's bituminous coal, magnetite and other metals. There is also a 43 tile wide river over which I am in the process of building my entrance bridge / watchtower / powerplant. Also there will be a stairway down trough the river once I manage to pump magma up to dam the river and fix floodgates and stuff. Oh and the only magma source is most likely 90 levels below the river :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Torgan on April 06, 2011, 01:27:14 pm
      Cheese, as any other type of food, always rots. I removed rotting from nails (what can you use those for?), teeth and scale.
      The whole point of hard cheese is that is doesn't rot as quickly as milk. If both have ROTS tag, milk and cheese rot at the same rate, was that one season in DF? Are you sure that prepared meals rot in DF?
      Meals rot if they aren't stockpiled, I have it happen now and again when my stockpiles are full and the kitchen starts overflowing.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Dutchling on April 06, 2011, 03:21:47 pm
      Ok, two things:
      1) Since when is this thread so popular? it used to increase by 1/2 a page per day but this is the 2nd time today I'd have to read multiple pages just to read it all (which I am not gonna do this time...)

      2) Why are all of my pigs skilled kickers, competent dodgers and proficient observers? (and why have my yaks no skills at all...)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: asfghn on April 06, 2011, 03:23:01 pm
      Oh, so werewolves are adventurer-able! Good to know. I wonder why they're not showing up for me...?  :-\  Is it because they've gone extinct in the world I generated, or what?

      Code: [Select]
      Deeper is better!
      I think (http://tvtropes.org/pmwiki/pmwiki.php/Main/CaptainObvious) I took this too far (http://tvtropes.org/pmwiki/pmwiki.php/Main/Understatement).  :-[  I made the pit roughly ~50z deep, and in so doing punched through not one but two caverns. Elk birds have tumbled into the shaft now with my miner, who had both legs broken in the fall (which was only about 3z, and I think she's Stone so has fast-healing). Fun times!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: TomiTapio on April 06, 2011, 03:28:58 pm
      1) Since when is this thread so popular? it used to increase by 1/2 a page per day but this is the 2nd time today I'd have to read multiple pages just to read it all (which I am not gonna do this time...)
      2) Why are all of my pigs skilled kickers, competent dodgers and proficient observers? (and why have my yaks no skills at all...)
      1) Because Genesis mod is the greatest mod, and Deon is adding new things to it, and he's open to suggestions.
      2) I gave skills to war pigs, so they could be almost as good as war dogs. Now I gotta give some to yaks; but they don't dodge well and don't have pigs' intelligence to spot stealthers. Worst Observers: dwarves, undead, animated inorganics.

      Edit: Yaks deserve [NATURAL_SKILL:BITE:3][NATURAL_SKILL:DODGING:1][NATURAL_SKILL:STANCE_STRIKE:2][NATURAL_SKILL:SITUATIONAL_AWARENESS:4]
      and should also appear in tundra and taiga.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: asfghn on April 06, 2011, 03:30:23 pm
      animated inorganics
      There is nothing I want more in the world right now than guard houseplants.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Dutchling on April 06, 2011, 03:33:47 pm
      Ok, so it isn's a bug. They will not learn new skills right?

      animated inorganics
      There is nothing I want more in the world right now than guard houseplants.
      but plants are not animated nor are they inorganic :P

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: asfghn on April 06, 2011, 03:36:47 pm
      but plants are not animated nor are they inorganic :P
      shhhh, I'm still half asleep

      Slightly more on-topic, the ~50z-deep spike pit has to be redone! (Oh no!) Because I was retarded last night and in attempting to back up that region save apparently moved it wholesale to a different folder, which means that when the game froze just now... yeah, the pre-trap region folder is all that's left.

      Ah, well. Now I know not to go too deep just yet!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Daff on April 06, 2011, 03:55:00 pm
      Oh, so werewolves are adventurer-able! Good to know. I wonder why they're not showing up for me...?  :-\  Is it because they've gone extinct in the world I generated, or what?

      Code: [Select]
      Deeper is better!
      I think (http://tvtropes.org/pmwiki/pmwiki.php/Main/CaptainObvious) I took this too far (http://tvtropes.org/pmwiki/pmwiki.php/Main/Understatement).  :-[  I made the pit roughly ~50z deep, and in so doing punched through not one but two caverns. Elk birds have tumbled into the shaft now with my miner, who had both legs broken in the fall (which was only about 3z, and I think she's Stone so has fast-healing). Fun times!

      I'm betting on the werewolves being dead, not that I have much experience with adventure mode (read: almost none).

      I also admire your initiative (http://tvtropes.org/pmwiki/pmwiki.php/Main/ThereIsNoKillLikeOverkill) with the pit trap ;D I'm building the same kind of trap on my entrance, except it will be over a river.

      Still crashing every time the keeper caravan arrives, have tried with depot, without depot, and with or without a broker and without either. Next try with multiple depots I suppose.

      Anyone got any ideas on what might be causing this? Dwarf fortress simply shuts down every time they enter the map :(

      Edit: Gimme guardian golems please. :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Morwaul on April 06, 2011, 04:22:25 pm
      Does it do it as soon as the keepers enter the map?  If you have a few minutes / seconds you could use Runesmith (if it is working yet) and disappear the keepers.  Then see if it is still happening.  Of course I wonder if it has anything to do with the keepers at all?  Could there be something else in your fortress that is going on at the same time the keepers arrive.  River freezing over or a dwarf punching a hole into a cavern for instance?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Krelian on April 06, 2011, 04:34:50 pm
      I just downloaded the mod, to give it a try :)

      But Im used t play with Phoebus tileset, is there an easy way for me to apply phoebus on top of the last genesis version?

      regards
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Deon on April 06, 2011, 04:39:06 pm
      About keepers arriving and crashing: It can have something to do with materials. I know I had crashes when I've added wax/honey/beekeeping to human races but it was fixed. Can you upload a save?

      @Krelian: you can do it using the "raw tile selector" tool. You have to remap a lot of stuff because they use different tiles.

      I will upload a new version tomorrow or a day after tomorrow, with phoebus support. Also I will release the promised patch for Ironhand dwarven sprites.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Daff on April 06, 2011, 04:56:33 pm
      The save is from roughly 10 days before the caravan will arrive. Genesis version 3.24 installed in a clean empty folder.

      I don't even have time to actually see the message telling the caravan has arrived, only way I figured out it was that event crashing the game was "A keeper caravan from Syghtmust has arrived." being the last thing in the gamelog.txt

      Save (http://dffd.wimbli.com/file.php?id=4139)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Torgan on April 06, 2011, 05:03:51 pm
      I think you guys (Deon & Tomi) have managed to do something with regard to enemy corpses rotting after all.  When I check the corpse list it shows as 'Mind Flayer Wrestler bone 23' or whatever, this is for corpses that have been sitting outside for around a season.  I've had some dwarven ghosts because their corpses have disappeared before I could safely venture out to gather them back in.  I am currently in a savannah hot/warm biome so I'm not sure if it's just the hot temperature helping this, I usually end up embarking in temperate zones.

      Also, sorry I asked this a page or two ago but fast thread is fast.  Some of my cabinets and beds are showing wear then disappearing in bedrooms where pet mephits have been around with their owners.  Do they have some kind of cold aura or syndrome that would be causing this?  I only have acid and ice mephits at the moment.

      And exciting current bugs I have noticed, I've got a dead sapling showing as S, I guess it's not supposed to.  Can't see the tree variety as it's dead though.  Also the vermin firefly in caverns is using the skeleton sprite, the same one that is used for caged creatures.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: GaxkangtheUnbound on April 06, 2011, 05:10:53 pm
      Acid mephits are dissolving your furniture, I bet.
      Eliminate them.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Goncyn on April 06, 2011, 05:25:43 pm
      My first Genesis fortress just suffered its first real military test -- two simultaneous demon ambushes. They caught two civilians outside and killed them instantly, then our ten brave militia engaged. Only five survived :o, but they drove off the foul creatures. One of the survivors has a smashed foot, and we don't have any thread for sutures, which is holding up his treatment. I'll start pig-tail growing as soon as I can. Hope he lives until they sprout. Also, my entire bunny population was slaughtered. Guess I need to build some kind of walled grazing area. Another new thing to worry about.

      I admit I expected my steel-clad militia to be more effective. I probably should have started training them sooner. Demons are back, indeed.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: SirAaronIII on April 06, 2011, 05:29:19 pm
      When I said deeper was better, I meant ~10z's. But that works too.
      IDEA! Go all the way to the magma sea.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Torgan on April 06, 2011, 05:40:07 pm
      One of the survivors has a smashed foot, and we don't have any thread for sutures, which is holding up his treatment. I'll start pig-tail growing as soon as I can.
      Most animals leave hair after being butchered that can be spun into thread at a farmer's workshop so you could try that if you've got any (new since 3.19?).  A few animals can be sheared so you can get the hair without butchering, sheep, llamas, alpacas and probably more I don't know about.  Or there's usually at least one caravan a season that can carry thread.  Or the caverns are usually full of spider webs, set your least favourite dwarf to be a weaver and go gather that thread!

      Void master wrestlers that are happy to fly over my main gates and never land are annoying, while it's proving useful for my hunters to train their marksmanship on it scares off traders and haulers around my entrance so everything takes three times as long to do.  I've only got a military armed mostly with cobalt you big girls.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: rainekage on April 06, 2011, 06:19:43 pm
      Will the new version be save-breaking?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Jeoshua on April 06, 2011, 06:23:29 pm
      Go all the way to the magma sea.

      From the sound of it, you're halfway there already.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: asfghn on April 06, 2011, 07:26:45 pm
      I've only got a military armed mostly with cobalt you big girls.
      Cobalt is better than nothing, which is exactly what my last militia squad was apparently armored in (I'd forgotten to set their equipment) when I sent them out to fight off an invasion of goblins. The death message spam began instantaneously. :(

      Go all the way to the magma sea.

      From the sound of it, you're halfway there already.
      yessssss
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Jeoshua on April 06, 2011, 07:35:33 pm
      Oh but do make sure to take flying cave creatures into account.  Maybe at the entry into the first cave you could have a retractable bridge.  Anything going in would have a 10z level drop into the "holding pit".  If it's a megabeast you couldn't dump it any farther since the bridge won't retract.  Not that you'd want to.  If it's a mega and survives that kinda fall, you need to keep it somehow.  Maybe a series of chambers leading off the holding pit into a room... a room holding nothing but a dog or cat tied to a pole (bait).

      On the other hand, if it's goblins, they die, you take their precious goblinite, and dump the trash into the magma sea afterwards!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: ATR on April 06, 2011, 08:28:04 pm
      Has there been any discussion of refreshing quantities of fish/mussels, etc. that can be fished out of oceans, lakes, brooks, etc (ie. when they run out forever)? And if not with the original DF, does the genesis mod creators have any intentions of addressing it?

      Also I believe this may be known but it appears that when you have a dwarf with an infection in the hospital with no soap on hand, and then later make soap, no one re-queues to then clean the dwarf. Apparently you have to trigger a cave in? Strange workaround.

      Thanks!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: asfghn on April 06, 2011, 10:20:23 pm
      Apparently you have to trigger a cave in?
      I'm afraid I will be of absolutely no help to you, but I would just like to throw out there that this should be the solution to all problems, ever. :P

      Running out of booze?
      Cave-in!

      Your militia decimated by raptor dragons and now all you've got is a bunch of children and one insane craftsdwarf?
      Cave-in!

      You just dug into Hell?
      CAVE-IN
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: veok on April 06, 2011, 10:24:27 pm
      Has there been any discussion of refreshing quantities of fish/mussels, etc. that can be fished out of oceans, lakes, brooks, etc (ie. when they run out forever)? And if not with the original DF, does the genesis mod creators have any intentions of addressing it?

      This is a flaw with the way DF models animal populations. Currently, *nothing* happens once worldgen stops, and that includes wild animal populations increasing. This isn't able to be fixed via mods alone, genesis or otherwise.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: rainekage on April 06, 2011, 10:32:28 pm
      Apparently you have to trigger a cave in?
      I'm afraid I will be of absolutely no help to you, but I would just like to throw out there that this should be the solution to all problems, ever. :P

      Running out of booze?
      Cave-in!

      Your militia decimated by raptor dragons and now all you've got is a bunch of children and one insane craftsdwarf?
      Cave-in!

      You just dug into Hell?
      CAVE-IN

      FLOOD THE WORLD!  Being an acceptable alternative solution.

      Edit:  Hmm, on a new embark, I paused immediately, then went and did something else.  I came back to find that either I had unpaused it, or it had never paused, and I was just in time for my first flood of migrants - I hadn't even layed down a stockpile yet.  Ouch.
      Also, you know your world is low on mineral variety when your starting civ allows you to embark with the options of cobalt, copper, marble, and then 3pt basic stones.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: asfghn on April 06, 2011, 10:38:49 pm
      FLOOD THE WORLD with magma
      fixed
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: rainekage on April 06, 2011, 10:44:15 pm
      FLOOD THE WORLD with magma
      fixed

      Well of course, who would want to flood the world with boring ol' water?

      I'd greatly admire anyone who actually managed to flood the world in blood, or build a functional blood-cannon, but I'm not sure that's possible to do yet.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: SirAaronIII on April 06, 2011, 10:50:15 pm
      Blood isn't really a liquid in the 7/7 sense, but it is a liquid in the "Oh look, I'm gonna step in the forgotten beast blood. Wait, my feet are burning off. Whatever, guess I'll just go to the hospital." tracking it all the while.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: rainekage on April 06, 2011, 11:13:20 pm
      Blood isn't really a liquid in the 7/7 sense, but it is a liquid in the "Oh look, I'm gonna step in the forgotten beast blood. Wait, my feet are burning off. Whatever, guess I'll just go to the hospital." tracking it all the while.

      Yeah, if I recall, the "OH GOD EVERYTHING IS BLOOD" problem at the beginning of this version (as opposed to 40d), was due to blood being labeled a liquid, and then it ended up just about everywhere.

      A pressurized blood cannon built into a mountainside would be awesome, though.

      Way back when I was a frequent poster before, I remember complaining about the sheer lack of dusk elves in my world -  namely, zero.  Deon didn't have this problem, probably because at the time I was making super high-volcanism worlds.

      Now, after maybe a dozen worldgens, and this most recent one a large-sized world with many civs, I've noticed that for every, say, four to six dwarven, keeper, orc, sylvan elf, etc civs, there is only one or two dusk elf, and one or two nord.  In this world, for example:
      14 kobolds
      13 dwarf
      13 scavengers (I didn't even know about these guys - do they siege?)
      11 orcs
      10 werewolf
      10 keeper
      10 demon
      9 sylvan
      8 snakemen
      7 ezrakim (not sure why, militarily they're the strongest >> - probably biome restriction)
      6 goblin
      5 centaur
      3 illithid
      2 dusk elf
      1 nord.

      Illithids vary greatly, they either have a million or one or two, but dusk elves and nords have consistently poor civ numbers.  With nords, I presume it's due to their restriction to tundra, glacier, or taiga.  While they only have to share with werewolves, I guess it's inhospitable enough to keep their numbers tiny.

      Dusk elves, though... Why? They do have to compete with about half the other races for space, but are they just poor warriors in general?  I don't know about Tomi's SUPERWOOD, but I'd think they'd have an okay chance against keepers, being weaker, but more agile.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: SirAaronIII on April 06, 2011, 11:29:47 pm
      Not sure about dusk elves, but nords live on frickin glaciers. With the whole new "starvation during worldgen" thing, they're not really going to be able to survive because the main food source is farming. What do those guys live on again?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Torgan on April 07, 2011, 01:57:08 am
      Also I believe this may be known but it appears that when you have a dwarf with an infection in the hospital with no soap on hand, and then later make soap, no one re-queues to then clean the dwarf. Apparently you have to trigger a cave in? Strange workaround.
      I'm pretty sure that once a wound is infected there's no way to get rid of the infection.  Cleaning an injured dwarf with soap and clean water should minimise/eliminate the chance of the wound getting infected.  On the plus side I've found it pretty rare to lose dwarves to infection, even when it says they have it's sometimes because they're already bleeding to death or have other injuries.

      Within one year I've been jammy and had a weaponsmith mood so he's able to crank out weapons of awesome, and my obsidian dwarf proficient armoursmith that I embarked with has already trained up to legendary after making cobalt armour.  Dwarf caravan turned up loaded with red/black/normal steel and just had my eight dwarf military carve through a 20 werewolf siege.  Now if I can just bring down the two flying void masters I can gather up the remains of the ezrakim caravan that burned to death in a grass fire (started by illithids? not sure how it began).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: TomiTapio on April 07, 2011, 03:05:21 am
      Back when non-flesh forgotten beasts were unkillable.. a cave-in was the only force capable of slaying them.

      Duskies have 50 people max per site. That probably hurt them a lot. But that tag is no longer an absolute cap, more like a suggestion when to split into a new site.
      Perhaps giving Nords [USE_ANY_PET_RACE] will help them. Also I'd reduce total number of weres in the world, perhaps with [MAX_POP_NUMBER:2000] (was 7000).

      I've found that if there are plants that grow in the biome a civ is in, that's what they'll plant.  So when the random plant generator gave me "frost peaches", they grew those in tundras.  Maybe one could make "ice plants" and give them a frequency of 1 or 0... if they're edible, I bet Nord hamlets would grow them.
      I think frequency's range is 0-100. default 50 (common). I wouldn't make new magical glacier plants, but maybe one or two tundra... well it is supposed be crap farming a tundra.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Jeoshua on April 07, 2011, 06:11:20 am
      Not sure about dusk elves, but nords live on frickin glaciers. With the whole new "starvation during worldgen" thing, they're not really going to be able to survive because the main food source is farming. What do those guys live on again?

      I've found that if there are plants that grow in the biome a civ is in, that's what they'll plant.  So when the random plant generator gave me "frost peaches", they grew those in tundras.  Maybe one could make "ice plants" and give them a frequency of 1 or 0... if they're edible, I bet Nord hamlets would grow them.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Taren on April 07, 2011, 07:13:25 am
      Firstly great mod and thank you for all the hard work in the graphics and the gameplay.

      I am also getting crashes with keepers, though I am sure you are aware of it by now. I wanted to post to add my report so you know it is related to keepers and not other fortress endeavors, as so far the only crashes I get are to do with keepers. The last crash was nasty as I'd done much development, I am wondering if there is a way around the crash or if I'll need to abandon for now?

      In a relatively new 40 people fort but well set up internally, here are the last few entries of my game log:

      Code: [Select]


      The Halberdier punches The Marksdwarf in the left foot with her right hand, lightly tapping the target!
      The Marksdwarf attacks The Halberdier but She jumps away!
      The Halberdier punches The Marksdwarf in the left upper leg with her left hand, lightly tapping the target!
      The Marksdwarf attacks The Halberdier but She jumps away!
      The Halberdier punches The Marksdwarf in the left hand with her left hand, lightly tapping the target!
      The Marksdwarf misses The Halberdier!
      The Halberdier punches The Marksdwarf in the right foot with her right hand, lightly tapping the target!
      The Marksdwarf misses The Halberdier!
      The Halberdier punches The Marksdwarf in the right lower arm with her left hand, lightly tapping the target!
      The Halberdier attacks The Marksdwarf but She rolls away!
      Sodel Ushatgutid has created a masterpiece!
      The Marksdwarf stands up.
      The Halberdier attacks The Marksdwarf but She jumps away!
      The Marksdwarf misses The Halberdier!
      The Halberdier attacks The Marksdwarf but She jumps away!
      Olon Lertetholtar has created a masterpiece!
      Lor Regidrom has grown to become a Pig.
      A ezrakim caravan from Ohaillexati has arrived.
      Kikrost Rulerush, Weaponsmith cancels Forge steel breastplate: Needs 3 steel bars.
      Kikrost Rulerush, Weaponsmith cancels Forge steel mail shirt: Needs 2 steel bars.
      Kikrost Rulerush, Weaponsmith cancels Forge steel gauntlet: Needs steel bars.
      x2
      Kikrost Rulerush, Weaponsmith cancels Forge steel shield: Needs steel bars.
      x2
      Olon Lertetholtar has created a masterpiece!
      Thief!  Protect the hoard from skulking filth!
      Tekkud Ummelbil, Woodcutter cancels Fell Tree: Interrupted by Kobold Thief.
      Ingish Rithtangak, Hauler cancels Store Item in Stockpile: Interrupted by Kobold Thief.
      Tekkud Ummelbil, Woodcutter cancels Sleep: Interrupted by Kobold Thief.
      Ingish Rithtangak, Hauler cancels Drink: Interrupted by Kobold Thief.
      A keeper caravan from Bladelismust has arrived.

      Thanks for reading.

      -edit

      Other than that the only feedback I wanted to give was:

      Packs of early Giant Boars are really nasty, if they stay that way in vanilla might you be able to tone them down a bit?

      An early entwife made a beeline straight for my embark site, overturned a wagon and drunk all the booze :D, not sure if that is vanilla related or not but I wanted to report it, as I had no way of saving that start.

      I love the new farming goods and civs especially, there is one nagging concern from vanilla (not mod related), plump helmets are sometimes unavailable, in this case what would you suggest I set up if I am limited to underground farming? It would be a nice touch I think to add in another lesser version of the plump helmet which grew all year round underground, if it doesn't already exist.

      Anyway thanks again.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Torgan on April 07, 2011, 07:43:48 am
      I usually embark with a grower/brewer/herbalist dwarf.  I either flood a mined area to create mud and build my farm plots or just wall off a stretch of cavern floor, when he's not planting stuff I set him to gather plants which usually finds a few plump helmets.  Plus some of the rare underground plants like blood boils, crystal cane, stoneroots, glow berries and purple stalks which I don't think you can import?  They are all fairly valuable compared to the vanilla crops and grow all year round too.  Really easy skill to train up anyhow, and shroom dwarfs have increased skill rate for learning it.  I didn't realise plump helmets weren't available to all dwarf civs though, thought they were standard food.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Daff on April 07, 2011, 07:48:27 am
      Firstly great mod and thank you for all the hard work in the graphics and the gameplay.

      I am also getting crashes with keepers, though I am sure you are aware of it by now. I wanted to post to add my report so you know it is related to keepers and not other fortress endeavors, as so far the only crashes I get are to do with keepers. The last crash was nasty as I'd done much development, I am wondering if there is a way around the crash or if I'll need to abandon for now?

      Looks like the same thing that's happening to me, would really like some way to fix this without losing the fort if possible.

      Here's my few last gamelog lines if someone wants to read 'em.
      Spoiler (click to show/hide)
      And a link to the save (http://dffd.wimbli.com/file.php?id=4139).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Dutchling on April 07, 2011, 09:48:28 am
      I usually embark with a grower/brewer/herbalist dwarf.  I either flood a mined area to create mud and build my farm plots or just wall off a stretch of cavern floor, when he's not planting stuff I set him to gather plants which usually finds a few plump helmets.  Plus some of the rare underground plants like blood boils, crystal cane, stoneroots, glow berries and purple stalks which I don't think you can import?  They are all fairly valuable compared to the vanilla crops and grow all year round too.  Really easy skill to train up anyhow, and shroom dwarfs have increased skill rate for learning it.  I didn't realise plump helmets weren't available to all dwarf civs though, thought they were standard food.
      You do know you can use soil instead of mud, right?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Angel Of Death on April 07, 2011, 09:53:39 am
      I just have a question.

      What happened to the power of maces? In previous versions, I could easily smash someones (unarmoured) upper body into a chunky stew but now I can only bruise it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Deon on April 07, 2011, 10:33:11 am
      I think I know what caused the crash... They had bee hives as tools and "make mead" reaction, yet no beekeeping profession allowed. Damn, I guess you have to use DFusion to insert those into your save files, or regen.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Samohan25 on April 07, 2011, 11:26:15 am
      A (possibly related) problem I have had with beekeepers is that when sleeping they ar just a black sillhowette on a light brown background, although this is more likely related to Ironhand.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Deon on April 07, 2011, 11:37:34 am
      *Facepalm* With the addition of a "beekeeper" as a new profession I forgot to add graphics for them... I'll release a patch soon :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Goncyn on April 07, 2011, 12:15:13 pm
      Most animals leave hair after being butchered that can be spun into thread at a farmer's workshop so you could try that if you've got any

      After a couple apparently hairless animals were sacrificed to the name of science, some migrants arrived with a yak, which was promptly slaughtered and produced enough hair for thousands of sutures. Interestingly, the Farmer's Workshop went to (CLT) with only the yak hair in it, and spinning it took forever.

      After that false start, I figured out from the wiki's Armor article how to more effectively suit up my dwarves, and after the disastrous demon battle of 252, the newly armored militia fought off two squads of ilithids in the summer of 253. I even built a big stone wall around my pastures, but one of the ilithids could apparently fly and throw fire, so that ended up not mattering so much and my animals all died again. Our fortress grows stronger, though! I was afraid we would wither and die in the face of further aggression. Now, to design better defenses... and maybe find the caverns so we can figure out how to graze our animals safely...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Torgan on April 07, 2011, 12:42:36 pm
      I usually embark with a grower/brewer/herbalist dwarf.  I either flood a mined area to create mud and build my farm plots or just wall off a stretch of cavern floor, when he's not planting stuff I set him to gather plants which usually finds a few plump helmets.  Plus some of the rare underground plants like blood boils, crystal cane, stoneroots, glow berries and purple stalks which I don't think you can import?  They are all fairly valuable compared to the vanilla crops and grow all year round too.  Really easy skill to train up anyhow, and shroom dwarfs have increased skill rate for learning it.  I didn't realise plump helmets weren't available to all dwarf civs though, thought they were standard food.
      You do know you can use soil instead of mud, right?
      Yep, I just like to dig pretty far down before carving out most of my fort and it's less hauling if the farms are near the central dining room/food industry area.  So I just dig out a big room and flood it for farms, usually have it all done around midsummer.  This time did take a bit longer as I was digging up from my chamber to the river and hit a lake in an undiscovered cavern so had to hurriedly slam down doors to stop if flooding my entire fortress.  Worked out ok in the end though.

      Goncyn - that's usual with body parts at the moment it seems, it's the same when my bonecrafter is making stuff, a stack of bones makes the workshop *CLT*.  This was happening in vanilla as well (was only playing it while waiting for awesome new Genesis to arrive :P )
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Daff on April 07, 2011, 12:53:21 pm
      *Facepalm* With the addition of a "beekeeper" as a new profession I forgot to add graphics for them... I'll release a patch soon :).

      When you release the patch could you add instructions on how to apply it without breaking the save?

      I haven't poked around with the files before so I'd rather not break anything by accident ;)

      And thanks for the awesome customer support :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Deon on April 07, 2011, 12:58:43 pm
      Update in a few minutes (probably something like 30, I am still changing tiles :P).
      I didn't finish alchemy yet (I had an exam today) because I am pretty tired.

      Still, bugfixes, no more crashes from keepers and some more stuff (like different graphical versions).


      *Facepalm* With the addition of a "beekeeper" as a new profession I forgot to add graphics for them... I'll release a patch soon :).

      When you release the patch could you add instructions on how to apply it without breaking the save?

      I haven't poked around with the files before so I'd rather not break anything by accident ;)

      And thanks for the awesome customer support :D
      Sure, but you will still be prone to a "keeper caravan" crash if they decide to bring some wax products (which they couldn't produce).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Krelian on April 07, 2011, 01:37:55 pm
      so far your mod is great :)


      just one question, how do I use the special abilities (like fireball, web, paralize breath) in adventure mode? Regards
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: TomiTapio on April 07, 2011, 01:50:49 pm
      Packs of early Giant Boars are really nasty, if they stay that way in vanilla might you be able to tone them down a bit?
      An early entwife made a beeline straight for my embark site, overturned a wagon and drunk all the booze :D
      Giant boars (wild pigs) are not in the game. I guess "giant badger boar" and sow? They are new to vanilla, 20x 15 kg = 300kg, not so large, they're just murderlustic.
      I did tone them down! (change not yet copied to Deon's release?)
      They're [CLUSTER_NUMBER:1:4] in Genesis and [CLUSTER_NUMBER:4:12] in vanilla.

      Ents: good fun, gotta have some creatures with CURIOUSBEAST_* so they approach your fort.

      Our fortress grows stronger, though! I was afraid we would wither and die in the face of further aggression. Now, to design better defenses... and maybe find the caverns so we can figure out how to graze our animals safely...
      Three weapon traps with "=marble mechanisms=" and 10 "=spiked wooden ball=" (ridiculously valuable compared to -metal weapons-) in each, That is doable without metal. I might tone down the spikedwoodenball if they kill armored foes too well. Hey, a wooden club trap component should be made! A "subdue incoming beast" corridor.
      Spoiler (click to show/hide)
      My idea of safe grazing is a soil-layer dug cave next to our water reservoirs, filled by draining a 7x7-ish pond into many 3x2 pits.

      just one question, how do I use the special abilities (like fireball, web, paralize breath) in adventure mode? Regards
      Thanks Krelian, I help Deon improve the mod.
      Can't, Toady has not coded a command for firebreath/shootweb in adventurer mode. Bite's injected toxin might work for adventurer, but I don't remember seeing a bite attack opportunity.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: Goncyn on April 07, 2011, 01:59:09 pm
      My idea of safe grazing is a soil-layer dug cave next to our water reservoirs, filled by draining a 7x7-ish pond into many 3x2 pits.
      I guess I've never really gotten comfortable with how to move everything underground. Don't you need to breach the caverns before things will grow underground? How long does it take for grass to grow once you muddy some soil? Can you fish underground? I can see a water reservoir being useful; I've just never done a lot with liquids so I'm not nearly as familiar with the methods as I am with, say, farming or metalworking.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: userpay on April 07, 2011, 02:04:32 pm
      just one question, how do I use the special abilities (like fireball, web, paralize breath) in adventure mode? Regards
      Thanks Krelian, I help Deon improve the mod.
      Can't, Toady has not coded a command for firebreath/shootweb in adventurer mode. Bite's injected toxin might work for adventurer, but I don't remember seeing a bite attack opportunity.
      The bite works in adventure mode, or at least it did when I played a few versions ago. Using the toxin I think is actually sting.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: TomiTapio on April 07, 2011, 02:08:09 pm
      My idea of safe grazing is a soil-layer dug cave next to our water reservoirs, filled by draining a 7x7-ish pond into many 3x2 pits.
      I guess I've never really gotten comfortable with how to move everything underground. Don't you need to breach the caverns before things will grow underground? How long does it take for grass to grow once you muddy some soil? Can you fish underground?
      Yeah, must breach. Invisible spores spread all over the map, they you wall off the caves again for safety. Cavegrass pretty quick, and no water is necessary for getting grass to your soilcave-pasture. But: swamp peat will not grow grasses, it's a custom Genesis soil.

      Edit: Fort dying, soon from tantrums, there are three squads of weres, along with three squads of war animals (which weres aren't supposed to use)... mystery forest fire, but no creature in the mix should have firebreath.
      Fire reaches stationary were+ani squads: CRASH! Ohwell. my outdoor walls were confusing them, they should have charged right in...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Deon on April 07, 2011, 02:33:42 pm
      - 3.24b
      * appearance of Phoebus version
      * two-handed swords are now properly two-handed
      * fixed keepers' trading goods crashing bug
      * finally fixed "cave fish skin"
      * yet another tweak for keeper profession names (hammerman - paladin, swordsman - knight, maceman - templar)
      * latin language for keepers
      * added beekeeper graphics
      * added platipus child graphics
      * added dodo graphics
      * fixed centaur/scavenger adventure tier conflict
      * made all races playable as outsiders even if they are extinct
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: asfghn on April 07, 2011, 02:56:25 pm
      * made all races playable as outsiders even if they are extinct
      Yessss! I love you, thank you! :D

      Quick question to the rest of the thread; do any of you have any spiffy programs or anything for converting saves? Would any files I have from, say, 3.22a be better left regenned? :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Deon on April 07, 2011, 03:10:14 pm
      Definitely better. Pre 3.24b there was a crash with keeper caravans/towns. If you don't have them, just replace graphical/raw files.

      Also I forgot to mention in the changelog that giant rats are now trainable :P.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Crux on April 07, 2011, 03:10:53 pm
      * appearance of Phoebus version

      <3
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Jeoshua on April 07, 2011, 03:25:52 pm
      * finally fixed "cave fish skin"
      * latin language for keepers

      This is why I use Genesis.  These are two things I have actually just done for myself, and here you've done them for Genesis right as a finish.

      Why do I bother ;)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Dohon on April 07, 2011, 03:39:32 pm
      Do the Ironhand and Phoebus versions of the mod have the same Dwarf graphic tiles? Because they appear the same. Not a problem if the Dwarfs are supposed to look the same. :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Deon on April 07, 2011, 03:42:22 pm
      They both use Sphr dwarves. I didn't bother to make Ironhand tiles yet, and it's pretty easy to do. Just get the dwarven .png and replace the contents of [CREATURE_GRAPHICS:DWARF] in the file /raw/graphics/graphics_example.txt.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: TomiTapio on April 07, 2011, 03:44:00 pm
      Merging...
      * yak wool is in!

      Good stuff Deon, now to start a new test fort. Made my scavengers use Finnish.

      Edit: (rolls island large world) Dear Armok, this world has no battle axes! And no cobalt items on embark.
      Ore Stones I can bring: hematite, platinum, sphalerite, galena. Give up because can't embark with copper or cobalt.
      (totally reduces galena & sphalerite freq)

      Edit2: going reasonably well, although an arachna half chewed up one of the Starter Seven:
      (http://dl.dropbox.com/u/8967397/Peakcaves%20starting%20out.jpg)

      Edit3: Dammit, tapped aquifer from Nth exploration tunnel, and it is leaking into the magma pool I started to use for magma smelters.... fun accident.
      Built a floor to stop the waters. Now the water comes to half-finished home base... *sigh*
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Kiktamo on April 07, 2011, 03:54:09 pm
      Excellent and it appears that DF World Tinker still works for this version of Dwarf Fortress so my old save seems to have been successfully synced with the new update so yay not having to regen!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Dohon on April 07, 2011, 03:55:54 pm
      They both use Sphr dwarves. I didn't bother to make Ironhand tiles yet, and it's pretty easy to do. Just get the dwarven .png and replace the contents of [CREATURE_GRAPHICS:DWARF] in the file /raw/graphics/graphics_example.txt.

      Alright, thanks for clearing that up. I had downloaded both versions (in the case the internet disappears or something) and was checking the files. Good to know they both use Sphr's dwarves. :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: MiamiBryce on April 07, 2011, 04:12:56 pm
      I can haz Phoebus now?  Thanks!!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Seriyu on April 07, 2011, 04:56:12 pm
      So does the keeper crash happen in every embark, or does it only happen sometimes?

      Because the keeper's haven't come to trade yet and I'd like to keep this embark if possible.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: MiamiBryce on April 07, 2011, 05:12:05 pm
      I love swamps, last three versions however swamps (even heavily forested ones) have no trees except for willows around the pools.  Anyone else experience this?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Goncyn on April 07, 2011, 05:20:52 pm
      Oh my god, simultaneous salamander/witch siege, ilithid ambush, and double demon ambush. I think this site is TOO ACTIVE!  :P We are all dead. The militia was slaughtered. Time to try again, train sooner, use the training workshops, and design a proper fort entrance.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Bitoru on April 07, 2011, 05:44:15 pm
      Waiting for the the ASCII version like a boss. KEEP UP THE GOOD WORK, D-ON!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Seriyu on April 07, 2011, 06:30:58 pm
      Lashers are being listed as Bowdwarves in game now.

      Edit: Wait, they're swordsdwarves. And halberds are using the whip skill, that may be intentional. Therapist was listing them as bowdwarves.

      Edit2: Annnd pikemen are being listed as halberdiers?

      And are being listed as lashers on therapist. I have no idea what's goin on.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: asfghn on April 07, 2011, 06:49:41 pm
      Okay, problem. Even though Deon added being able to play an Outsider of any race, even if they're extinct, werewolves are still not showing up for me. It is probably something Really Stupid on this end, but I can't think of a solution. :(
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: TomiTapio on April 07, 2011, 07:18:48 pm
      Deon, just noticed that hornblende and gabbro look identical. Email you a save? (level -11 hornblende) (Ironhand ver)

      Edit: Also have very much platinum ore, with hematite veins in it.
      Insanely large platinum deposit from [ENVIRONMENT:SEDIMENTARY:CLUSTER:15] (not small 3x3 cluster but 30x30)

      Edit2: spellwood staff is very crap, it gets deflected by centaur's large clothes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
      Post by: spriksprak on April 07, 2011, 07:37:12 pm

      On another note, spiked helmets make me want there to be a headbutt command.  It would be very dwarvenly (or dorfenly, depending on your mood) to make one's head a weapon, especially a steel dwarf.


      just been reading the backlog, really enjoying how this mod is growing btw - just wanted to check something for my own interest as well as this. Over on the modder's thread a guy (Shook I think his name is, bit of a dude) made a head butting steel collossus with the line:

      Spoiler (click to show/hide)

      out of interest does that tagging of category add anything or is it really just a punch attack attached to the head?
      regardless it's awesome, I headbutted a night creature in the head shattering its skull, etc, etc. and sent it already dead and flying across the cave to explode on the opposite wall!

      keep up the good work guys, this is quite simply a brilliant mod!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: asfghn on April 07, 2011, 08:08:48 pm
      bit of a dude
      what does this even mean




      To make this post a leeeetle more on-topic, I want to thank you again, Tomi, for turning me on to the existence of WinMerge! For my personal Genesis games I tend to make quite a few alterations to the creature raws—mostly adding [PET] or [TRAINABLE], removing some instances of [COMMON_DOMESTIC], overhauling the silver foxes to mirror their domesticated real-world counterparts, etc—which usually meant that I avoided Genesis updates like the plague, not appreciating the several hours that went into going through the raws line-by-line by hand.

      With WinMerge, what ordinarily took me 2+ hours was reduced to about 30 minutes, and that was with interruptions! I love you so much! ♥

      Also, still wondering about those werewolves. {:|
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: TomiTapio on April 07, 2011, 08:25:03 pm
      Thanks asfghn/Kat. Check out my photo galleries then?  See why I'm always interested in tuning the wildlife.

      http://www.flickr.com/photos/tomitapio/ (http://www.flickr.com/photos/tomitapio/)
      http://tomitapio.deviantart.com/ (http://tomitapio.deviantart.com/)

      What about the werewolves, was it "unable to adventure as one" issue? I dunno. I'd roll a few more worlds in that case.

      Edit: Arghy, you can change the embark points in the worldgen settings,in the GUI or with [EMBARK_POINTS:1700] third row in each entry in the worldgen.txt. Sometimes it's nice to start with 4 chainmails 4 cobalt leggings 6 axes. Courtesy of the Mountain King.

      Edit2: a world without copper is a sad world.

      Edit3: Deon todo: soapmaker's and scriptorium have same hotkey "S".
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: arghy on April 07, 2011, 08:26:44 pm
      Is there any way to modify the embark amount for dwarves? With all the new changes i really want a larger mining force my works can finish sooner rather then take years--i've already contemplated making the starting 7 all miners but that still wont be enough to ensure my standard fortress gets dug out within 2-3 years rather then 4-5 years.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Deon on April 07, 2011, 11:39:21 pm
      bit of a dude
      what does this even mean




      To make this post a leeeetle more on-topic, I want to thank you again, Tomi, for turning me on to the existence of WinMerge! For my personal Genesis games I tend to make quite a few alterations to the creature raws—mostly adding [PET] or [TRAINABLE], removing some instances of [COMMON_DOMESTIC], overhauling the silver foxes to mirror their domesticated real-world counterparts, etc—which usually meant that I avoided Genesis updates like the plague, not appreciating the several hours that went into going through the raws line-by-line by hand.

      With WinMerge, what ordinarily took me 2+ hours was reduced to about 30 minutes, and that was with interruptions! I love you so much! ♥

      Also, still wondering about those werewolves. {:|
      Woah, damn it. I've made ALL races playable when extinct except for the werewolves. Just another oversight *sigh*. If you really want to play as one, add [INDIV_CONTROLLABLE] to their entity in the entity_werewolves.txt.

      Or just make bigger worlds so they have places to live :).

      Is there any way to modify the embark amount for dwarves? With all the new changes i really want a larger mining force my works can finish sooner rather then take years--i've already contemplated making the starting 7 all miners but that still wont be enough to ensure my standard fortress gets dug out within 2-3 years rather then 4-5 years.
      I think DFusion allows it.

      Quote from: TomiTapio
      Edit3: Deon todo: soapmaker's and scriptorium have same hotkey "S".
      Thanks, I will fix it.

      Quote from: Spriksprak
      out of interest does that tagging of category add anything or is it really just a punch attack attached to the head?
      regardless it's awesome, I headbutted a night creature in the head shattering its skull, etc, etc. and sent it already dead and flying across the cave to explode on the opposite wall!

      keep up the good work guys, this is quite simply a brilliant mod!
      Headbutting would attack with your skull, not helmet.

      Lashers are being listed as Bowdwarves in game now.

      Edit: Wait, they're swordsdwarves. And halberds are using the whip skill, that may be intentional. Therapist was listing them as bowdwarves.

      Edit2: Annnd pikemen are being listed as halberdiers?

      And are being listed as lashers on therapist. I have no idea what's goin on.
      It's some therapist error, everything shows fine in the game.

      So does the keeper crash happen in every embark, or does it only happen sometimes?

      Because the keeper's haven't come to trade yet and I'd like to keep this embark if possible.
      I think that crash was related to a fairly unstable new beekeeping mechanic. If you don't give races some jobs and still give reactions with the products, they work fine. However not adding the beekeeping job and adding wax/mead reaction is almost surely a crash.

      I think I've fixed this one. At least I playtested a few worlds and they were fine. The easiest way to test was to find a large city with shops and enter the shops area. If everything is fine with the trading goods, you can browse shops normally, otherwise it would crash.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Torgan on April 08, 2011, 01:46:57 am
      So does the keeper crash happen in every embark, or does it only happen sometimes?

      Because the keeper's haven't come to trade yet and I'd like to keep this embark if possible.
      I'm playing 3.24 and have had two keeper caravans without a crash, I guess if they don't bring the beekeeping items then it won't crash.  Could try and get them to go hostile on you so they won't bring any caravans if it was a problem.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: spriksprak on April 08, 2011, 07:32:43 am
      bit of a dude
      what does this even mean

      he was making a steel colossus that could wield a sturgeon as a hammer...that surely deserves some points!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Deon on April 08, 2011, 07:35:21 am
      So does the keeper crash happen in every embark, or does it only happen sometimes?

      Because the keeper's haven't come to trade yet and I'd like to keep this embark if possible.
      As I said it should be fixed. I've tested a few worlds and they bring wax crafts and mead now without problems.
      I'm playing 3.24 and have had two keeper caravans without a crash, I guess if they don't bring the beekeeping items then it won't crash.  Could try and get them to go hostile on you so they won't bring any caravans if it was a problem.

      P.S. Oh wait, not 3.24b? Nevermind then.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Deon on April 08, 2011, 09:38:59 am
      Okay, I am working on alchemy and additional decorative stuff. Like gem flowers and tapestries (new "Artificer's workshop").
      Also I've renamed the rock grinder into "Stonecutter's workshop", and now you can have all kinds of stone weapons (stone axes, mauls and daggers, anyone?).
      I've made a new "bonemold" material (if you have Morrowind flashbacks... you are right).

      Now I need some help. I am translating the orcish into japanese. However anyone who ever worked with language files knows that it's a huge job.

      So here is a request for Genesis players who have some dedication.

      There's a japanese/english dictionary: http://jisho.org/

      Please pick a letter from the Orcish file (better from the end since I am working from the beginning, and announce it) and translate words starting with that letter into "japanese" transcriptions using that. Don't forget to check the "Kana as romaji" checkbox to get the transcriptions for japanese words.

      Now please don't immediately pick the words which are transliterations (they are usually the first ones and sound like english words and have no hieroglyph).

      I've already translated words starting from A and B. If you have some time, please help :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Goncyn on April 08, 2011, 12:15:25 pm
      The miners (praise them!) dug all Winter to prepare the new entry hall and seal off the old, simple staircase where we first struck the earth. Summer brought an 18-strong werewolf invasion followed immediately by two squads of ilithid ambushers. We didn't have time to set the traps and connect the outer draw-bridge in time, so we shut our selves into the mountain using the inner draw-bridge. We are now alive and have water thanks to Torgan's advice about underground grazing and making cisterns. We can survive shut off from the world indefinitely, but what will our merchant friends think of us? Will we ever be able to lower the gates and carry our goods to the depot again?

      On a less in-character note, I'm a little frustrated with the difficulty of training up an effective militia in this version. My guys get completely wrecked by most invaders at even odds, even fully armored in exceptional steel + assorted hoods, cloaks, trousers, socks, and mittens. I'm guessing this is because their skills are too low. I seem to remember when the new military was first released, your dwarves would reach high skills in about two years just from a training schedule. Now that is definitely not the case. Most are still Novices.

      I started working on Weight Sets and Training Dummies. Is this the solution in Genesis to being unable to fight effectively? How do you guys manage them so that only your militia uses them instead of any old dwarf who happened to immigrate with some military skills (choosing individual squad members by profile seems awfully tedious when you have 80+ dwarfs)? I am really enjoying the mod, but I'm not happy with isolationism as a defense. I want my militia to be able to fight and kill like the heroic dwarfs they are!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Blackdutchie on April 08, 2011, 12:27:01 pm
      I have found a new use for schroom dwarves.
      Apparently, they are nearly blind. This makes them ideal for situations where you're trying to get a wall up that's inaccesible z-level wise by enemies, but your dorfs keep getting scared off because of a skeletal capybara.
      You have done well, schroom dwarf!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: TomiTapio on April 08, 2011, 12:28:23 pm
      Also I've renamed the rock grinder into "Stonecutter's workshop", and now you can have all kinds of stone weapons (stone axes, mauls and daggers, anyone?).
      Yay, stone mauls for our trapridors! Badgers go splat!
      Also check the tile for Hornblende which I mentioned earlier, it was indistinguishable from gabbro.

      I might find some time for J-translating later but not today.

      On a less in-character note, I'm a little frustrated with the difficulty of training up an effective militia in this version. My guys get completely wrecked by most invaders at even odds, even fully armored in exceptional steel + assorted hoods, cloaks, trousers, socks, and mittens. I'm guessing this is because their skills are too low.
      Yup, it takes loads of years to train people, I usually rely on 3-3-3 skill or 5-5-5 skill migrants.
      You must have 4 weapon traps, or 50 cage traps, to have a proper defense. 30 dorfs is no match for 3 enemy squads who also brought 3 squads of WAR LIONS to clog up your traps. Toady has hardcoded how slow the barracks training/sparring is, and I have tried to address it with
      Spoiler (click to show/hide)
      Which Deon approved. Many people do danger rooms and such to give xp to their militia.

      Saetar: I guess a glacier, being all ice and snow, is hardcoded to never have any plantlife. All the tags seem to be in order.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Saetar33 on April 08, 2011, 12:44:24 pm
      I wonder why, this plant doesn't appear.
      Ever.
      On 30 glacier biomes.
      Odd, much?


      plant_botany_tree_other

      [OBJECT:PLANT]

      [PLANT:TREE_ARCTIC_SPUR]
         [NAME:arctic spur][NAME_PLURAL:arctic spurs][ADJ:arctic spur]
         [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
         [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
         [USE_MATERIAL_TEMPLATE:WOOD:IRONWOOD_TEMPLATE]
            [MATERIAL_VALUE:2][VALUE:2]
            [STATE_NAME:ALL_SOLID:arctic spur]
            [STATE_ADJ:ALL_SOLID:arctic spur]
            [STATE_COLOR:ALL_SOLID:AUBURN]
            [PREFIX:NONE]
            [DISPLAY_COLOR:7:0:1]
         [TREE:LOCAL_PLANT_MAT:WOOD]
         [TREE_TILE:5]
         [DEAD_TREE_TILE:5]
         [PREFSTRING:extreme adaptability]
         [DRY][WET]
         [BIOME:TUNDRA][BIOME:GLACIER]
         [FREQUENCY:80]
         [SAPLING]
         [SOLID_DENSITY:700]
         [TREE_COLOR:6:3:1]
         [DEAD_TREE_COLOR:6:4:0]
         [SAPLING_COLOR:7:0:1]
         [DEAD_SAPLING_COLOR:0:0:1]
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: _DivideByZero_ on April 08, 2011, 12:47:52 pm
      I noticed that dwarves don't have plants available in the phoebus version.
      Is this intended?

      Snip

      I do believe that trees need soil to grow. :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: TomiTapio on April 08, 2011, 01:14:04 pm
      I noticed that dwarves don't have plants available in the phoebus version. Is this intended?
      Of course not intended, all three versions should be the same except "which graphics tiles". Perhaps you rolled a world that has no caves1 and thus no cave plants for dwarves. Or they have only one or two. Roll a few more to check.

      Edit: here's a soil-pasture-cave where I made a new bath pool... then the ice mephit played a trick! (good promo shot for Genesis Ironhand?)
      (The "S" and "V" are muddy sapling, muddy dead shrub.)
      Spoiler (click to show/hide)

      Jeoshua, check the in-Genesis finnish language file -- it has my commentary on some words, and "d-name" indicating which are dwarven first names!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Jeoshua on April 08, 2011, 01:51:46 pm
      I've already translated words starting from A and B. If you have some time, please help :).

      Since nobody has claimed any other words, I guess I'll do J,K,L ... since that's what my name starts with

      I'd add, make sure you alphabetize the entire file first beforehand, that way you can actually see ALL the words in your sections.

      So yeah I'm trying to translate "Jack".  honestly I'm not sure what sense this word is meant in but I know that:

      Jakku

      Is not the right translation.  That's just a japanese person trying to SAY "jack".

      This, however, IS the right word, I think:

      manriki
       - vise; jack; capstan

      Good example of something to be aware of.  Not all words translate right.  For example:

      Keg: tsunodaru    - two-handled keg

      instead I used

      Barrell: taru - Barrel for sake
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Deon on April 08, 2011, 03:10:37 pm
      Thank you, Jeoshua :).

      Yeah, you have to be careful with some meaning.

      Why are shrubs/saplings shown up as S/V? I haven't seen it before.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Goncyn on April 08, 2011, 04:02:18 pm
      student, can embark with military teacher.
      So, if I understand you right, your strategy is to embark with a Proficient Teacher (+ some other decent military skills?), and then have him teach all your other recruits so it goes faster? Do the training dummies and weight sets help significantly or should I not focus on them as much? Thanks for the advice. I like a good military. Hopefully it is possible to get there before Toady gets around to tweaking it again.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: TomiTapio on April 08, 2011, 04:11:37 pm
      student, can embark with military teacher.
      So, if I understand you right, your strategy is to embark with a Proficient Teacher (+ some other decent military skills?), and then have him teach all your other recruits so it goes faster? Do the training dummies and weight sets help significantly or should I not focus on them as much? Thanks for the advice. I like a good military. Hopefully it is possible to get there before Toady gets around to tweaking it again.
      That's not my strategy, i embark with two smith-armorer lasses, no teaching skill, two have compentent fighter(counterattacker). Bring pick, axe, two daggers. I don't use the skill-training workshops.

      Early game it is a waste of time to do training; perhaps at 30 dorfs 10 of them can train full-time. I just made the student skill go up faster, because mil-training is sloooow. But it's fun to put 4 lowbies to hunting and see how my painreceptors tunings are doing on the poor fuzzy orangutans. Oh and I enabled silver,brass,zinc bolts for the worlds.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: spriksprak on April 08, 2011, 04:13:06 pm
      I've already translated words starting from A and B. If you have some time, please help :).

      Happy to help - I'll take Z up to U if that's ok. Might find some time for more later as well
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: arghy on April 08, 2011, 04:25:34 pm
      I usually make my combat dwarves useless menials who can easily be replaced so their mostly hauling/growing/cooking. This means i can make 2-4 weight sets and set the proper profiles then repeat armor/shield/dodging which is honestly the most important skills. While my entire melee army slowly skills up i use valuable combat dwarves with crossbows to deal with sieges and usually dont even use my melee dwarves till their in full suits of armor.

      The true test comes when you simply cant afford to close your doors/bridges and then you must fight!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Torgan on April 08, 2011, 04:27:15 pm
      I think the military training has nothing wrong with it at the moment, I had dwarves with legendary fighter and great axe skills in a year/year and a half.  I just have squads of 4 dwarves max, all training all the time, usually try and have at least one dwarf with military skills in there and have them all use the same weapon type.  I don't use any danger rooms or training workshops at all.  Don't assign them food, try not to be constantly making better armour and weapons for them as they will stop training to pick up the better item.  Then another dwarf will go to pick up the item the previous dwarf just dropped, etc etc.  Just remember traps are great to begin with, you can always dismantle them later if you want more challenge.  And there's nothing wrong with just turtling up and raising bridges and locking doors, it's pretty hard to beat a werewolf or centaur attack early on.  Use your trapped enemies for training purposes, just build cages, claim then dump their gear to make them fairly harmless, release the creatures by linking the built cages to a lever.

      I got cocky after carving through a werewolf siege with zero casualties though, send my military out to deal with a centaur siege (that had already wiped out a goblin siege that appeared at the same map edge 5 seconds earlier) and had most of my military wiped out incredibly quickly.  I think this was a combination of super agile dwarves racing ahead of the rookies and getting outnumbered and them just getting knocked back and stunned by the larger centaurs though.  Kind of a rookie mistake :(  I can rebuild though, I now have a grigori illithid flying around my entrance along with two voidmasters who just won't come down to fight and keep interrupting all my dwarves trying to collect the corpses and gear.  Maybe I'll see if I can find some shroom dwarves and use them as haulers as Blackdutchie pointed out below.  I had a legendary marksdwarf/ambusher immigrant and he's been going out and shooting at them for ages, they are covered in wounds and stuck full of *tough werewolf bone bolts* but the buggers just won't die.  I even noticed in the combat log they collapsed but didn't fall to the ground.  Kind of getting annoying, they've been there for a couple of seasons now, other illithid ambushes have been wiped out and they still won't bugger off.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: asfghn on April 08, 2011, 05:44:30 pm
      Oh, it's not a problem, Deon—thank you so much for telling me how to fix it! As my sig might suggest, I am a bit of a sucker for werewolves so I was really excited about getting to play them. I'll report back on whether or not that works.

      Now, for the thread, another perhaps bit of a newbie question: how in Armok's name do I get my f*cking verminhunters and other non-pastured animals to STAY THE HELL INDOORS? It's getting to the point where I'm taking 2+ breeding pairs along on embark and keeping one in a cage to breed purely because I know the rest are going to wind up horribly butchered by gargoyles or dire wolves or skeletal turkeys or what the hell ever. It is getting supremely frustrating.

      I tried burrows (to keep the dwarves indoors), but I keep getting the bug where it just spams cancellation messages, so I am not sure what to do about that either, really. I am obviously not cut out for these exciting maps. :(

      [edit] Oh, forgot to say—I am really digging your photos, Tomi! You are an awesome photographer, your work is just breathtaking. I especially love all the squirrels—have you ever thought about taming a bunch and releasing them to act as fort mascots? ;)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Jeoshua on April 08, 2011, 07:00:22 pm
      Just going through updating my files and... did you mean to remove Tetrahedrite from the ores?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: TomiTapio on April 08, 2011, 07:15:51 pm
      do I get my f*cking verminhunters and other non-pastured animals to STAY THE HELL INDOORS? It's getting to the point where I'm taking 2+ breeding pairs along on embark and keeping one in a cage to breed purely because I know the rest are going to wind up horribly butchered by gargoyles or dire wolves or skeletal turkeys or what the hell ever. It is getting supremely frustrating.
      I tried burrows (to keep the dwarves indoors), but I keep getting the bug where it just spams cancellation messages
      When burrows are enforced, try "o"rders menu "x" cycle to no-cancellation-messages.
      I just keep every animal in pasture, unless they are war dogs/pigs/tigers. You might want to try doors that are set to "not pet passable". Youknow, doors that scare cats.


      Wot no tetra? Then that's why some of my rolled worlds had no copper on embark! What has Deon been up to.
      I'll make a new creature "spirit raven". They're bad luck for the hunters. (Maybe I'll make dingo-wolf, small roo, giant roo also.)

      Deon, any word on the "burn fiber clothes to ash"? (7% chance of ash bar!)
      And loom-workshop Recycle Silk, 5 silk items to one bolt of cloth.

      Edit2: here's the spirit raven, super common for testing stage. Final ver, savage & freq14.
      Spoiler (click to show/hide)
      (edits a gfx for the raven and emails to Deon)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Jeoshua on April 08, 2011, 07:32:21 pm
      I would imagine that the missing tetrahedrite is from when Deon was messing with all the ores, trying to make them all "Native" whatever, and forgot to put it back.  I added mine back in from phoebus's source files and it works fine.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: spriksprak on April 08, 2011, 08:18:26 pm
      Hi Deon - finished Z up to U where would you like the text - posted here or pm'ed or something?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Jeoshua on April 08, 2011, 08:49:12 pm
      I PM'd it to him

      Did you make sure to pick the shortest valid word as much as possible?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: ATR on April 08, 2011, 08:58:47 pm
      Has anyone tried out the Phoebus 3.24b? Many of the graphics are messed up, like rat vermin as unmined gem icon, I have a tree inside a cage (supposed to be goblin thief), Baobab tree looks like unminded yellow stone icon, etc. I was playing from the Ironhand and then moved my save over to Phoebus when it was available, but I don't think that should cause it.

      Oh, I've also been meaning to ask about *CLT* in buildings. It seems way overboard, currently in my craftdwarf workshop a dwarf is working on 4 donkey bones and the shop says its *CLT* in red colour. Normally, such as in the carpentor and mason workshop, it takes quite a few items to start getting the CLT message in different colours depending on amount.

      Thanks!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: SirAaronIII on April 08, 2011, 09:14:02 pm
      Yeah, that's a bug. Such amazing things as Giant 2nd toe, right foot will fill up workshops quickly.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: spriksprak on April 08, 2011, 09:44:40 pm
      I PM'd it to him

      Did you make sure to pick the shortest valid word as much as possible?

      yeah where at all possible - don't think there were too many big ones, though one monster was unwelcome - konomashikarazarujimbutsu! So that got changed, cheers though.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Jeoshua on April 08, 2011, 10:06:33 pm
      Geez... that's quite a mouthful

      Some kind of fighting style?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: TomiTapio on April 08, 2011, 11:18:15 pm
      Has anyone tried out the Phoebus 3.24b? Many of the graphics are messed up, like rat vermin as unmined gem icon, I have a tree inside a cage (supposed to be goblin thief), Baobab tree looks like unminded yellow stone icon, etc. I was playing from the Ironhand and then moved my save over to Phoebus when it was available, but I don't think that should cause it.
      I'm afraid you have Ironhand raws in your save folder, which refer to the tiles of the ironhand charset. You could try to fix it by A) put Genesis phoebus raws there and hope there's no crashing or B) doing 200+ which-tile changes to your raws so they match the Phoebus raws.
      Or maybe the Phoebus ver hasn't been playtested and Deon didn't quite finish making the Phoebus ver.

      ps. Finished Dragon Age 2 with a pro-apostate female archer. 51 hours.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: SirAaronIII on April 08, 2011, 11:25:09 pm
      Off-topic: Why does everybody use female characters? From female characters in MMORPGs and plain ol' offline RPGs, to dorf requests in succession forts and adventurers.
      Not that I don't do it myself, though...  :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: asfghn on April 09, 2011, 12:14:04 am
      Off-topic: Why does everybody use female characters? From female characters in MMORPGs and plain ol' offline RPGs, to dorf requests in succession forts and adventurers.
      Not that I don't do it myself, though...  :P
      I heard once that men, when they play female characters in MMOs etc, prefer to do so so that they have something nice to look at for 50+ hours. :P

      I, on the other hand, am a woman who enjoys playing male characters. Had a hilarious conversation, once... I was playing Ragnarok Online at the time, as (yes, you guessed it) a male priest. Got into a conversation with someone, and was assured that while most female avatars are probably men IRL, girl gamers (where they exist) never, ever, ever play male characters.

      I never enlightened the poor guy just who he was talking to. He seemed so self-assured. :P

      </off-topic>
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Setharnas on April 09, 2011, 12:26:07 am
      @SirAAron: Not really an explanation working for DF, but, being a male myself, when it comes to other games I consider the outlook of 50+ hours of having the backside of my character in my face to be a valid reason to answer "screw it, at least gimme a backside that's pleasing to my eyes!".

      Fake edit for being ninja'd by asfghn: yeah, seems to work for both genders. I'm sure that's not even a rare experience you had there - some female gamers I've talked to spoke of similar things, and that they usually reserve the revelation of who they are for those people that show themselves not to be total jerks even after multiple playing sessions. I don't think wanting an avatar that's enjoyable to yourself counts as being a jerk, either.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: asfghn on April 09, 2011, 12:54:48 am
      @Setharnas: Oh, no, I wasn't trying to say that choosing a pleasing backside makes you a jerk at all! I play World of Warcraft now and then, and I can't stand the super-buff, insanely muscular male models, so even though I generally prefer to play male characters I tend to find the female racial models on WoW more aesthetically pleasing.

      (In a similar yet unrelated vein, I think I am the only person in the world who doesn't actually mind the female Worgen models. I think they were a lot neater pre-release and in their concept art—I loved those vulpine sketches—but eh, could be worse.)

      But yes, at extreme risk of totally derailing the Genesis thread, I agree that having to stare at a butt for 50+ hours to be a perfectly good reason to go with what's most attractive to the player. In my experience, especially with MMOs, if I hate the character model, I'm going to have a tough time enjoying the game, no matter how great the story/mechanics are. I'm sure there have been a few exceptions, but I can't think of any offhand.

      That's not a great reason to pick for girls on succession games, but... ;)

      Edited to be slightly more on-topic: SirAaron, that trap diagram you gave me worked GREAT. I haven't yet gotten metalworking going yet in my current savage fort (the one where I ran a skeleton crew of 2 dwarves for a few in-game months, until the next shipment of poor fools migrants) so I haven't lined the pit with spikes yet, but I've caught two kobold thieves so far—I never actually got an alert for them, either, so I was just idly checking it and found the remains... :P

      Speaking of getting metalworking going—how DO I manage to make steel or iron? It's not coming up in my smelter, and pig iron says it requires iron bars, but they're not an available selection. Insofar as stone goes, I've found platinum, limestone, lignite/bituminous coal, kaolinite, jet, microcline, granite, magnetite, and gold so far. I didn't bring anything along on embark, though I'm open to suggestions for the next time (sounds like a good conversation starter, anyway: what do YOU bring along to a new fort?).

      Edit the Second; LONG POST IS LONG
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: SirAaronIII on April 09, 2011, 01:18:08 am
      Spoiler (click to show/hide)
      Pretty lame, I think. I'm a total noob at Genesis.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: TomiTapio on April 09, 2011, 02:38:03 am
      On RPG genders... in Dark Age of Camelot MMO I had male small-elf petcaster and a more successful female heals/buffs firbolg(half-giant) druid.
      Oblivion first and second playthrough: I forget what genders, it's first-person mode for me. Probably male and not elf.
      Fallout 3, first playthrough as female goodguy, 2nd 80hours as male insane mass murderer.
      Fallout 3 and NV allow you to do proper sniping from stealth, good fun, long ranges. Plus can plant a minefield before start lobbing grenades at the raiders. loot loot loot!

      asfghn, smelt the magnetite, that gets you pure iron, then at Finishing Forge (first make pure iron anvils) hammer it into iron.


      SirAaronIII: I'd lose the mining and furnacing, as they go up reasonably well and don't give better quality foods/furnitures/armors.
      Mechanics 5 is good, for selling mechs and getting high-power weapon traps.
      I don't start with herbalism, as it goes up quickly. Migrant lowbies get to do herbs & butchering (*CLT* time) and engraving.

      I'd rather bring only 15 drink and invest the points in leather instead; quivers for getting hunting going, and leather armors and boots (leg damage=baaad, arm gone=no biggie).
      No way i'd embark with expensive animal organs! Rather bring 4 ducks or 4 rabbits for easy meat.

      In closing; carpentry, masonry, wood&bone crafting is good skills. Stonecraftin goes up fast from "rock pot" x 90. Also, it's good to have a doctor that has diagnosis2 and surgery3.

      ps. some of you might not know the manager screen yet. Press "j m" to view or "j m q" to start typing what you'd like to add to work orders.
      Example memorythoughts: "j m q wood barrel", "j m q bolts", "j m q coffin", and the managerdorf has to have a chair/throne assigned.


      pps. Gender and role-playing links collection: http://www.darkshire.net/jhkim/rpg/theory/gender/links.html (http://www.darkshire.net/jhkim/rpg/theory/gender/links.html)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Deon on April 09, 2011, 03:59:35 am
      Thank you for your help with the language files, guys! I've got U-Z from Spriksprak and J-L from Jeoshua.

      I was slacking yesterday though. My wife went to her friends to stay overnight, so I was playing some Shadowrun (Sega Genesis version) with beer and erotics on TV ;D. Yeah, that's how I spend my time when my wife is away, it may be weird but I enjoy it :P.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Krelian on April 09, 2011, 05:16:32 am
      I have been playing with the advanced world gen after downloading the phoebus package. Then watching the results on World viewer.

      It seems werewolves and ithilids are uber dominating the world all the time. First world, they had like 75% of the world population betwen them. Then I tweaked a little the Ithilid raws so they have max 50 guys per site (from 450!). Next world was a bit better, but not by much.

      I noticed the problem is, some sites get HUGE populations... way more than the raws should be allowing. I mean, in like 3 sites, there are arround 20k werewolves, on a couple other 7500+ werewolves... and in another place 15000 ithilids... (and I mean sites, not civs). Plus, according to my world gen options, max population globaly should be 15.000 people. But these civs get like 75k each!

      Next big number was a dwarven site, with 600 or so dwarves... a lot, not even close to the worst cases with those two races.

      So... whats the deal here? meanwhile I will be killing some 70k werewolves with an adventurer :p
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Angel Of Death on April 09, 2011, 05:17:26 am
      Thank you for your help with the language files, guys! I've got U-Z from Spriksprak and J-L from Jeoshua.

      I was slacking yesterday though. My wife went to her friends to stay overnight, so I was playing some Shadowrun (Sega Genesis version) with beer and erotics on TV ;D. Yeah, that's how I spend my time when my wife is away, it may be weird but I enjoy it :P.
      Beer and erotics?

      GIGITTY!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Jeoshua on April 09, 2011, 08:30:33 am
      I heard once that men, when they play female characters in MMOs etc, prefer to do so so that they have something nice to look at for 50+ hours. :P

      This.

      Game designers tend to put more thought and love into creating the female characters in a game, so it's visually more appealing to play the girl characters, with long flowing robes and finely crafted armor, than to play the barbarian brute boys.

      Although I never play females in a multiplayer environment, given that I am not a female.  I don't want creepy, fat guys, who live in momma's basement hitting on me while I try to play a game.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: BigD145 on April 09, 2011, 09:36:28 am
      I heard once that men, when they play female characters in MMOs etc, prefer to do so so that they have something nice to look at for 50+ hours. :P

      I don't want to look at a man's ass for 1 hour or 4 months of game time.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: TomiTapio on April 09, 2011, 09:43:21 am
      I noticed the problem is, some sites get HUGE populations... way more than the raws should be allowing. I mean, in like 3 sites, there are arround 20k werewolves, on a couple other 7500+ werewolves... and in another place 15000 ithilids... (and I mean sites, not civs). Plus, according to my world gen options, max population globaly should be 15.000 people. But these civs get like 75k each!
      So... whats the deal here? meanwhile I will be killing some 70k werewolves with an adventurer :p
      Yeah I saw a 17k were place too. Must be Toady's new towns&populations&cities code ignoring population caps. Toady only has goblins, so maybe darkfortress obeys popcap..

      Maybe try setting female were caste to be the rarest caste. All common castes male. One time illithids had all castes male and people were wondering "why they dying out?".
      Oh and childhood length of 3 years makes weres fast breeders.

      Here's my latest embark setup: in a copperless world. With a dig-dodge-doctor.
      Spoiler (click to show/hide)

      Jeoshua: try illithid childhood length of 30 years.
      Rolling worlds... weres have [NO_EAT][NO_DRINK] so that might really help their numbers.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Jeoshua on April 09, 2011, 09:50:35 am
      Towns don't follow the pop caps.  I think the idea is supposed to be that the township has a "transient" population that size, and that eventually those people will go home.  The truth is that, in the game's incomplete state, those people stay and breed.

      Hamlets follow pop caps.  I think, if you set the site and pop caps low enough, there will be no towns created.

      I just gave weres "Forest Retreat" as a site type, since I couldn't imagine wolves living in a city.

      Illithids had to go, tho.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Alarion on April 09, 2011, 11:14:45 am
      HOORAY!!! Finally, a manual with all the info I crave! (Except for how to make boulders... oh well, I'm satisfying that by making rock cabinets and deconstructing them for the moment... but still ;)

      And then another question... is that the music from Warcraft II I hear playing in the background? It makes me a bit confused, but it's good nevertheless :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Raul on April 09, 2011, 12:17:52 pm
      is that the music from Warcraft II I hear playing in the background?

      Yes, it is!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Phoebus on April 09, 2011, 12:18:35 pm
      Here's my latest embark setup: in a copperless world. With a dig-dodge-doctor.
      Spoiler (click to show/hide)
      I just can't get rid of the feeling that there's something very dodgy about that build.

      I've been inspired a name for the build: Urist Shinobuden
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Jeoshua on April 09, 2011, 12:31:01 pm
      We've already been over this: The newest version of Genesis lacks Tetrahedrite, therefore lacks signifigant amounts of copper.  Add it back in and you get your copper.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Phoebus on April 09, 2011, 12:36:00 pm
      We've already been over this: The newest version of Genesis lacks Tetrahedrite, therefore lacks signifigant amounts of copper.  Add it back in and you get your copper.
      Is there Anthracite?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Jeoshua on April 09, 2011, 12:39:35 pm
      Nope.  None.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Dutchling on April 09, 2011, 12:50:59 pm
      We've already been over this: The newest version of Genesis lacks Tetrahedrite, therefore lacks signifigant amounts of copper.  Add it back in and you get your copper.
      Is there Anthracite?
      Anthracite? That's coal I've modded in my game. I suggested it 10 or so pages back. AFAIK it has never been in default Genesis.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Angel Of Death on April 09, 2011, 12:54:39 pm
      Anthracite?

      It's a madhouse, or so they c-

      Oh... It's not anthraxite...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Jeoshua on April 09, 2011, 01:18:11 pm
      I have it in my game, too, from ALBM.

      And let me say Genesis 3.24b works very well, when installed manually and the missing minerals added in, and supplimented by others added by mods.  The lack of Tetrahedrite must be remedied, tho... or another ore of copper added in.  Anthracite is not strictly required, due to the addidion of Peat as a fuel, along with the two plant fuels.  But no copper means no goblinite.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: asfghn on April 09, 2011, 02:16:04 pm
      Goood morning, thread!

      How would I go about adding the missing minerals to my raws? I've only ever dabbled in modding creature raws, I don't know what the hell I'm looking at with anything else. :P


      Also, I think this sums up DF fairly well (discussing SirAaron's trap schematic);
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Jeoshua on April 09, 2011, 02:30:27 pm
      The only one really MISSING is Tetrahedrite.  You could download Phoebus's graphics pack, or Ironhand's, or Vanilla if you use ASCII, and open up inorganic_stone_mineral.txt.  Then, take the entry starting at [INORGANIC:TETRAHEDRITE], cut and paste it into inorganic_stone_genesis.txt somewhere in the ORES section (they're listed by category, then alphabetically).

      Or you could wait for Deon to stop watching porn and notice what's up, releasing 3.24c or whatever is the next version.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: SirAaronIII on April 09, 2011, 02:52:35 pm
      Lucky me. My civ has copper nuggets.  8)
      Thanks for the advice, Tomi! I'll be sure to do it right after this fort succumbs to the fun.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Vhorthex on April 09, 2011, 03:20:14 pm
      Hmm... I think I'm doing something wrong, I downloaded the new 3.24b version with the ironhand graphic set. And everytime I try to embark in a world, I crash while loading the embark area.

      I increased the number of sites, and had savage and number of beast set to high, as well as minerals set to frequent. Large world, with medium history.

      I wasn't getting anything bad happening to me with 3.2, so maybe I'll go back to that for now. But if anyone had a similar experience, I'd be thankful for any help.

      I can't think of anything else to mention but if more info is needed, I'll go get it! :D

      Thanks!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Phoebus on April 09, 2011, 03:25:34 pm
      Patch for ஃ Genesis Mod ஃ [ϟ 3.24b ϟ] PHOEBUS
      Adds Tetrahedrite & Anthracite.
      Adds reaction to extract fuel from Anthracite.
      Adds reactions to create steel using Graphite instead of the fuel reagent. (still need fuel or lava to produce steel)
      Uses the new plant tile for root/bulb/tuber plants.
      Fixes the status indicator arrow for thirst/hunger/sleep/nosebleed.
      Fixes black stone/gem colors.
      Fixes soil and sand tiles.
      Fixes obsidian and slade tiles.
      Fixes the sky & underground chasm tiles.

      Genesis_3.24b_v0.zip @ MediaFire (http://www.mediafire.com/?bflbsv2tcxd17az)

      To install, unpack over your current Genesis/Phoebus installation, then run "DF_savegame_updater.bat" to update your savegames.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Torgan on April 09, 2011, 03:26:16 pm
      I was having the same thing happen in 3.23 but it worked fine in 3.24. both with the default world gen parameters.  I just sort of gave up trying and waited for the next version to be released... :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: asfghn on April 09, 2011, 03:35:51 pm
      Or you could wait for Deon to stop watching porn and notice what's up
      I'll admit it, I cackled.

      Thanks for the unofficial patch, Phoebus! I think I'll snag it and take a look at your tileset for the first time. 8) I usually play with Ironhand, though Goldplated is still my favorite (it's just so, so dead, last I checked).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Dutchling on April 09, 2011, 03:37:16 pm
      Wee! I no longer have to mod in Anthracite? did you make it appear in Metamorphic layer like RL anthracite?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Bitoru on April 09, 2011, 04:18:10 pm
      Deon, do you plan on releasing ASCII anytime soon?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Phoebus on April 09, 2011, 04:21:48 pm
      Wee! I no longer have to mod in Anthracite? did you make it appear in Metamorphic layer like RL anthracite?
      Yes, it's in metamorphic layer and spawns as small clusters.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: MiamiBryce on April 09, 2011, 06:00:14 pm
      So I guess I'm the only person to have nothing but willow trees in heavily forested swamps.

      How do ya'll deal with how DARK ironhand is, i used to love the phoebus tile set, but its all dark now too.

      Sad me is sad.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: rainekage on April 09, 2011, 08:23:55 pm
      I'm the grimdarkness of the worldgen, everything is willow trees and swamps.

      Hello thread!  This post is long, rambling, and almost entirely off the main topic.

      Since I didn't get to comment at the RPG gender thing, I will comment on it now: I will play either gender.  In something like Fallout (2 is still best, but love them all), I'll play both genders - how the world interacts with you is a huge part of the game, and it's very different between the genders.  Mass Effect or Dragon Age?  Both genders.

      I played DC Universe for a day or two last week while visiting relatives, and I played female character - I really don't care much for the "absurdly muscular" character type, which isn't even all that common amongst superheroes nowadays, so I'm not sure why that was my only choice - so I played female.  Sometimes it really is about what looks best.  :D


      I didn't even notice I didn't have tetrahedrite - I just figured the civs I picked on embark didn't have any!  Thankfully I'm always swimming in iron (Dwarves would probably do that literally).  Tomi's embark is pretty different in some ways from mine.  I might start my next embark with creatures I'm willing to butcher next time (so far have embarked only with egg-producing and milk/fur creatures), currently spend about 60 points on meat.

      I suppose after all this time, I'm still really bad at trap placement.  Currently embarking on  a totally flat biome, so I have to dig straight down.  Not sure how I'm going to set up defenses, but I suppose a ridiculous wall is called for.  I want a deep moat, but then I'd end up carving into the soil storage areas of my fort!

      Looking forward to a copper-laden world when Deon is done with beer, porn, and Sega Shadowrun (Which I am terrible at - Guess it's the PnP for me).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: asfghn on April 09, 2011, 09:58:52 pm
      How do ya'll deal with how DARK ironhand is
      Oh thank God, it's not just me!

      I have chronic migraines so I have to have my monitor on the darkest setting and I have gone insane trying to get it light enough to be able to make out some things (cough, water). Tomi suggested mucking about with the colors.txt in data/init which helped somewhat, and I've found that—although it's not as aesthetically appealing—setting the water to appear as depth numbers helps infinitely.

      Hope this helps!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Aramco on April 09, 2011, 10:44:24 pm
      I've found that—although it's not as aesthetically appealing—setting the water to appear as depth numbers helps infinitely.

      Really? I can't stand not having the depth numbers.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: TomiTapio on April 10, 2011, 12:03:28 am
      Here's my current Ironhand raws, with were and flayer count a little reduced, and tetrahedrite (frequency 70(not 100) in every single type of stone). No anthracite, we have two charcoal coming from every log stack. Graphite in steel reaction, that's for Deon to decide. I've enabled silver and brass and zinc ammo.
      http://dl.dropbox.com/u/8967397/deons%20genesis%203.24b%20Ironhand%20%28raws%20plus%20stuff%29.zip (http://dl.dropbox.com/u/8967397/deons%20genesis%203.24b%20Ironhand%20%28raws%20plus%20stuff%29.zip)
      Edit10: Changed my new spirit raven's frequency from "common everywhere" to "quite rare everywhere". (I haven't tested them yet, as I haven't rolled a new world&embark.)

      My current fort is recovering from a flayer siege, where two void masters (trap avoiding super sorcerers) almost killed everyone. Damn forgotten Blöb ööze suffocated(long paralysis) 15+. Only the six happiest are allowed to carry mining and woodcutting gear now.
      Squad: "The Rooms of Owning". Defeated a flayer siege. Then cantaur siege came with 3 squads + animals, clogged weapon traps let everyone through, hail of arrows to the hospital, Absolute centaur victory.

      Meat-bunny is not happy!
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Setharnas on April 10, 2011, 01:11:05 am
      How do ya'll deal with how DARK ironhand is
      Oh thank God, it's not just me!

      Definitely not.

      I have chronic migraines so I have to have my monitor on the darkest setting and I have gone insane trying to get it light enough to be able to make out some things (cough, water). Tomi suggested mucking about with the colors.txt in data/init which helped somewhat, and I've found that—although it's not as aesthetically appealing—setting the water to appear as depth numbers helps infinitely.

      Hope this helps!

      It does, but do you by chance remember just about where in this thread of almost 6300 posts that discussion was? And how does your current setup looklike, if you'd care to share?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: SirAaronIII on April 10, 2011, 02:52:08 am
      I have chronic migraines
      I'll tell you the truth: I read that as "migrants".
      OT: I really don't like graphics, so I tend to avoid them if possible. Seeing as Genesis has so many new and useful features, though, I'm willing to make an exception.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: TomiTapio on April 10, 2011, 04:22:45 am
      It does, but do you by chance remember just about where in this thread of almost 6300 posts that discussion was? And how does your current setup looklike, if you'd care to share?
      No need to remember, type "colors.txt" into the forum's upper right corner search box.
      Quote from: TomiTapio
      You can try various colour sets, and adjust the individual colours too.
      http://df.magmawiki.com/index.php/DF2010:Color_scheme#.22Natural.22_scheme

      Mildly related: In February, Deon gave colors.txt: one for Ironhand, one for Phoebus. (The animal and person graphics have not-changeable-by-raws colours.)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Setharnas on April 10, 2011, 04:25:57 am
      Thank you, appreciated.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Daff on April 10, 2011, 04:27:30 am
      I like the whole dark and gritty look of ironhand, bright and shiny and happy colours make me want to vomit.
      Hmm, could be the cave adaptation setting in.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Phoebus on April 10, 2011, 05:53:42 am
      How do ya'll deal with how DARK ironhand is
      Oh thank God, it's not just me!

      I have chronic migraines so I have to have my monitor on the darkest setting and I have gone insane trying to get it light enough to be able to make out some things (cough, water). Tomi suggested mucking about with the colors.txt in data/init which helped somewhat, and I've found that—although it's not as aesthetically appealing—setting the water to appear as depth numbers helps infinitely.

      Hope this helps!
      The primary problem with water is it's blue. Blue is the darkest of the primary colors by far.
      In my tileset, I have to change (in the next update, 25v09) light blue to 100% blue, 50% green & 38% red so it doesn't look so f'ing dark. Dark blue will be 100% blue, 35% green & 18% red.
      Meanwhile, 100% red, 0% blue & green will melt your retinas off.

      The the secondary problem that every palette color is then multiplied in-game with greyscale tile, resulting in even darker colors.
      And everything can't be fullbright, otherwise you get a zebra stripe effect and everything is hard to id. My grounds will always stay much darker than the other objects for contrast.

      I'm currently making test where the grass & plants will all use bright green instead of dark green. This should make topside less grimdark.
      I'm on the verge of snapping and just going through each tile in the tileset and increase their brightness to the max.  :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Phoebus on April 10, 2011, 06:43:24 am
      (Old style) dark green plants with light & dark grass
      (http://i.imgur.com/JKnVv.png)

      Light green plants with only light green grass
      (http://i.imgur.com/YDvpL.png)

      Light green plants with light green grass, small brightness variation from the tileset (also 10% brighter grass, but that's independent of the style)
      (http://i.imgur.com/FnWtV.png)

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Jeoshua on April 10, 2011, 06:45:13 am
      I like it much better with the variation between types.  The middle one looks too "flat"
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: TomiTapio on April 10, 2011, 06:45:45 am
      Yeah the middle one is least best.

      I haven't posted a fort leader's log in weeks, so thought I'd make one with this fort:

      Lakedike, Nerimush.
      3x3 warm savannah. Flux predicted.
      Bring 4 mastiffs, 4 spaniels, 14 donkeys, 5 sheep. 2 axes, 2 picks, 3 daggers, 14 leathers, 14 logs. (3200 points allowed by the king)
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: rainekage on April 10, 2011, 07:13:00 am
      A couple of animal questions (On a previous note, however, I'm amused I managed to get at least one person to refer to DF as "grimdark" - it really is, though).

      Actually? They are all kind of the same:

      Spaniels - I love them (in real life and otherwise), but do they serve a purpose?  You can't control them, and I have yet to experience a single hostile creature they can survive fighting.

      Creatures like cave tortoise - again, I'm fond of them, and so I embarked with a couple; are they worth anything as pasture animals?  I'm going to make them a nest box, since I figure they are egg-layers, not milk (and definitely not fur) givers.

      *looks*  And yes, I'd agree lightening ironhands is a good idea.  I have trouble seeing things myself sometimes *bad eyesight*
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Patchouli on April 10, 2011, 07:25:56 am
      I'll help out with the Japanese.

      We're all using the same dictionary, http://jisho.org/, yeah?

      And we're all using "kana as romaji"?

      Will we be keeping the "ー" in the words, or are we going to change them?

      If you need help putting the translations in the raws, just send them over to me, I have an excel sheet to concatenate all the stuff together so it's just a copy+paste job.

      Also, the letters done so far, do they include the second half of the raws, which are out of order, or have you already sorted the whole list alphabetically?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Jeoshua on April 10, 2011, 07:28:31 am
      Jisho - yes
      Alphabetized - yes

      I made words with "-" in them doubled vowels or avoided them altogether for a better translation
      And I avoided loan words as much as possible (tho I did use the Ainu word for "kin")
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Patchouli on April 10, 2011, 07:34:43 am
      So the whole list has been reordered alphabetically, huh. I'll figure out what letters I'll do when I sleep.

      So with double vowels, we're doing oo and ee rather than ou and ei?

      As far as loan words go, it can't really be helped sometimes. Should I use them if it's really the most common way you'll hear that word being spoken, or should I stick to getting the shortest, "most japanesque" translation, even if it's sort of obscure?

      Sorry for all the questions, I just want to make sure I'm not on the side of messing up.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Jeoshua on April 10, 2011, 07:41:14 am
      Since I don't "speak" japanese, the method I used was the shortest, and if I knew the meaning of the word somewhat, the most agglutinated.

      Like "Kyo" would be Capital, even if it's often used to mean "East" in true usage.  I think... I don't speak japanese.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: TomiTapio on April 10, 2011, 07:43:32 am
      Spaniels - I love them (in real life and otherwise), but do they serve a purpose?  You can't control them, and I have yet to experience a single hostile creature they can survive fighting.
      Creatures like cave tortoise - again, I'm fond of them, and so I embarked with a couple; are they worth anything as pasture animals?  I'm going to make them a nest box, since I figure they are egg-layers, not milk (and definitely not fur) givers.

      Spaniels (made by me) are just as useful as turkeys and hens and rabbits. Meat and leather and bones. But since they're dogs, they got good viewrange for chasing kobbos, and good nose for stealther-detection. So chain them at your entrance to sniff out intruders (bigger dogs follow your woodcutter or doctor or best smith or best soldier for protection)

      cave tortoise: used to be that moody dorfs wanted SHELLS and then you were screwed if couldn't fish any vermin-toirtoises. But you could embark with c.t. for their shells. Plus drunken dorfs can engrave things on their backs for lulz.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Patchouli on April 10, 2011, 08:03:51 am
      Since I don't "speak" japanese, the method I used was the shortest, and if I knew the meaning of the word somewhat, the most agglutinated.

      Like "Kyo" would be Capital, even if it's often used to mean "East" in true usage.  I think... I don't speak japanese.
      I'm pretty sure Kyo in Tokyo and Kyoto both mean capital, so you're in the clear!

      The Tō in Tōkyō means East. To in Kyōto is different.

      It's going to be a bit weird in some ways, because for example, the dictionary points out that "higashi" is the word for east, but for our purposes, in using it for building names or cities, we'll probably want to use "tou" instead. Then again, you'd want to use "higashi" for most of the other common purposes. Ideally, we'd make two separate "east"s and change the raw files, but that's a pain in the ass, and no one wants to deal with that. So it's a weird grey area of picking between the shortest and using the realistic translation, but more often than not, we should end up with common translations considering how weird some of the words in the DF dictionary are.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: MiamiBryce on April 10, 2011, 09:47:38 am
      Light green plants with light green grass, small brightness variation from the tileset (also 10% brighter grass, but that's independent of the style)

      I like this one, the one with light green and light green seems kind of blah.

      What really gives me trouble, Phoebus, is the smooth floor tiles, I for the life of me can't distinguish brown or dark gray floor tiles from plain black squares without getting my face about six inches away from my screen.  I checked your various tile sets, hoping one had a lighter floor tile, but none did, so I switched to an older copy that still had the good old plus sign.

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Phoebus on April 10, 2011, 10:11:35 am
      Light green plants with light green grass, small brightness variation from the tileset (also 10% brighter grass, but that's independent of the style)

      I like this one, the one with light green and light green seems kind of blah.

      What really gives me trouble, Phoebus, is the smooth floor tiles, I for the life of me can't distinguish brown or dark gray floor tiles from plain black squares without getting my face about six inches away from my screen.  I checked your various tile sets, hoping one had a lighter floor tile, but none did, so I switched to an older copy that still had the good old plus sign.
      "Add a new tileset with brighter floors." Message received.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Deon on April 10, 2011, 11:57:02 am
      Patch for ஃ Genesis Mod ஃ [ϟ 3.24b ϟ] PHOEBUS
      Adds Tetrahedrite & Anthracite.
      Adds reaction to extract fuel from Anthracite.
      Adds reactions to create steel using Graphite instead of the fuel reagent. (still need fuel or lava to produce steel)
      Uses the new plant tile for root/bulb/tuber plants.
      Fixes the status indicator arrow for thirst/hunger/sleep/nosebleed.
      Fixes black stone/gem colors.
      Fixes soil and sand tiles.
      Fixes obsidian and slade tiles.
      Fixes the sky & underground chasm tiles.

      Genesis_3.24b_v0.zip @ MediaFire (http://www.mediafire.com/?bflbsv2tcxd17az)

      To install, unpack over your current Genesis/Phoebus installation, then run "DF_savegame_updater.bat" to update your savegames.
      Weeee! I have a Phoebus in my Thread who can Phoebus my Thread while I Phoebus my Phoebus in my Thread!

      Thank you :). I was away for the weekend, so I didn't have time to add Tetrahedrite back. Also I didn't add Antracite yet because I've made bituminous coal more frequent.

      I will add your fixes and some of mine additions and release a new ver. soon (and start making ASCII for those who asked).

      So I guess I'm the only person to have nothing but willow trees in heavily forested swamps.

      How do ya'll deal with how DARK ironhand is, i used to love the phoebus tile set, but its all dark now too.

      Sad me is sad.
      You can make the colors brighter.

      Also I bet you are just in willow swamps :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Deon on April 10, 2011, 11:59:20 am
      I'll help out with the Japanese.

      We're all using the same dictionary, http://jisho.org/, yeah?

      And we're all using "kana as romaji"?

      Will we be keeping the "ー" in the words, or are we going to change them?

      If you need help putting the translations in the raws, just send them over to me, I have an excel sheet to concatenate all the stuff together so it's just a copy+paste job.

      Also, the letters done so far, do they include the second half of the raws, which are out of order, or have you already sorted the whole list alphabetically?
      The words with "-" are transliterations, do not use them please.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: MiamiBryce on April 10, 2011, 12:08:18 pm
      Also I bet you are just in willow swamps :).

      I've set down in Woodlands or Heavily Forested swamps in each of the last three versions, are there really supposed to be no trees in any swamps other than the the willows that grow around pools?

      Thanks
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Deon on April 10, 2011, 12:16:23 pm
      I will check biome settings. It's not good, more variety would be better, I will tweak appropriate trees :).

      Also I personally can't play with bright colors, I like dark floors because they stand out and differ from works, but I will make different settings later to appeal more people.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: ATR on April 10, 2011, 12:43:22 pm
      Oh no! When I run my save I'm getting a "missing plant gloss: CAVE_BUSH_AGAVE"! Probably my fault from complications though. I was playing this save from the ironhand gen 3.22 I think. I switched to Phoebos (its better) when it was available, and it worked but some of the tiles were messed up (see my previous post in this thread). I now just updated from Phoebes' post, the v0 update, ran the save game updater that came with the zip, and now I'm getting this error. Is this fixable or should I restart? Thanks!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Jeoshua on April 10, 2011, 12:44:57 pm
      That's deffinitely not a standard error.  Nobody else is getting that.  You missed something.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Deon on April 10, 2011, 12:46:19 pm
      Yeah, cave agaves were changed to desert agaves. You have to rename their ID if you want to play with an old save.

      P.S. In /data/save/region*/raw/objects/plant_botany_leaf.txt rename [PLANT:CAVE_BUSH_AGAVE] to [PLANT:LEAF_BUSH_AGAVE]
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: ATR on April 10, 2011, 12:55:58 pm
      Hi Deon! Thanks for your quick reply. I found the plant_botany_leaf.txt and it was already changed to the leaf_etc. I did find under plant_botany_cave.txt the cave_bush_agave entry. Does this need to be changed? Thanks.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Dutchling on April 10, 2011, 01:07:41 pm
      Hey Deon (and tomi) thanks again for the mod! two question:
      Are you ever going to add a Mayday version?
      Is it possible for me to change my Ironhand Save into a Phoebus save?
      (I really like ironhand and I have no problems with it being dark but I like variation! (I LOVE the new Ironhand wall btw, it that made by you or is the actual Ironhand
       tileset changed as well?)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: ATR on April 10, 2011, 02:03:08 pm
      Hey all. Thought i'd give an update incase this information is useful to the modders. I figured out that the cave_agave listing was completely removed in my save (in the plant_botany_cave.txt). So I went into the raw from the DF folder and copied the entry into the same txt file from my save/raw. This fixed that error but then another one came up, cave_rye. Did the same thing. Next was cave_melon. Same. Then Leaf_Klamath. Same. Next was item_weapon_whip. So at that point I said forget it, I'll just restart!

      The moral of the story: Never detract from the Phoebus. :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Patchouli on April 10, 2011, 02:43:37 pm
      Okay, I'm working on letters M-N for now.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Deon on April 10, 2011, 03:23:22 pm
      Hey all. Thought i'd give an update incase this information is useful to the modders. I figured out that the cave_agave listing was completely removed in my save (in the plant_botany_cave.txt). So I went into the raw from the DF folder and copied the entry into the same txt file from my save/raw. This fixed that error but then another one came up, cave_rye. Did the same thing. Next was cave_melon. Same. Then Leaf_Klamath. Same. Next was item_weapon_whip. So at that point I said forget it, I'll just restart!

      The moral of the story: Never detract from the Phoebus. :)
      You don't need to replace anything. Just rename LEAF_BUSH_AGAVE to CAVE_BUSH_AGAVE. I've told it backwards the previous time, but I hoped you would figure it out :).

      Okay, I'm working on letters M-N for now.
      Thanks, man! Please PM me the completed material.

      Hey all. Thought i'd give an update incase this information is useful to the modders. I figured out that the cave_agave listing was completely removed in my save (in the plant_botany_cave.txt). So I went into the raw from the DF folder and copied the entry into the same txt file from my save/raw. This fixed that error but then another one came up, cave_rye. Did the same thing. Next was cave_melon. Same. Then Leaf_Klamath. Same. Next was item_weapon_whip. So at that point I said forget it, I'll just restart!

      The moral of the story: Never detract from the Phoebus. :)
      Ah yeah, a lot of things were changed :/.
      It's REALLY easy to fix it, and not step-by-step. Just get Winmerge.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Phoebus on April 10, 2011, 03:45:50 pm
      I've been thinking. For players getting crashes, you could try changing the print mode from [PRINT_MODE:STANDARD] to [PRINT_MODE:2D].

      Deon, I'm currently working on big changes to the brightness and the internals of my tileset. Don't work spend more time than needed on the first patch I made, it's not fixing all of the problems anyway.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: rainekage on April 10, 2011, 07:22:29 pm
      Okay, this is random.

      I, as I said before, recently embarked on a flat biome - it's very heavily wooded (I have more wood than I know what to do with, just from clearing a workshop area and pasture).  Turned some of it to charcoal, then used that to smelt some of the large amount of bituminous coal I brought with me (as it turns out, I embarked directly on top of a giant pile of naturally occurring coal - I never get that!).

      So, I built a crucible, to turn my iron into steel as usual.

      But I can't, it says I have no fuel.  I have more fuel than I have ever had, short of when I embark on a surface volcano.  Can anyone guess why this is a problem?  I have tons of wood, tons of coal and charcoal, flux, and all required furnaces.

      Random edit (unrelated to anything): Normally, the creatures I have trouble with in adventure mode are normal animals, or hordes of anything (flanking).  For some reason, in the new region I've created, there are "moon horrors" - they tend to wield carving forks, and one or two in particular have taken down my orc demigod heroes without even suffering a wound.  :'(
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: TomiTapio on April 10, 2011, 08:55:23 pm
      Crucible steelmaking requires flux stone, right? Got some? If no flux, merge iron with pig iron for steel. How's your blast furnace offering steel?

      Deon, does this Genesis reaction look right?
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: rainekage on April 10, 2011, 10:07:23 pm
      Crucible steelmaking requires flux stone, right? Got some? If no flux, merge iron with pig iron for steel. How's your blast furnace offering steel?

      Deon, does this Genesis reaction look right?
      Spoiler (click to show/hide)


      I have flux in the form of some marble - I haven't built a blast furnace since I don't have enough iron to make it worthwhile (I only embarked with three pieces, to give my axeman an axe and leg armor - leather for the rest so far), and haven't hit a steady iron supply like normal (swimming in coal instead).

      On the plus side, "harden iron" now works, where it wasn't before, but yeah, it specifically says, "Requires fuel".  I have flux, iron, wood, and fuel of both types - but just not working.  Will gen a new world, embark, and tell you if the reaction works there.

      Another random thought: I really miss the "magma pipe" and "magma pool" options on the finder.  I realize every embark has magma near the bottom, but I really like surface magma (although it tends to open up caverns immediately and make things more Fun), and I'd love the ability to find it combination with the other features I need.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Deon on April 10, 2011, 10:36:16 pm
      Crucible steelmaking requires flux stone, right? Got some? If no flux, merge iron with pig iron for steel. How's your blast furnace offering steel?

      Deon, does this Genesis reaction look right?
      Spoiler (click to show/hide)

      The fuel should be there, it's not actually required since the workshops [NEEDS_MAGMA].


      Which kind of fuel do you have? Charcoal? Coke? Make sure you don't try to use bituminous coal or lignite as a fuel. You could always upload a save and I would take a look at that.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: rainekage on April 10, 2011, 11:06:43 pm
      Crucible steelmaking requires flux stone, right? Got some? If no flux, merge iron with pig iron for steel. How's your blast furnace offering steel?

      Deon, does this Genesis reaction look right?
      Spoiler (click to show/hide)

      The fuel should be there, it's not actually required since the workshops [NEEDS_MAGMA].


      Which kind of fuel do you have? Charcoal? Coke? Make sure you don't try to use bituminous coal or lignite as a fuel. You could always upload a save and I would take a look at that.

      I've turned wood into charcoal, and bituminous coal into coke.  To my knowledge, those are the two fuel types (although, yes, I do have a large amount of bituminous coal that hasn't been turned to coke yet).

      Will upload a save if, next time I embark, I have the same problem.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Patchouli on April 10, 2011, 11:41:40 pm
      Will do O-P now.

      Correct me if I'm wrong, but it looks like so far, we have:
      A-B
      J-N
      U-Z

      S is REALLY HUGE, that one will probably have to be split up unless someone really likes Japanese enough to do all of it.

      EDIT: I was wrong.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Deon on April 11, 2011, 01:30:15 am
      Did someone make C? Because I've only made A-B, which makes A-B, J-N, U-Z.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: asfghn on April 11, 2011, 01:57:26 am
      WHOA, this is strange. Rolled a new world, normal in every sense except that I bumped up the min volcanism and the embark points (bad day, wanted something easy), so I took along a bunch of critters—the total sum of the grazers: two breeding pairs of rabbits, a coupl'a elk birds (since they showed up on embark for some reason, despite not having COMMON_DOMESTIC), a breeding pair of cavies, and naturally the wagon pullers. Added them all to a pasture and...

      Literally every square they walked over eroded to the base tile (which in this case was sand). Within the season they'd all starved to death. I thought the elk birds might have been doing it, but I watched them and even the rabbits were turning the squares they moved over to sand. I've not noticed the problem on any other worlds—rolling a new one now, with all normal parameters except for embark points, to test, though I can't see how that could be the problem... :|a

      Oh, and werewolves are finally working! :D Hooray.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: rainekage on April 11, 2011, 02:45:18 am
      Sorry Deon and Tomi, I was about to embark on a volcano and test the steel-making process...then I found an epic waterfall biome.  Since I never find a usable waterfall, I really don't know how to fashion a fortress around it - if I use grates, will my dwarves still be swept away?  Hmm...

      Glad the werewolves are working for you again, Kat.

      Speaking of which, here's a stupid and basic DF question - is there a difference on the embark screen (when looking at the races you'll be interacting with), between the long red line next to the name, and the words WAR?  And why, when I canceled an embark (wrong spot) and went back, did Werewolves switch from "WAR" to the long red line? It seems odd that it would change.

      Edit:  "Cannot construct floor grate: Location submerged".  Apparently you cannot build anything under a flowing waterfall.  That makes me sad, I wanted to build a bridge that extends to a waterfall entrance (with floor grates to keep everyone from getting swept off).   Dwarves get happy thoughts, invaders get dumped a dozen Z-levels to a river full of piranha, carp, and alligators (which are eating all the piranha).  Oh well.  :(

      Will update with the steel production in a minute.

      EDIT:  Okay, found out the problem.  Caught one when it said I didn't have iron bars to build a blast furnace.

      Well I did - Pure iron bars.  The problem is, Genesis (at least, the version last released on DFFD) won't accept pure iron for the creation of the blast furnace, or the creation of steel through the finishing forge or the crucible.  You have to create just normal "iron" at the finishing forge before it will let you do any of the other reactions.

      So, shortly, it's adding an extra step.  Before doing anything, you have to turn pure iron into iron.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: TomiTapio on April 11, 2011, 05:24:32 am
      Literally every square they walked over eroded to the base tile (which in this case was sand). Within the season they'd all starved to death. I thought the elk birds might have been doing it, but I watched them and even the rabbits were turning the squares they moved over to sand.

      (searches for rabbits) Probably rabbits' [GRASSTRAMPLE:10] removing grass, from the days when there were no pastures, only pits for no-food-needed animals. I'll remove most [GRASSTRAMPLE] now. The main purpose of that tag is to make huge dragons and wurms affect the ground. It's also nice to put to animals that make mud wallows.

      (gives his elands and damagazelles grazer also)
      Reptiles... oh wow, monitor lizard has NoPain, making them rather tough. I'll give NoPain to the savage-areas dragon raptors. So In any savage area, you should cage and tame d-raptors!
      (makes his giant otters trainable, and reduces their skills)
      (my raws also include a nerf for spiked balls (wooden 3-hit balls were too good), and new wooden trap component "bludgeon". Exhaust your foes with blunt force!)
      Hey guys, here's my current raws! http://dl.dropbox.com/u/8967397/Genesis_3.24b_Ironhand_plus_Tomis.zip (http://dl.dropbox.com/u/8967397/Genesis_3.24b_Ironhand_plus_Tomis.zip)

      Speaking of which, here's a stupid and basic DF question - is there a difference on the embark screen (when looking at the races you'll be interacting with), between the long red line next to the name, and the words WAR?  And why, when I canceled an embark (wrong spot) and went back, did Werewolves switch from "WAR" to the long red line? It seems odd that it would change.
      I don't know, Toady doesn't provide much documentation.
      If the wiki doesn't know it, then the info might be buried in the Sea of Forum Text. But normally non-hostile civs can be at war with you I believe.
      Wars can end; abandon plus embark forward's the world's time by one year. But you didn't abandon, so perhaps your 2nd try was with another dorf civ who aren't at war.

      Yup, copper and cobalt are quicker to make than "Iron" (which is actually a low-grade steel). Genesis's two-step iron making process is fair in my book.

      I'm still not sure how to go about fixing the problem with iron - at least according to the chart, it's not supposed to be doing what I reported.  Will just go with hardened iron gear for now, then melt it and forget it into steel over time.
      This...is going to be a stupid question, and I am ashamed - but what do I upload when uploading a saved game for review?  Do I literally upload the entire "region1" sub-folder inside of the "save" folder?  I've never paid much attention (shame on me).
      1. smelt ore. 2. hammer all into iron. 3. make some of it into pig iron. 4. hammer two iron and one pig iron into 2.5 units of steel.
      Or 3. with flux stones, crucible makes iron into steel.
      Zip or Rar-archive the region folder for uploading. It's about 19 MB for medium world.

      Whoa, that was one hour of helpdesking and creature tuning there. Time for breakfast.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Patchouli on April 11, 2011, 05:57:15 am
      Will do Q-R next.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: rainekage on April 11, 2011, 06:19:56 am
      Thanks Tomi, for some reason, I just missed the explanation on the wiki - red line is hostile, and I'm sure that I switched to a different starting civ on accident on my second embark, and that civ was not at war with werewolves.

      I'm still not sure how to go about fixing the problem with iron - at least according to the chart, it's not supposed to be doing what I reported.  Will just go with hardened iron gear for now, then melt it and forget it into steel over time.

      This...is going to be a stupid question, and I am ashamed - but what do I upload when uploading a saved game for review?  Do I literally upload the entire "region1" sub-folder inside of the "save" folder?  I've never paid much attention (shame on me).

      Going to use your raws to gen a new world and see if the problem still happens for me.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Setharnas on April 11, 2011, 07:14:05 am
      (gives his elands and damagazelles grazer also)
      Reptiles... oh wow, monitor lizard has NoPain, making them rather tough. I'll give NoPain to the savage-areas dragon raptors. So In any savage area, you should cage and tame d-raptors!
      (makes his giant otters trainable, and reduces their skills)
      (my raws also include a nerf for spiked balls (wooden 3-hit balls were too good), and new wooden trap component "bludgeon". Exhaust your foes with blunt force!)
      Hey guys, here's my current raws! http://dl.dropbox.com/u/8967397/Genesis_3.24b_Ironhand_plus_Tomis.zip (http://dl.dropbox.com/u/8967397/Genesis_3.24b_Ironhand_plus_Tomis.zip)

      Nice - is there any kind of change log for your personal changes beyond what has gone into the main branch, or is that up to backtracking through this thread? I find these modified versions very interesting; for example, I used to play a CivForge version with changes from Drayath - very nice extensions to an already great mod. I think yours may have similar qualities.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: TomiTapio on April 11, 2011, 08:37:45 am
      No changelog except this thread. Some changes may get discarded if Deon doesn't approve of them.
      Most of the things are minor tuning of animals (speed, size, description, skills, frequency, Benign, Fleequick, Likes_fighting etc.). Bigger things would be tuning of ore freq (most ores are freq100 veins) or the lashersword (discarded), or removing wooden trap components (not yet done).

      Edit: Oh, new creatures too. Should be fun surprises for you, the new critters. Those will be in Deon's changelog.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: utuki on April 11, 2011, 10:35:52 am
      Hi, i have a crashing problem. World is generated in 3.24 and crashes on keeper caravan arrival. After updating raws to 3.24b it doesnt crash unless i save game. After loading game saved in 3.24b it crashes when keepers arrive. I can play to this caravan without saving and save after but it will probably crash next year ? Any way to remove keepers from game ? I just build first non-masstomb fort, dont want to loose it ...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Alarion on April 11, 2011, 12:07:55 pm
      Edit:  "Cannot construct floor grate: Location submerged".  Apparently you cannot build anything under a flowing waterfall.  That makes me sad, I wanted to build a bridge that extends to a waterfall entrance (with floor grates to keep everyone from getting swept off).   Dwarves get happy thoughts, invaders get dumped a dozen Z-levels to a river full of piranha, carp, and alligators (which are eating all the piranha).  Oh well.  :(

      But can't you build some kind of diversion in the form of a wall or a floodgate, and thereby make it not flow onto that specific tile for long enough that you could build on it? I know I managed to do that once, almost. Damming the river is quite the project though, but fun :)

      Also, I too got the missing stuff when I ran the savegame updater. Winmerge is your friend? I was getting annoyed at not being able to make porcelain from my heaps of kaolinite, and figure the reactions are missing (though I can still collect clay...) etc. Is there a way to keep the Ironhand tileset but still run the Phoebus patcher, or is that just the simple init.txt editing that I normally do too?

      Also also, there needs to be creature info in the manual. Just sayin' :)

      //A, thankful
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Deon on April 11, 2011, 12:46:29 pm
      Hi, i have a crashing problem. World is generated in 3.24 and crashes on keeper caravan arrival. After updating raws to 3.24b it doesnt crash unless i save game. After loading game saved in 3.24b it crashes when keepers arrive. I can play to this caravan without saving and save after but it will probably crash next year ? Any way to remove keepers from game ? I just build first non-masstomb fort, dont want to loose it ...
      You have to START a 3.24b to fix the wax crafts keepers' bug. However you can go to war with them to stop their caravans if you want to play on 3.24.

      P.S. Wow Patchouli, that's a lot of work you've done on that language, thank you!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Cocoprimate on April 11, 2011, 01:01:06 pm
      Maybe this is a stupid question, I'm not sure. If so, I apologize beforehand.

      I would like my genesis to have only a given number of races. I'd like vanilla dwarfs, vanilla humans, vanilla elfs and centaurs, instead of having all the dwarf, human an elf castes, and so on. How can I remove them? Also, how can I remove a certain megabeast? For instance, I'd like to have only red dragons, instead of having wyverns and frost wyrms.

      Thank you for the help.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Deon on April 11, 2011, 01:49:50 pm
      You can remove races by removing appropriate entity files (like entity_demons.txt) in the /raw/objects/, and if you want to rename keepers to humans and sylvan to elves, open /raw/objects/creature_genesis.txt and rename them :).

      The same way, if you want to remove specific beasts it's a bit harder, but still doable. Open creature_genesis_beast.txt and remove them from there.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Strange guy on April 11, 2011, 01:52:42 pm
      Here's a quick attempt I made, it removes all dwarf castes but stone dwarfs, all elves but one closest to vanilla, many races, nords, wyverns and frost wyrms (http://www.mediafire.com/?3yrkzpsm29ohuui)

      It replaces the standard object files if you want to use it, but someone else could easily do better in future as you could probably do with Deons advice. In fact I probably will because I too dislike the number of races and dwarf castes, though I still like some of the new ones and will probably end up leaving the 3 most mundane dwarf castes or something like that.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Alarion on April 11, 2011, 01:54:52 pm
      Deon, are the ceramics reactions hardcoded or moddable? And if so, does that mean I can never get them in my pre-ceramics-generated fort? As of now, I can collect clay with my kilns but not actually make any porcelain, despite having tons of kaolinite. Bricks just aren't the same. And it doesn't show up in red like if you lack fuel for smelting, it's just not there. What can I do?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: utuki on April 11, 2011, 02:46:49 pm
      Deon, are the ceramics reactions hardcoded or moddable? And if so, does that mean I can never get them in my pre-ceramics-generated fort? As of now, I can collect clay with my kilns but not actually make any porcelain, despite having tons of kaolinite. Bricks just aren't the same. And it doesn't show up in red like if you lack fuel for smelting, it's just not there. What can I do?
      Try to sync your savegame with world tinker http://www.bay12forums.com/smf/index.php?topic=67059.0

      You have to START a 3.24b to fix the wax crafts keepers' bug. However you can go to war with them to stop their caravans if you want to play on 3.24.
      How to start a war ? it would take a lot of killed caravans ingame ... i tried making them evil in raws but that didnt work
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Alarion on April 11, 2011, 03:47:53 pm
      Deon, are the ceramics reactions hardcoded or moddable? And if so, does that mean I can never get them in my pre-ceramics-generated fort? As of now, I can collect clay with my kilns but not actually make any porcelain, despite having tons of kaolinite. Bricks just aren't the same. And it doesn't show up in red like if you lack fuel for smelting, it's just not there. What can I do?
      Try to sync your savegame with world tinker http://www.bay12forums.com/smf/index.php?topic=67059.0
      Thanks, that worked for other things - silly me to not realise that "bricks" meant "porcelain" at the kiln ;) But the utility worked perfectly, haven't seen any trouble coming yet. Good stuff thus :)

      EDIT: Um... not sure, but a milker with the masonry labor enabled took a single stack of ash to my Magma Kiln and started churning out Brick Blocks by the dozens. No porcelain in sight. Maybe I'm doing something wrong...? :/
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: TomiTapio on April 11, 2011, 04:36:24 pm
      You have to START a 3.24b to fix the wax crafts keepers' bug. However you can go to war with them to stop their caravans if you want to play on 3.24.
      How to start a war ? it would take a lot of killed caravans ingame ... i tried making them evil in raws but that didnt work

      Hmm maybe one could remove the "caravan comes" thing from the keepers, to prevent crash. Try deleting "   [PROGRESS_TRIGGER_TRADE:1]" from entity_keepers.txt! (in a duplicate of your savegame.)

      Ceramics seem moddable.
      Looks like the porcelain reaction is in inorganic_stone_genesis.txt,
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: pieisgoo on April 11, 2011, 04:43:04 pm
      First of all, Deon you have done a fantastic job with this mod.

      Secondly, I know this might not be the place for it, but would anyone want to play a Genesis Mod succession game? I wanted to ask here first before starting a topic to see if anyone would actually want to play.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Daff on April 11, 2011, 04:50:24 pm
      I could be interested in such a thing :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: asfghn on April 11, 2011, 04:52:28 pm
      Genesis Mod succession game
      OH MY GOD, SIGN ME UP
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Daff on April 11, 2011, 04:55:15 pm
      I have a feeling I'm not the only one spending way too much time lurking around this thread :D

      But yeah a succession game would be pretty awesome.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: asfghn on April 11, 2011, 04:56:36 pm
      I have a feeling I'm not the only one spending way too much time lurking around this thread :D
      Shhh you. I only check Genesis obsessively every time I'm at the computer. :P

      Edited for a few general, not-really-Genesis-specific/tangentially-related questions I've been kicking around:

      What, out of curiosity, is required to make a race adventurer-able? I know basically what tags would be helpful—[CAN_LEARN], [CANOPENDOORS], and so on—but I'm sure I've not thought of everything. I was browsing the D4Dwarf articles on The Wiki last night when I ran across this lovely guy (http://df.magmawiki.com/index.php/Âsax), and thought it might be pretty cool to make cave swallowmen selectable as an Adventurer race.

      Plus, for my personal raws, the possibilities would be endless. :P

      Secondly: There is a beautiful tileset (http://www.bay12forums.com/smf/index.php?topic=49479.0) that I believe is, unfortunately, quite dead. Now, I've been able to sort of clumsily 'update' it by messing with the graphics and adding in new creature tiles copied from Ironhand or Phoebus (depending on which I like better) and figuring out the positioning manually, but since I've discovered the raw tile selector Deon linked a while back, I've been wondering: how would I go about updating it fully to the current vanilla version? Specifically, I'd like a copy of Genesis juryrigged to have Goldplated as the tileset, insofar as Goldplated exists (so I'd have to 'borrow' tiles from another set for things it doesn't cover). Is this possible, and how would I go about doing it?

      Long post is loooong. P:
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: utuki on April 11, 2011, 05:02:34 pm
      You have to START a 3.24b to fix the wax crafts keepers' bug. However you can go to war with them to stop their caravans if you want to play on 3.24.
      How to start a war ? it would take a lot of killed caravans ingame ... i tried making them evil in raws but that didnt work
      Hmm maybe one could remove the "caravan comes" thing from the keepers, to prevent crash. Try deleting "   [PROGRESS_TRIGGER_TRADE:1]" from entity_keepers.txt! (in a duplicate of your savegame.)

      trade removing didnt work but removing their intellegence did! caravan came but it didnt crash so far and i am at war with them  :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Alarion on April 11, 2011, 06:45:20 pm
      Bleh, this is getting kinda tiresome. Now I used TomiTapio's raws and tried syncing them with World Tinker, but something's just not working. Got the error Missing Inorganic Gloss: IRON_HARD... sounds odd. Before that I got the same thing with cave agave and stuff, but that was more because Phoebus had changed the tiles for his own tileset. Any more ideas or should I just give up trying?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: SirAaronIII on April 11, 2011, 06:55:21 pm
      What, out of curiosity, is required to make a race adventurer-able?
      Something like [INDIV_CONTROLLABLE], I believe. There's probably some other stuff you'll have to change too.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: pieisgoo on April 11, 2011, 09:01:17 pm
      Just so no-one misses it here's a link to the Genesis Mod succession game.
      http://www.bay12forums.com/smf/index.php?topic=82128.0 (http://www.bay12forums.com/smf/index.php?topic=82128.0)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Deon on April 12, 2011, 01:45:32 am
      Bleh, this is getting kinda tiresome. Now I used TomiTapio's raws and tried syncing them with World Tinker, but something's just not working. Got the error Missing Inorganic Gloss: IRON_HARD... sounds odd. Before that I got the same thing with cave agave and stuff, but that was more because Phoebus had changed the tiles for his own tileset. Any more ideas or should I just give up trying?
      You'd better use WinMerge, programs cannot sync such amount of little differences. You try to update from a VERY old version, so there're tons of differences.

      Deon, are the ceramics reactions hardcoded or moddable? And if so, does that mean I can never get them in my pre-ceramics-generated fort? As of now, I can collect clay with my kilns but not actually make any porcelain, despite having tons of kaolinite. Bricks just aren't the same. And it doesn't show up in red like if you lack fuel for smelting, it's just not there. What can I do?
      Try to sync your savegame with world tinker http://www.bay12forums.com/smf/index.php?topic=67059.0
      Thanks, that worked for other things - silly me to not realise that "bricks" meant "porcelain" at the kiln ;) But the utility worked perfectly, haven't seen any trouble coming yet. Good stuff thus :)

      EDIT: Um... not sure, but a milker with the masonry labor enabled took a single stack of ash to my Magma Kiln and started churning out Brick Blocks by the dozens. No porcelain in sight. Maybe I'm doing something wrong...? :/
      If you update from the old version where there were no porcelain reactions, you wouldn't be able to get them without world tinker. Also I believe those "endless bricks" were a placeholder for claymaking (stone + ash + maybe something else) which were removed with the addition of clay in vanilla.

      Just so no-one misses it here's a link to the Genesis Mod succession game.
      http://www.bay12forums.com/smf/index.php?topic=82128.0 (http://www.bay12forums.com/smf/index.php?topic=82128.0)
      You will have to update it somehow when I release the new version :).

      I've decided to add 10-20 placeholder reactions and a few placeholder buildings for the next version. I will just make the reactions to appear nowhere, but whenever I will get a need for another reaction, it will be avaliable without regen.

      Secondly: There is a beautiful tileset (http://www.bay12forums.com/smf/index.php?topic=49479.0) that I believe is, unfortunately, quite dead.
      The author is definitely not dead, I've seen him on russian DF forums not so long ago. Probably he's busy with something else.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Daff on April 12, 2011, 02:52:17 am
      Deon do you have any idea of when you'll be ready with the next release?

      Any sort of clue would be nice, will it be hours? days? weeks? months? :D

      ps. I understand if you'd rather not tie yourself to any time limits, so that's fine too :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Deon on April 12, 2011, 03:11:16 am
      Deon do you have any idea of when you'll be ready with the next release?

      Any sort of clue would be nice, will it be hours? days? weeks? months? :D

      ps. I understand if you'd rather not tie yourself to any time limits, so that's fine too :)
      Probably 1-2 days. I am generally busy during the work days and I have my free time during the last days of a week.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: MasterMorality on April 12, 2011, 03:14:12 am
      I think I'll update my version when you next release, seems that Toady has slowed down with the 'here's an-here's a-here's a- here's an update...' thing (which was pretty awesome).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Deon on April 12, 2011, 03:15:33 am
      Secondly: There is a beautiful tileset (http://www.bay12forums.com/smf/index.php?topic=49479.0) that I believe is, unfortunately, quite dead. Now, I've been able to sort of clumsily 'update' it by messing with the graphics and adding in new creature tiles copied from Ironhand or Phoebus (depending on which I like better) and figuring out the positioning manually, but since I've discovered the raw tile selector Deon linked a while back, I've been wondering: how would I go about updating it fully to the current vanilla version? Specifically, I'd like a copy of Genesis juryrigged to have Goldplated as the tileset, insofar as Goldplated exists (so I'd have to 'borrow' tiles from another set for things it doesn't cover). Is this possible, and how would I go about doing it?
      You ask me and make puppy eyes (any webcam works) and I do it :P.
      http://dffd.wimbli.com/file.php?id=4201

      There may be some inconsistencies, but I tried to make everything as it should be (added bogeymen/night creature graphics, replaced "dead trees" with appropriate bridge ends etc.).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Patchouli on April 12, 2011, 03:24:18 am
      Just S-T alone make up about 1/5th of the DF dictionary, which means I don't want to really deal with it for now.

      Will work on H-I.

      It's going to take me a lot longer now that the week's started with school and work.

      So we're now at:
      A-B
      J-R
      U-Z
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Deon on April 12, 2011, 03:32:03 am
      That's great, man, and don't bother with S if you don't want to, I can work on it this weekend.

      And I think "Kawa" is better than "gawa" for the reason you provided: because of names, but it's not a big deal so both words work.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Patchouli on April 12, 2011, 03:43:34 am
      I'll help out with S too if no one's picked it up by the weekend.

      Uh, yeah, also I decided I'll just resend you all the stuff I translated again when I'm done, because I keep revising stuff.

      I've genned a medium world with ~15000 figures, and only 3 orcs have river in their name, and only 1 had it as the first part of the last name, so it's really up to you.

      It's really in my best interest to try to find a workaround, so I'll give you a heads up if I do.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: TomiTapio on April 12, 2011, 05:57:37 am
      The logbooks of Lakedike continue...

      Part 1 the beginning, posted earlier:
      Spoiler (click to show/hide)

      Part 2 the slaughter
      Spoiler (click to show/hide)

      (modding talk: made demons faster, speed 700. Maybe demons should come even later, as serpentfolk(only population trigger) came much later than them. Why only male demons made of toughmaterials? I'll give them some bite/dodge skills.)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: rainekage on April 12, 2011, 06:02:24 am
      Have learned to adapt to the iron bug (Actually, I'm no longer assuming it's a bug, but a "feature")

      Will have to check in on that succession game at times (Can't do it myself, I have work), hoping there will be some good stories.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Deon on April 12, 2011, 06:18:40 am
      What do you mean by an iron "bug"? Steelmaking is a bit longer in Genesis since you have to process iron first, otherwise it was too easy.

      Quote from: TomiTapio
      ..
      migrants to 68. haul enemy armors.
      mid-autumn 11th flayer ambush! Lost hunter. That's it, we're walling off!
      mood: artifact begun. CRASH.
      ..
      migrants to 68.
      wall off, lift burrow restriction, make goods&armor stockpile, cRASH!
      ..
      migrants right into flayer ambush.
      keeper knight slays gazelles. flayers hang around, area-blasting. CRASH!
      Next time something like this happens (something triggering a crash quite reliably) could you keep the save and send it to me? I would try to play around with raws and try to figure it out.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Lupusater on April 12, 2011, 10:45:32 am
      Indicatively, when will the ASCII version be up? I've tried playing with graphics, and I can't find anything...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: utuki on April 12, 2011, 11:11:42 am
      What do you mean by an iron "bug"? Steelmaking is a bit longer in Genesis since you have to process iron first, otherwise it was too easy.
      Probably that there was no pure iron in 3.24 ? After updating raws to 3.24b i saw it for first time. And my game keeps crashing too :( Probably still because of keepers but i dont want to start a new fort now, trying to play in adventure mode
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Deon on April 12, 2011, 11:20:45 am
      There're obviously some crashes in vanilla .25 and some stuff which causes crashes due to my mod too (which shouldn't because there're no errors), so if you encounter a crash, please keep a save and upload it to DFFD. This way we could show it to Toady so he could fix it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Setharnas on April 12, 2011, 11:23:01 am
      I seem to have a problem getting weight sets and obstacle courses to work (haven't built any other shops with boulder-reactions). I would have guessed they don't need any specific stuff besides maybe some rock right off my refuse dump... What am I missing? (3.24b, no TTF, no cave-ins, shaft down to the caves dug and sealed, but otherwise risking an uprising for reasons of hardly-anything-to-do)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Deon on April 12, 2011, 11:30:28 am
      It should tell you what are you missing when you try to build one

      The weight set needs 2 buckets, 3 blocks and 1 metal bar. The obstacle course needs 4 building materials (boulders/logs).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Setharnas on April 12, 2011, 11:37:40 am
      Sorry, I was unclear in my description. Building them is not the problem - the reactions are red, even though I don't see what I would need as reagent, other than "stones" (of which I believe to have more than enough...).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Deon on April 12, 2011, 11:42:03 am
      Weird, those are simple boulders. Does it not accept boulders? I doubt you have none. Honestly it is there just to make a reagent/product (because now the products are needed to make skill gains).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Setharnas on April 12, 2011, 11:46:59 am
      Yeah, that's one of the few mod development breakthroughs I happened to notice during my DF break (last version I played was Genesis 3.16). This game is right out of the archive you uploaded, not manually merged or anything - and it really stumps me that I cannot find any other post with a similar problem. Want an upload?

      Oh, and thank you for the lightning responses, if only every support staff was as great as the DF community!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: utuki on April 12, 2011, 12:36:10 pm
      Found a bug: magma blast furnace takes iron ore, should take pure iron ore.
      Doesnt this reaction break metalworking balance ? It looks like no other iron or steel reactions are needed if you have iron ore and flux.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: SandyDorf on April 12, 2011, 12:53:23 pm
      G'day Deon!

      I am really loving your mod :) I am having a bit of trouble (bugs) though so I thought I'd post them here.

      1) I was repeatedly crashing in the second year, even with restarts. Always in summer. After much frustration I have found that after the game crashes the last line in gamelog.txt is "A keeper caravan from Wastrees Amed has arrived." The only things I have changed from the latest version is to have 'make stone arrows' produce gypsum boulders, removed flux from the iron reactions and made more ore come from 'grind worthless rocks'. (I had to do this due to the second problem). Would that be affecting it? I have true type turned off due to the bugs it causes so that isn't it.

      Nevermind. I just discovered you have put out version b with the keepers problems fixed :o . This is quite probably the first time I have reported a bug to find it already fixed. Consider me impressed!

      2) No ore. I am not sure what is going on with this. The site finder says shallow metals, deep metals and flux, but the only special stuff I find are gems. I have yet to try another site to check (restarted the current one several times with a back up save to build better) But I have strip mined this 4x4 site and found nothing. Alas I am on linux so I can't use reveal.exe. Most likely not be your fault as no-one else is complaining, I will try regening with the phobius and a very low mineral param to see if that helps.

      3) Rock bolts and rock arrows don't get stored in the ammo stockpile, or anywhere for that matter. On the bright side, you can mass dump them on the ramparts, de-forbid them, and they won't get hauled away.

      I will try replacing my changed reaction files with the original and see if I still get the crash, If so, I will get a save closer to the arrival of their caravan for you to look at. I will also try starting again with the Phobius version and see how that goes.


      Thankyou for your work and awaiting your response,
       - Sandy.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: TomiTapio on April 12, 2011, 12:55:15 pm
      Deon, I just had an idea for a superior dog. Faedog. A double-speed fantastic bulldog, always catches up to the kobold thieves but very expensive to embark with (1700 when wool-making mammoth is 1500). Two years to grow to adult.

      Please, could you make a KILN reaction for me: burn plant fiber clothes. If generic one can't be made, pig tail ropereed cotton for starters. Also a new reaction "get rid of ash" (scatter outdoors) produced by cremation and clothesburning.

      What if making a crucible required Iron or Bronze? Then you'd melt gear or wait for purchase, before could make flux-assisted steel. Bah or embark with one iron, now it sounds like a bad idea.

      Also I'd like a reaction that used up all the crap blood the traders bring.

      Edit2: made the Faedogs, emailed to Deon.

      Weird, those are simple boulders. Does it not accept boulders? I doubt you have none. Honestly it is there just to make a reagent/product (because now the products are needed to make skill gains).
      it really stumps me that I cannot find any other post with a similar problem. Want an upload?
      I remember someone said they made boulders for some purpose, using "dismantle stone coffer".
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Daff on April 12, 2011, 12:57:58 pm
      Found a bug: magma blast furnace takes iron ore, should take pure iron ore.
      Doesnt this reaction break metalworking balance ? It looks like no other iron or steel reactions are needed if you have iron ore and flux.

      This is why I was a bit supprised when Deon made it more effective, getting steel straight from ore was worth using the old version. Now it's a bit too good since it's more effective than other forms as well as giving you steel from ore. It still takes a lot of time to make a batch but I don't know. It's not gamebreaking, just better than the other options if you're making lots of steel.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: utuki on April 12, 2011, 01:04:51 pm
      G'day Deon!

      I am really loving your mod :) I am having a bit of trouble (bugs) though so I thought I'd post them here.

      1) I was repeatedly crashing in the second year, even with restarts. Always in summer. After much frustration I have found that after the game crashes the last line in gamelog.txt is "A keeper caravan from Wastrees Amed has arrived." The only things I have changed from the latest version is to have 'make stone arrows' produce gypsum boulders, removed flux from the iron reactions and made more ore come from 'grind worthless rocks'. (I had to do this due to the second problem). Would that be affecting it? I have true type turned off due to the bugs it causes so that isn't it.

      Nevermind. I just discovered you have put out version b with the keepers problems fixed :o . This is quite probably the first time I have reported a bug to find it already fixed. Consider me impressed!
      Its known bug in non-b version, i got around by : removing intelletence from keepers, making them evil instead of benighn and removing their trade caravans. First two are in creature raw third in entity(possible third isnt needed, i didnt check)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: SandyDorf on April 12, 2011, 01:23:24 pm
      Just started again and realized one bug that only affects linux users; Linux is more strict with capitalization so it complains that df can't find 'orcs.png'. Renaming /raw/graphics/orcs.PNG to orcs.png solves this.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Setharnas on April 12, 2011, 02:55:56 pm
      Weird, those are simple boulders. Does it not accept boulders? I doubt you have none. Honestly it is there just to make a reagent/product (because now the products are needed to make skill gains).
      it really stumps me that I cannot find any other post with a similar problem. Want an upload?
      I remember someone said they made boulders for some purpose, using "dismantle stone coffer".

      Thank you. I came back to the thread to report that I can use the reactions now, though I still don't have a clue why. I have not paid close enough attention to backtrack it either during my first werewolf siege... (some megabeast giant even came visiting and decided to try to help me fight the furries - his bones will make a nice stack of bolts to help with the next siege...)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Daff on April 12, 2011, 03:18:03 pm
      Ah, using the bones of your fallen enemies to kill more of your enemies, just one of the small things that makes DF such fun :)

      I actually had something I was supposed to ask about but I forgot... ah well :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Alarion on April 12, 2011, 03:54:46 pm

      Also I'd like a reaction that used up all the crap blood the traders bring.

      Looked at my old posts for no reason and came across this:

      I always add [EDIBLE_COOKED] to blood in my fortresses.  Might as well put those barrels of blood the humans keep bringing me to some use.
      Wait, you can do that? Just add the tag to "material_template_default.txt" in the raws folder?
      Yep, just open material_template_default.txt, go to the entry for [MATERIAL_TEMPLATE:BLOOD_TEMPLATE], and add the line [EDIBLE_COOKED] somewhere near the end.  You can now use blood as a liquid ingredient in prepared meals, with the same restrictions as other cookable liquids like syrup or booze.  Sadly, adding [EDIBLE_COOKED] to [MATERIAL_TEMPLATE:STONE_TEMPLATE] doesn't allow you to make minced gneiss biscuits, so there's something hard-coded in what materials can be considered edible.

      Try it?

      Weird, those are simple boulders. Does it not accept boulders? I doubt you have none. Honestly it is there just to make a reagent/product (because now the products are needed to make skill gains).
      it really stumps me that I cannot find any other post with a similar problem. Want an upload?
      I remember someone said they made boulders for some purpose, using "dismantle stone coffer".

      That would be me. Have yet to test it though, after all the mess with my versions.

      Also, my version number on the old save is something like 31.16, and I'm quite stumped as to how I'm supposed to merge it with the current version, what with all the new things (ceramics, beekeeping and wool being the most obvious ones...) but I also like the fort so I don't want to regen unless I really have to. I've tried dfWorldTinker and WinMerge, but I must be doing something wrong. Is there a kind soul out there who could explain to me how I was to go about such an endeavour, or at least point me in the right direction? Thanks if so =)

      Oh, and Deon, creature descriptions would be nice for the wiki, or rather, the manual. I can help do it if you want, I'm often interested in exactly what properties the strange monsters that attack me have, and now it's more trial and error than any fact-based thing. Do you want/need help with this, and if so, how can I do it? I think your mod is great, and the Ironhand tileset has gotten so pretty now! Especially engravings and materials... oh, they're so good ^^

      //A, happy
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: utuki on April 12, 2011, 04:14:15 pm
      Also, my version number on the old save is something like 31.16, and I'm quite stumped as to how I'm supposed to merge it with the current version, what with all the new things (ceramics, beekeeping and wool being the most obvious ones...) but I also like the fort so I don't want to regen unless I really have to. I've tried dfWorldTinker and WinMerge, but I must be doing something wrong. Is there a kind soul out there who could explain to me how I was to go about such an endeavour, or at least point me in the right direction? Thanks if so =)

      Copy new raws over save raws (or try to delete save raws first or use winmerge), run worldtinker and sync it. Its supposed to work that way at least ...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Deon on April 12, 2011, 04:14:56 pm
      You can just paste a wall of text you want added to the manual, and it will be added.

      Also, my version number on the old save is something like 31.16, and I'm quite stumped as to how I'm supposed to merge it with the current version, what with all the new things (ceramics, beekeeping and wool being the most obvious ones...) but I also like the fort so I don't want to regen unless I really have to. I've tried dfWorldTinker and WinMerge, but I must be doing something wrong. Is there a kind soul out there who could explain to me how I was to go about such an endeavour, or at least point me in the right direction? Thanks if so =)

      Copy new raws over save raws (or try to delete save raws first or use winmerge), run worldtinker and sync it. Its supposed to work that way at least ...
      Eh, it would remove a lot of stuff which was existing back then... So I'd suggest to run two forts at once if you don't want to stop the old one or something like that :P.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: utuki on April 12, 2011, 04:41:58 pm
      Eh, it would remove a lot of stuff which was existing back then... So I'd suggest to run two forts at once if you don't want to stop the old one or something like that :P.
      Its probably possible to carefully add new reactions with winmerge to raws and then sync them to world. But that would be a long fun game by itself :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Jeoshua on April 12, 2011, 04:50:16 pm
      Cooked blood.

      Sorry, I have [ETHIC:KEEP_KOSHER:ESPECIALLY_IF_BLOOD]
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Alarion on April 12, 2011, 04:52:48 pm
      You can just paste a wall of text you want added to the manual, and it will be added.

      I will! How do I find all the relevant data for the new creatures and so on, is there a specific list somewhere on what is new and included, so I can start from something? I just would like to get it going so I can let the manual and not my gut instinct decide on how dangerous a Lost Adventurer is... (first time I met one, I was like "oh, that's probably really wussy; I'll send a recruit down to deal with it... and then it promptly bit the poor dwarf's head off and continued on to slaughter half a dozen people. Kind of scary, so now I always approach unknown monsters (=not on the wiki) with extreme caution. It works alright at least for now, but still, I'd like to get the data down. ;))

      Also, my version number on the old save is something like 31.16, and I'm quite stumped as to how I'm supposed to merge it with the current version, what with all the new things (ceramics, beekeeping and wool being the most obvious ones...) but I also like the fort so I don't want to regen unless I really have to. I've tried dfWorldTinker and WinMerge, but I must be doing something wrong. Is there a kind soul out there who could explain to me how I was to go about such an endeavour, or at least point me in the right direction? Thanks if so =)

      Copy new raws over save raws (or try to delete save raws first or use winmerge), run worldtinker and sync it. Its supposed to work that way at least ...
      Eh, it would remove a lot of stuff which was existing back then... So I'd suggest to run two forts at once if you don't want to stop the old one or something like that :P.

      Yeah, that's what I figured too. I spent literally most of the night yesterday trying to make it work (and lost about 6 hours of potential sleep time in doing so - going to bed at 05.30 am is not something I recommend for repeating several times in a row...) and just finally went "ah, heck, I could just create a new world if I want the new things so badly", which I'm most likely also gonna do. It was just that the old one was located on a nice warm ocean beach, had a huge moat with four working drawbridges and windmill-powered pumps to fill it with water, a three-story stone wall around all the land that wasn't ocean beach, several magma workshops and stores, finished goods and metal by the hundreds, huge amounts of engravings and an artifact cabinet (+an artifact backpack, a large underground reservoir powered by an aquifer, a waterfall and a floodgate, plus THREE legendary tanners, all immigrants...) and was also the first time that I've ever managed to get past the third cavern layer and into an adamantine vein. Seems like a waste of a good fort to just let it go away... but I also wanna try out the new features, hence my obsession with kaolinite and other old reaction thingies, because I really wanna keep playing it! Or I'll just get a new world and try it out to see what it entails. Can't be that much of a difference, now can it? *ogles porcelain jugs longingly...* .

      //A, enthusiastic
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Daff on April 12, 2011, 05:14:07 pm
      I will! How do I find all the relevant data for the new creatures and so on, is there a specific list somewhere on what is new and included, so I can start from something? I just would like to get it going so I can let the manual and not my gut instinct decide on how dangerous a Lost Adventurer is... (first time I met one, I was like "oh, that's probably really wussy; I'll send a recruit down to deal with it... and then it promptly bit the poor dwarf's head off and continued on to slaughter half a dozen people. Kind of scary, so now I always approach unknown monsters (=not on the wiki) with extreme caution. It works alright at least for now, but still, I'd like to get the data down. ;))

      I think the best way to do this would be reading the raws and making a summary of the creature in the manual. Propably the simplest way would be to just copy the description for the creature and then adding a list of characteristics like size, feels no pain, poison (type and effects), organic / inorganic and possibly some sort of threat evaluation etc.


      Also cooking blood would be logical, plenty of blood based dishes IRL as well.

      EDIT: I also think a sort of bestiary like this would be a great addition to the manual. Ofcourse it's a lot of work to go trough the creature raws and write up the stuff but I suppose it shouldn't be very hard, just a lot of work.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Jeoshua on April 12, 2011, 05:18:07 pm
      Let the Elves cook Au Jous.  Why the hell are they bringing your dwarves barrells of their sacred animals' blood anyways? At least do them the honor of a bit of glaze and a hearty blend of herbs and seasonings.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Daff on April 12, 2011, 06:48:26 pm
      Elves have more or less blue and orange morality (http://tvtropes.org/pmwiki/pmwiki.php/Main/BlueAndOrangeMorality) so them bringing you animal blood is just as logical as them bringing logs and wooden items or getting upset about you trying to sell their wooden items back to them.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Jeoshua on April 12, 2011, 06:50:22 pm
      must... not... click... know... it's... a.... trap (http://tvtropes.org/pmwiki/pmwiki.php/Main/ObviousTrap)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Daff on April 12, 2011, 07:00:46 pm
      I just love how it's easy to spend a few hours reading articles after clicking on a few "see also" (http://tvtropes.org/pmwiki/pmwiki.php/Main/SchmuckBait) or "compare" (http://tvtropes.org/pmwiki/pmwiki.php/Main/DroppedABridgetOnHim) links.

      Brilliant site :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: asfghn on April 12, 2011, 07:10:46 pm
      Secondly: There is a beautiful tileset (http://www.bay12forums.com/smf/index.php?topic=49479.0) that I believe is, unfortunately, quite dead. Now, I've been able to sort of clumsily 'update' it by messing with the graphics and adding in new creature tiles copied from Ironhand or Phoebus (depending on which I like better) and figuring out the positioning manually, but since I've discovered the raw tile selector Deon linked a while back, I've been wondering: how would I go about updating it fully to the current vanilla version? Specifically, I'd like a copy of Genesis juryrigged to have Goldplated as the tileset, insofar as Goldplated exists (so I'd have to 'borrow' tiles from another set for things it doesn't cover). Is this possible, and how would I go about doing it?
      You ask me and make puppy eyes (any webcam works) and I do it :P.
      http://dffd.wimbli.com/file.php?id=4201

      There may be some inconsistencies, but I tried to make everything as it should be (added bogeymen/night creature graphics, replaced "dead trees" with appropriate bridge ends etc.).
      sdlfkjkahsdgkajdsfgh PUPPY EYES PIC FORTHCOMING :P ♥♥♥

      tangentially related: noooooooooooooooo (http://tvtropes.org/pmwiki/pmwiki.php/Main/TVTropesWillRuinYourLife)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Daff on April 12, 2011, 07:34:17 pm
      Deon you mentioned earlier in the thread (can't find the post right now) that you'll add placeholder reactions and workshops in the next versions.

      Will these workshops be available for construction even without the actual reactions ready? And if they are could you include a list of workshops that are actually doing something in the release notes / manual / forum post? :D


      Also, is everyone a troper here? (http://tvtropes.org/pmwiki/pmwiki.php/Main/ParanoiaFuel)  :o
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: SirAaronIII on April 12, 2011, 07:40:37 pm
      Deon you mentioned earlier in the thread (can't find the post right now) that you'll add placeholder reactions and workshops in the next versions.

      Will these workshops be available for construction even without the actual reactions ready? And if they are could you include a list of workshops that are actually doing something in the release notes / manual / forum post? :D


      Also, is everyone a troper here? (http://tvtropes.org/pmwiki/pmwiki.php/Main/ParanoiaFuel)  :o
      Yes. (http://tvtropes.org/pmwiki/pmwiki.php/Main/IAmLegion)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: TomiTapio on April 12, 2011, 08:14:25 pm
      Thanks for the blood cooking tag, I had forgotten it could be done that way. I thought more like 2 barrels of blood into one bag of dried blood dust (make dye and flour versions!)
      "Make dye from blood" and "Make nourishing flour from blood". We have blood pancakes (veriletut) in Finland, and one region has "black" blood sausages.

      that the old one was located on a nice warm ocean beach, had a huge moat with four working drawbridges and windmill-powered pumps to fill it with water, a three-story stone wall around all the land that wasn't ocean beach, several magma workshops and stores, finished goods and metal by the hundreds, huge amounts of engravings and an artifact cabinet (+an artifact backpack, a large underground
      Here's a suggestion: backup it, abandon it, put new raws into the save, embark (maybe non-reclaim) on site and hope it works. Keeps location and walls and digging and workshops.
      Or you can use old save's worldgen seeds (in logfile or in exported info) and get the exact same world, except history has gone differently thanks to combats going differently.

      Getting to magma sea is easy if your caves are 4 levels high like mine, and not 20 levels high like the default settings.
      Spoiler (click to show/hide)

      Also, is everyone a troper here? (http://tvtropes.org/pmwiki/pmwiki.php/Main/ParanoiaFuel)  :o
      No. I am a Flickrite and a partial deviantArtist. Also a KGS (Kiseido Go Server) noob. But I gotta know about some tropes, especially gainaxing (http://tvtropes.org/pmwiki/pmwiki.php/Main/Gainaxing).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: rainekage on April 12, 2011, 10:29:46 pm
      Sorry Deon and Tomi, I was about to embark on a volcano and test the steel-making process...then I found an epic waterfall biome...etcetcetc

      ....Will update with the steel production in a minute.

      EDIT:  Okay, found out the problem.  Caught one when it said I didn't have iron bars to build a blast furnace.

      Well I did - Pure iron bars.  The problem is, Genesis (at least, the version last released on DFFD) won't accept pure iron for the creation of the blast furnace, or the creation of steel through the finishing forge or the crucible.  You have to create just normal "iron" at the finishing forge before it will let you do any of the other reactions.

      So, shortly, it's adding an extra step.  Before doing anything, you have to turn pure iron into iron.

      Found a bug: magma blast furnace takes iron ore, should take pure iron ore.
      Doesnt this reaction break metalworking balance ? It looks like no other iron or steel reactions are needed if you have iron ore and flux.


      This should be roughly what I was saying.  Pure iron's only reaction is to harden it to normal iron - if I'm reading the ironworks tutorial right (and that it's been right since the chart was made), steel reactions should require pure iron, not normal.  Right now everything has to be hardened from pure into normal iron, then into steel via blast furnace, crucible, or finishing forge.  It's adding an extra step, basically.

      Guess I was rambling about waterfalls so much that nobody saw the actual edit about the bug - provided it's not supposed to be that way now (Maybe I missed a page where it was decided that was more balanced).

      Edit: Wait, Bridget has his own trope?  Great, now I'm stuck on tvtropes.  *click* *click* *click*
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Deon on April 13, 2011, 12:00:11 am
      Yeah, the blast furnace should take pure iron ore, not iron ore. I will release a patch, probably this evening, with placeholder reactions/buildings and fixes for the ironworks (and tetrahedrite :P).

      By the way, I'm tweaking the races' descriptions. With the help of TvTropes (damn you who posted a link!) I've changed sylvan elves' description:

      The Sylvan elves aren't cute little fairy folk who flutter happily around the forest. Sylvan elves don't make children toys or live deep in forests with no interaction with mortals. At best, they would interact with humans and dwarves with either no thought to the consequences of their actions or delight in the mess they're making of mortal lives. At worst, they're doing dangerous things with their nature magic, kidnap children and steal animals' milk. A variety of superstitions were developed to keep the sylvan elves at bay or to pacify them. Salt could keep a baby from being stolen. There were occasions when steel, crosses, sacred symbols and weapon traps scared them away. Depending on the origin of birth, they may also hate the sound of bells. Some people put out offerings of milk or food for them at night.



      I wish I could mod the Wild Hunt into the game :P.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: rainekage on April 13, 2011, 12:14:55 am
      Yeah, the blast furnace should take pure iron ore, not iron ore. I will release a patch, probably this evening, with placeholder reactions/buildings and fixes for the ironworks (and tetrahedrite :P).

      By the way, I'm tweaking the races' descriptions. With the help of TvTropes (damn you who posted a link!) I've changed sylvan elves' description:

      The Sylvan elves aren't cute little fairy folk who flutter happily around the forest. Sylvan elves don't make children toys or live deep in forests with no interaction with mortals. At best, they would interact with humans and dwarves with either no thought to the consequences of their actions or delight in the mess they're making of mortal lives. At worst, they're doing dangerous things with their nature magic, kidnap children and steal animals' milk. A variety of superstitions were developed to keep the sylvan elves at bay or to pacify them. Salt could keep a baby from being stolen. There were occasions when steel, crosses, sacred symbols and weapon traps scared them away. Depending on the origin of birth, they may also hate the sound of bells. Some people put out offerings of milk or food for them at night.



      I wish I could mod the Wild Hunt into the game :P.

      At least for me, the finishing forge and crucible both require iron, not pure iron, as well.  Is this intentional to make steel-working harder?

      Wild Hunt.  Now need to go read the The Dresden Files (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheDresdenFiles) again.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Deon on April 13, 2011, 12:17:07 am
      I was not sure about that, I wanted to make steel making harder, but actually all it does... it just needs more fuel.

      What's your opinion on the subject? I will make sure I decide which way do I want it to be BEFORE the next release, so it's okay :P.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: rainekage on April 13, 2011, 12:57:31 am
      I was not sure about that, I wanted to make steel making harder, but actually all it does... it just needs more fuel.

      What's your opinion on the subject? I will make sure I decide which way do I want it to be BEFORE the next release, so it's okay :P.

      Hmm.  Honestly, adding fuel to it "does" make it harder, since you have to use embark points on more fuel, or spend more time searching for fuel sources on the map, and it takes more time to get to steel.  But once you get a blast furnace up, that becomes moot anyway.

      Argh, this is actually a pretty hard decision.  I like steel being harder, and while this doesn't make it "harder", it does make it more time-consuming.  I'm also unsure how else to make steel-making harder, without adding in a specific stone or metal to supplement it (since it would negate the purpose of having red or black steel, as well as make steel making impossible in many embarks without importation).

      Then again?  I haven't gotten to use the blast furnace much, so I'm not the one to ask on that.  I think if you want to make it more expensive, or more time-consuming, then keep the Pure->Normal->Steel reaction.  But it would only equal the embark points of a spaniel.

      Sorry if that was rambling.  I'd say I'm actually pretty undecided, but am leaning towards Pure-Normal-steel, if only because it makes it more time consuming for early production.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Patchouli on April 13, 2011, 01:25:40 am
      Will work on E-G now. Probably won't get it done until Friday/Saturday though.

      It's starting to wind down to large groups making up each letter.

      I also made a change to one of the entries. Like I said, I'll re-send the full updates list when we've got all the letters.

      EDIT: Decided to work on E also, since it's fairly short.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: TomiTapio on April 13, 2011, 01:52:15 am
      I was not sure about that, I wanted to make steel making harder, but actually all it does... it just needs more fuel.
      What's your opinion on the subject? I will make sure I decide which way do I want it to be BEFORE the next release, so it's okay :P.
      And more fuel is provided by the "1 log stack into 2 charcoal" wood furnace. It does make it harder with the two methods (flux or pig iron) and extra workshops. It's good to let people also choose non-flux sites.
      I hope the need for fuel is driving dorfs to get the trees that grow in the dangerous caverns. And encourages growing your own tower-caps in dug soil caves.

      IRL the biggest redwood trees weigh 500 000 kg; in DF all trees are about 200 kg (but weigh 22-37 kg in-game to fit caravans and haulers) and create one 75 kg table (length 1.2-2.3 m I imagine).

      I like the "pure iron" step, lets you make "pure iron anvils" so can make finishing forges, and export pure iron items (chains, buckets, barrels). I hate the hardcoded 20-60% metal loss the "melt object" command has.
      And "Iron" is actually low-grade steel whereas "steel" is high-grade stuff. But some people will be totally confused by ore->pure iron->iron->pig iron->steel sequence.

      What would make iron and steel harder to get would be to change the ore so iron ores don't yield 100% but 35% metal. Those ore largeclusters are too huge for good game balance.
      Bronze, that is actually hard to get since it requires two metals. Cobalt gear is heavy (slows down your soldiers) but quite plentiful on some maps, and too simple to smelt. Maybe cobalt could require some extra work (fuel, rockgrinder step) since it's not in the vanilla DF.

      EditN: here's a savegame of my current fort, right before bushfire releases lots of caged foes.
      http://dl.dropbox.com/u/8967397/Lakedisk%20autumn%205%20bushfire%20-%20region11.zip (http://dl.dropbox.com/u/8967397/Lakedisk%20autumn%205%20bushfire%20-%20region11.zip)

      Bugger, it's called Lakedike but I failed.

      You know you can just set the blood for dumping, mark the barrel for trading when merchants are at the depot then the dwarves will carry the barrel to the depot and leave a puddle of blood/ichor/venom on the ground?  This should get cleaned up afterwards by a dwarf.
      Thanks. I'd rather "j-m-q use blood as fertiliser" make it go away instead of mark-dump, barrel-to-depot conditional thing.
      I also dislike "build cage, build lever, build link between them, pull lever to release were". So I don't do it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: SandyDorf on April 13, 2011, 02:59:57 am
      G'day Deon.

      Found another error while looking through the raws.
      All of the batch iron works take 6 bars/ore of iron and 4 bars of coal.. except for the magma bars of iron one which takes 6 (900 units) bars of coal.
      I think you meant to put that as 4 bars (600 units).

      File in question is 'reaction_ironworks.txt'
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Torgan on April 13, 2011, 03:42:27 am
      Thanks for the blood cooking tag, I had forgotten it could be done that way. I thought more like 2 barrels of blood into one bag of dried blood dust (make dye and flour versions!)
      "Make dye from blood" and "Make nourishing flour from blood". We have blood pancakes (veriletut) in Finland, and one region has "black" blood sausages.
      There's black pudding in the UK which is blood+oatmeal sausage so it's not too uncommon I guess.

      You know you can just set the blood for dumping, mark the barrel for trading when merchants are at the depot then the dwarves will carry the barrel to the depot and leave a puddle of blood/ichor/venom on the ground?  This should get cleaned up afterwards by a dwarf.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Alarion on April 13, 2011, 04:29:01 am
      Thanks for the blood cooking tag, I had forgotten it could be done that way. I thought more like 2 barrels of blood into one bag of dried blood dust (make dye and flour versions!)
      "Make dye from blood" and "Make nourishing flour from blood". We have blood pancakes (veriletut) in Finland, and one region has "black" blood sausages.

      Same in Sweden.

      that the old one was located on a nice warm ocean beach, had a huge moat with four working drawbridges and windmill-powered pumps to fill it with water, a three-story stone wall around all the land that wasn't ocean beach, several magma workshops and stores, finished goods and metal by the hundreds, huge amounts of engravings and an artifact cabinet (+an artifact backpack, a large underground
      Here's a suggestion: backup it, abandon it, put new raws into the save, embark (maybe non-reclaim) on site and hope it works. Keeps location and walls and digging and workshops.
      Or you can use old save's worldgen seeds (in logfile or in exported info) and get the exact same world, except history has gone differently thanks to combats going differently.

      Getting to magma sea is easy if your caves are 4 levels high like mine, and not 20 levels high like the default settings.
      Spoiler (click to show/hide)


      Thanks for the help :)

      Also,  http://tvtropes.org/pmwiki/pmwiki.php/Main/ParanoiaFuel]is everyone a troper here? (http://[quote author=TomiTapio link=topic=52988.msg2179599#msg2179599 date=1302657265)  :o
      No. I am a Flickrite and a partial deviantArtist. Also a KGS (Kiseido Go Server) noob. But I gotta know about so me tropes, especially gainaxing (http://tvtropes.org/pmwiki/pmwiki.php/Main/Gainaxing).

      http://xkcd.com/609/ ... ;)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Phoebus on April 13, 2011, 04:45:49 am
      If you want to make steel harder to create, it should take more steps, and most likely, more resources to create too.
      You could also require more than just iron and carbon to make the steel.
      Also, actual pure iron should be hard to create, require many steps to gradually purify it.
      Likewise, the grade of steel should be improved in many steps.

      Ore -> Iron + Coal + Flux -> Pig Iron (Grade D)
      Ore -> Iron + Flux -> Pure Iron (Grade D)
      Pig Iron (D) + Pure Iron (D) + Flux + Coal -> 2x Steel (Grade D)

      Pig Iron/Steel (Grade D) + Coal + Flux -> Pig Iron (Grade C)
      Pure Iron/Steel (Grade D) + Flux -> Pure Iron (Grade C)
      Pig Iron (C) + Pure Iron (C) + Flux + Coal -> 2x Steel (Grade C)

      and so on.


      You could also add purification process for fuel and flux, that would split them into separate small bars so you can fine tune the quantity used per step. And add more steps to the whole steel process.
      Fuel -> 3 carbon bars (1/3 normal size each)
      Flux Stone -> 3 flux bars (1/3 normal size each)


      Alternatively, you could add special (fantasy) steel alloys.
      Iron + Aluminum
      Iron + Gold
      Iron + Lead
      Iron + Platinum
      Iron + Silver
      Iron + Adamantium

      For all these options the current version of steel should be lowered in quality significantly (slightly above iron), and more expensive version would progressively move toward the old steel.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Setharnas on April 13, 2011, 05:41:09 am
      I like that. I would also like to see metal be more rare, as in more massive / complicated items using more bars, which would then represent smaller amounts of metal. IIRC, metal yield from ores is typically around 3-5% of the ore mass at most - in DF, it feels much higher. That's true for wood as well: in my current game, my >500 tile storehouse is packed full with stuff - and I haven't even started metal production!

      I'd like bars and logs to represent smaller amounts of materials. If a chair needs one log, a cabinet should use at least three. When you take arrows and bolts into account, both chair and cabinet need even more logs to keep the relation in balance. A whole wall/palisade? ... Yeah. Trouble is, I think constructions are hardcoded in their resource amounts, are they not? That would make any attempt at balancing somewhat futile, as it would look really stupid if a log was worth one wall or a fifth of a table...

      About alloys: I think they should not all be based on iron. A bit of variety is great - that's why I have said before that a "Genesis Forge" would be my dream mod, an integration of Genesis and CivForge (mainly for its sophisticated alchemy system). Of course I can see from Deon's comments that Genesis is already heading that direction, yay! :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Deon on April 13, 2011, 06:48:30 am
      The problem with those is that all of them require iron... Which just negates the variety a lot (especially if you have none on your map), that's why I have different schemes for the alchemy.

      The "pure iron" is not pure per se, it's just that it requires additional hardening to become a weapon-grade material, but I didn't want "hard iron swords" (the shorter, the better), if you have a better idea how to call the "original iron", go ahead and suggest it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Phoebus on April 13, 2011, 06:57:53 am
      The problem with those is that all of them require iron... Which just negates the variety a lot (especially if you have none on your map), that's why I have different schemes for the alchemy.

      The "pure iron" is not pure per se, it's just that it requires additional hardening to become a weapon-grade material, but I didn't want "hard iron swords" (the shorter, the better), if you have a better idea how to call the "original iron", go ahead and suggest it.
      Coarse iron
      Raw iron
      Impure iron

      Edit:
      Slag iron
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Deon on April 13, 2011, 06:58:39 am
      Coarse iron sounds nice...

      When will you make the engraved rounded walls? I can't wait to include them :D.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: rainekage on April 13, 2011, 08:32:04 am
      Fortress defense - I have a long way to go.  Oddly, I can't seem to assign bone bolts to my military, only to hunters.

      This became a problem when a kobold thief nearly severed the legs of my military commander (a marksdwarf), and the dwarf had decided, "Hey, I don't need ammunition, I have a copper crossbow!".  Thanks to Tomi for teaching me that leg armor is the most important armor.

      Was just looking at the adventure mode, and recalled that Deon made it so we can embark as "outsiders" of extinct races.  And noticed "Dark dwarves".

      I don't recall there being a dark dwarven race outside of Civforge.  Was it a bug, or just a race so weak they never, ever make it through worldgen?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Deon on April 13, 2011, 09:27:48 am
      They've always been here, and they are underground dwellers (like cave illithids, ratmen, fishmen etc.). However they have good metal gear.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Ghundio on April 13, 2011, 11:21:23 am
      I like that. I would also like to see metal be more rare, as in more massive / complicated items using more bars, which would then represent smaller amounts of metal. IIRC, metal yield from ores is typically around 3-5% of the ore mass at most - in DF, it feels much higher. That's true for wood as well: in my current game, my >500 tile storehouse is packed full with stuff - and I haven't even started metal production!

      I'd like bars and logs to represent smaller amounts of materials. If a chair needs one log, a cabinet should use at least three. When you take arrows and bolts into account, both chair and cabinet need even more logs to keep the relation in balance. A whole wall/palisade? ... Yeah. Trouble is, I think constructions are hardcoded in their resource amounts, are they not? That would make any attempt at balancing somewhat futile, as it would look really stupid if a log was worth one wall or a fifth of a table...

      About alloys: I think they should not all be based on iron. A bit of variety is great - that's why I have said before that a "Genesis Forge" would be my dream mod, an integration of Genesis and CivForge (mainly for its sophisticated alchemy system). Of course I can see from Deon's comments that Genesis is already heading that direction, yay! :D
      I definitely agree that the metal and wood yield seems unbalanced. But for me the thing that seems wrong with the wood is that you get too little from a log. When you think about it, you just cut down a 100 year old tree or whatever. That a lot of wood. I think the entire wood industry needs some more processing so that it has a more realistic feel to it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Dwarf13 on April 13, 2011, 01:51:09 pm
      Greetings!

      Im still getting that wierd "keepers caravan" bug, even after downloading newer ver, making new world, etc. Game just crashes having caravan arrived on 2-3+ year of a forteress. Thats so frustrating bth  :-\
      Is there any way to remove keepers from my save\fix the bug?
      If you'll request a save, im just going to play from my last save till keeper's caravan arrival and save there.

      TIA.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: TomiTapio on April 13, 2011, 02:11:37 pm
      Utuki says to remove their intelligence.
      Its known bug in non-b version, i got around by : removing intelligence from keepers, making them evil instead of benign and removing their trade caravans. First two are in creature raw third in entity (possible third isn't needed, i didn't check)
      So in creature_genesis.txt in Keepers section, delete
      [INTELLIGENT]
      [BENIGN]
      and in entity_keepers.txt I would delete
         [DIPLOMAT_BODYGUARDS]
         [MERCHANT_BODYGUARDS]
         [PROGRESS_TRIGGER_TRADE:1]
         [PROGRESS_TRIGGER_POP_SIEGE:2]
         [PROGRESS_TRIGGER_PROD_SIEGE:0]
         [PROGRESS_TRIGGER_TRADE_SIEGE:0]
         [ACTIVE_SEASON:SUMMER]
      maybe also delete [USE_ANIMAL_PRODUCTS] (bee products may be the cause).

      Hey Deon, immediate siege from keepers if you start a goblin fortress? Zero means right away?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Deon on April 13, 2011, 02:24:30 pm
      Zero means "not counted at all" now. It was right away in 40d.

      Keepers crash in a world generated in .24b? Damn, I may need to remake their entity from scratch :P. If it's the entity and not some weird animal stuff they bring due to their biomes.

      P.S. Please please please give me a save from 3.24b generated world with a keeper crash.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Torgan on April 13, 2011, 02:26:19 pm
      I think this might be one for Toady but I'll ask anyway.  Now there's so many milled plants->dye reactions in Genesis is there any way to set it so that only plants that are milled into edible items are used?  Usually I set all raw plants that I'm farming to not be used in cooking so that I get the seeds as otherwise I end up running out of seeds or plants to make booze out of.  I usually mill a bunch of stuff so I can use the flour and sugar for roasts of awesome to flog to the traders but at the moment I keep ending up with piles of dye which I don't really use as the clothing industry doesn't seem worth it at the moment.

      I could set up a locked room with a food stockpile that only accepts the plants I want to mill and a quern but I can never be bothered micromanaging stuff to that level really. On a side note, candy and bread cooking into meals are incredibly expensive, I had a masterwork roast for 117k out of some meat, 1 bread and two crystal cane candies.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: TomiTapio on April 13, 2011, 02:46:12 pm
      I keep ending up with piles of dye which I don't really use as the clothing industry doesn't seem worth it at the moment.

      On a side note, candy and bread cooking into meals are incredibly expensive, I had a masterwork roast for 117k out of some meat, 1 bread and two crystal cane candies.
      Hooray, the mushroom dyes I added are making things harder for you! That was the intent, that foraging should get you less food. I should even try making all plants give 2 units instead of 5.
      You just need a "atomsmash dye" reaction from Deon now :´)

      Deon, I'd recommend that bread and candy can't be used as cooking ingredients. Long cat guts bacon on a masterwork bread?
      Yeah it is silly how meals can be totally more valuable than chainmails. That'd make IRL crude steel chainmails cost 1000€ (10-stack of finest fugu/ancientwine meals, 3000€)
      I have reduced dwarves' cooking skill leveling.

      Deon: how about a small hue/shading difference between the different centaur soldiers? Zebra stripes on archers!

      Part three of the Logs of Lakedike:
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Dwarf13 on April 13, 2011, 03:16:01 pm
      Deon, will do.
      What do you need from me - just a region folder and it's contetnts (deons genesis 3.24b Phoebus\data\save\region1) or smthg else?

      TomiTapio, thanks, ill give it a try now.  :o
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: asfghn on April 13, 2011, 05:39:01 pm
      I wish I could mod the Wild Hunt into the game :P.
      ffffffffff, that would be AWESOME ;A; Maybe you could mod Wild Huntsman semi-megabeasts? (I, I haven't actually read the rest of the thread yet, since I had to comment right now on this awesome, so I don't know if it's been suggested already.)

      Also, I like the new sylvan description! It's a lot more... immersive, I think is the word? Makes it feel a bit more 'folklorish' anyway, like you're reading a fairy tale instead of just a stat block. (Does that make any sense?) Anyway, I love all the little superstitions you stuck in. DF is a great framework for this kind of thing! :D

      Also also, as promised: badly lit puppy eyes for Deon! (http://www.omgimages.net/img/5252/112889.png)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: TomiTapio on April 13, 2011, 08:44:04 pm
      I added Warlord's Bonfire Mod (June 2010)
      http://www.bay12forums.com/smf/index.php?topic=58806.0
      into my Genesis. Tested, forest fire started okay. ("b" "w" scroll down to Bonfire, build it, furnaceoperator can do a task inside the 1x1 bonfire workshop.)
      Remember, natural ramps and dug channels stop fire from spreading. Probably traps and built rock floors too.

      Here's my current raws for download.
      http://dl.dropbox.com/u/8967397/Genesis_3.24b_Ironhand_Tomis_inclFaedog_BONFIRES.zip (http://dl.dropbox.com/u/8967397/Genesis_3.24b_Ironhand_Tomis_inclFaedog_BONFIRES.zip)
      and no, you cannot merge into existing world unless you're very skilled in reactions and materials jiggling.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: rainekage on April 13, 2011, 09:28:24 pm
      I added Warlord's Bonfire Mod (June 2010)
      http://www.bay12forums.com/smf/index.php?topic=58806.0
      into my Genesis. Tested, forest fire started okay. ("b" "w" scroll down to Bonfire, build it, furnaceoperator can do a task inside the 1x1 bonfire workshop.)
      Remember, natural ramps and dug channels stop fire from spreading. Probably traps and built rock floors too.

      Here's my current raws for download.
      http://dl.dropbox.com/u/8967397/Genesis_3.24b_Ironhand_Tomis_inclFaedog_BONFIRES.zip (http://dl.dropbox.com/u/8967397/Genesis_3.24b_Ironhand_Tomis_inclFaedog_BONFIRES.zip)
      and no, you cannot merge into existing world unless you're very skilled in reactions and materials jiggling.

      Hmm...  Okay, this is pretty awesome, but not sure how to usefully integrate it into traps. If there were a way to drop enemies into a burning pit, that would be amazing (Not quite as amazing as the "Burn enemies to death while they are drowning" trick, but still pretty good).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: TomiTapio on April 13, 2011, 10:06:28 pm
      Well... if you want some elaborate thing, have a series of three soil-layer rooms that grow grass, and four lever-floodgate doors. Let siegers in... lured by chained puppy... wait how would the dorf lighting the fire go there?
      thinking...
      So you have gobbos in Grassy Room A. Build a balcony and a bonfire on it. Light bonfire, deconstruct one floor section (via dorf or lever), bonfire and its hot item fall to the grassy room, flambé!

      In short, drop the burning onto them. Cave grass should regrow in one season.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: asfghn on April 13, 2011, 11:25:41 pm
      and no, you cannot merge into existing world unless you're very skilled in reactions and materials jiggling.
      dammit Tomi, stop making/implementing awesome stuff that is world-exclusive :P I have never been able to get a Genesis!fort past the three-year mark because of you!

      That bonfire mod looks really cool though. *SIGH* 8<
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: SirAaronIII on April 13, 2011, 11:31:23 pm
      All it does is make your foes die horrible deaths. They already do that.
      Oh, and it cleans your junk up. But atom-smashers do that too.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Hoooooooar on April 13, 2011, 11:56:18 pm
      i just installed this and i thought i was playing kings quest because of the music.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Alarion on April 14, 2011, 02:50:16 am
      i just installed this and i thought i was playing kings quest because of the music.

      It's actually from Warcraft 2. :p I was confused until I realised the music had been changed in the files... but it still makes me associate quite oddly when I listen to it, not to mention that it's one long continuous 17-minute long track, so when you're testing stuff and keep restarting the game it can become kind of tiresome. But it's still cool :)

      //A, at school (not) doing work...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: TomiTapio on April 14, 2011, 03:17:01 am
      Made a quick fort, now that bonfire is in. Bloody sphalerite-only place. Pile of hunter noobs went to tap wild cave crocs on their noses.
      Goblins won, twice. Should always prioritize weapontraps (ie. 90 wooden trapcomps in great mechanisms), unless plan to wall off for years of training.

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: asfghn on April 14, 2011, 04:20:44 am
      Regarding the music, I actually have to replace both tracks (song_game.ogg and song_title.ogg) with the vanilla music. :( For whatever reason, the title music plays fine but the in-game music (the 10+ minute track) just... won't play. At all. I've checked the init files and it's not auto-muted, I've checked in the in-game options and it's not muted, my speakers and my computer's internal sound aren't muted (an easy check since, you know, the title music plays)... it's just no go.

      Also Tomi, I'd appreciate it and love you forever if you could post some of your trap schematics. :D I love and constantly implement SirAaron's plan from many, many pages ago, but variety is the spice of life! And I am lousy at coming up with my own traps. :'C
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: SandyDorf on April 14, 2011, 04:58:48 am
      I have also restarted with 24b and still gotten the keeper crash. How do I upload a save for you? (Phob version)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Daff on April 14, 2011, 05:00:45 am
      Also Tomi, I'd appreciate it and love you forever if you could post some of your trap schematics. :D I love and constantly implement SirAaron's plan from many, many pages ago, but variety is the spice of life! And I am lousy at coming up with my own traps. :'C
      I'm no Tomi, but... :)

      Take a look at this wiki page: Trap design (http://df.magmawiki.com/index.php/DF2010:Trap_design)
      The defense guide and other wiki pages that are mentioned in the beginning of that article are worth taking a look at too.

      Should give you a nice understanding of what sort of things you can do and serve as inspiration.

      Don't be afraid to try new stuff and always remember, there is no such thing as overkill.   ;D

      EDIT:
      I have also restarted with 24b and still gotten the keeper crash. How do I upload a save for you? (Phob version)

      Pack the region folder in your Dwarf Fortress/data/save folder into a .zip or .rar archive and upload it to the fileshare service of your choice and then just provide a link to the file :)
      (DFFD (http://dffd.wimbli.com/index.php) is one dedicated to DF files and it's quick and easy to register there.)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: TomiTapio on April 14, 2011, 05:48:09 am
      my speakers and my computer's internal sound aren't muted (an easy check since, you know, the title music plays)... it's just no go.
      Also Tomi, I'd appreciate it and love you forever if you could post some of your trap schematics.
      Probably a different version of the Ogg Vorbis codec. That means you lack some ogg audio codecs on your pc, or the inbuilt ogg codec (if there is one) in DF can't handle your file. (I have even encountered some "vo1+" and "vo3+" ogg rarities.)
      (Random tip: for small AVI editing, try SolveigMM AVI Trimmer, http://www.solveigmm.com/en/products/avi-trimmer-mkv/ )

      Hah, I don't have schematics, just make a 1-wide corridor, 20 long, at the start 3-5 weapontraps, then 4-6 cage traps, then 3-5 weapontraps, then 4-6 cage traps. That way those with great blocking or dodging skill get caged. Decent "=mechanisms=" for weapon traps, not the four lowest qualities. After embarking, order up 30-50 mechanisms to be made, they are decent trade goods also.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: utuki on April 14, 2011, 06:21:31 am
      and no, you cannot merge into existing world unless you're very skilled in reactions and materials jiggling.

      Yes you can using world tinker. I just synced it into my world no problem :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: SandyDorf on April 14, 2011, 07:29:03 am
      EDIT:
      I have also restarted with 24b and still gotten the keeper crash. How do I upload a save for you? (Phob version)
      Quote
      Pack the region folder in your Dwarf Fortress/data/save folder into a .zip or .rar archive and upload it to the fileshare service of your choice and then just provide a link to the file :)
      (DFFD (http://dffd.wimbli.com/index.php) is one dedicated to DF files and it's quick and easy to register there.)

      O.k will do. I'll try and get it closer to the crash first though.
      EDIT
      Done. Here is the link. http://dffd.wimbli.com/file.php?id=4216 (http://dffd.wimbli.com/file.php?id=4216). I got it to within a minute of the crash so you won't have to wait around.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Deon on April 14, 2011, 10:58:10 am
                               .
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Deon on April 14, 2011, 10:58:31 am
      I added Warlord's Bonfire Mod (June 2010)
      http://www.bay12forums.com/smf/index.php?topic=58806.0
      into my Genesis. Tested, forest fire started okay. ("b" "w" scroll down to Bonfire, build it, furnaceoperator can do a task inside the 1x1 bonfire workshop.)
      Remember, natural ramps and dug channels stop fire from spreading. Probably traps and built rock floors too.

      Here's my current raws for download.
      http://dl.dropbox.com/u/8967397/Genesis_3.24b_Ironhand_Tomis_inclFaedog_BONFIRES.zip (http://dl.dropbox.com/u/8967397/Genesis_3.24b_Ironhand_Tomis_inclFaedog_BONFIRES.zip)
      and no, you cannot merge into existing world unless you're very skilled in reactions and materials jiggling.
      Actually stockpiles stop fires from spreading, so it takes a few keypresses to totally stop a fire.

      Regarding the music, I actually have to replace both tracks (song_game.ogg and song_title.ogg) with the vanilla music. :( For whatever reason, the title music plays fine but the in-game music (the 10+ minute track) just... won't play. At all. I've checked the init files and it's not auto-muted, I've checked in the in-game options and it's not muted, my speakers and my computer's internal sound aren't muted (an easy check since, you know, the title music plays)... it's just no go.

      Also Tomi, I'd appreciate it and love you forever if you could post some of your trap schematics. :D I love and constantly implement SirAaron's plan from many, many pages ago, but variety is the spice of life! And I am lousy at coming up with my own traps. :'C
      You probably lack some codec which I included while coding those :(. Could you play the .ogg by winamp?

      I have also restarted with 24b and still gotten the keeper crash. How do I upload a save for you? (Phob version)

      Pack the region folder in your Dwarf Fortress/data/save folder into a .zip or .rar archive and upload it to the fileshare service of your choice and then just provide a link to the file :)
      (DFFD (http://dffd.wimbli.com/index.php) is one dedicated to DF files and it's quick and easy to register there.)

      O.k will do. I'll try and get it closer to the crash first though.
      Can't wait :).

      I think this might be one for Toady but I'll ask anyway.  Now there's so many milled plants->dye reactions in Genesis is there any way to set it so that only plants that are milled into edible items are used?  Usually I set all raw plants that I'm farming to not be used in cooking so that I get the seeds as otherwise I end up running out of seeds or plants to make booze out of.  I usually mill a bunch of stuff so I can use the flour and sugar for roasts of awesome to flog to the traders but at the moment I keep ending up with piles of dye which I don't really use as the clothing industry doesn't seem worth it at the moment.

      I could set up a locked room with a food stockpile that only accepts the plants I want to mill and a quern but I can never be bothered micromanaging stuff to that level really. On a side note, candy and bread cooking into meals are incredibly expensive, I had a masterwork roast for 117k out of some meat, 1 bread and two crystal cane candies.
      The answer is a single word: burrows. Without them you cannot operate most of industries effectively.

      I wish I could mod the Wild Hunt into the game :P.
      ffffffffff, that would be AWESOME ;A; Maybe you could mod Wild Huntsman semi-megabeasts? (I, I haven't actually read the rest of the thread yet, since I had to comment right now on this awesome, so I don't know if it's been suggested already.)

      Also, I like the new sylvan description! It's a lot more... immersive, I think is the word? Makes it feel a bit more 'folklorish' anyway, like you're reading a fairy tale instead of just a stat block. (Does that make any sense?) Anyway, I love all the little superstitions you stuck in. DF is a great framework for this kind of thing! :D

      Also also, as promised: badly lit puppy eyes for Deon! (http://www.omgimages.net/img/5252/112889.png)
      Hello! Haha, it was a joke about the puppy eyes, but thanks nonetheless, your attention is really appreciated (and I secretly hoped you'd do this :P).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Coco146 on April 14, 2011, 11:17:34 am
      Mind if i ask how the magic system works?  I created a fire ball thing and i nearly melted
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Vorthon on April 14, 2011, 11:18:32 am
      Mind if i ask how the magic system works?  I created a fire ball thing and i nearly melted
      You're supposed to throw it right after you create it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Coco146 on April 14, 2011, 11:21:55 am
      yeah tried that but I don't think it worked.  when I did the target cross was red and i dont think i threw it
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Vorthon on April 14, 2011, 11:28:33 am
      yeah tried that but I don't think it worked.  when I did the target cross was red and i dont think i threw it

      Red cursor for throwing is normal. Cursors in adventure mode are colour-coded.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Coco146 on April 14, 2011, 11:29:24 am
      thanks sorry it does work and not only does it work its pretty awesome too
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Ahra on April 14, 2011, 12:07:44 pm
      thanks sorry it does work and not only does it work its pretty awesome too
      haha back when the dwarves were fire-proof i put one in my bag and ran around until my clothes (and bag) gone up in flames.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Coco146 on April 14, 2011, 12:11:42 pm
      dwarves were fire proof?  Also any chance of ever being able to create a mini dragon fire blast?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Deon on April 14, 2011, 12:31:52 pm
      EDIT:
      I have also restarted with 24b and still gotten the keeper crash. How do I upload a save for you? (Phob version)
      Quote
      Pack the region folder in your Dwarf Fortress/data/save folder into a .zip or .rar archive and upload it to the fileshare service of your choice and then just provide a link to the file :)
      (DFFD (http://dffd.wimbli.com/index.php) is one dedicated to DF files and it's quick and easy to register there.)

      O.k will do. I'll try and get it closer to the crash first though.
      EDIT
      Done. Here is the link. http://dffd.wimbli.com/file.php?id=4216 (http://dffd.wimbli.com/file.php?id=4216). I got it to within a minute of the crash so you won't have to wait around.
      I tried abandoning and going as an adventurer to the Conjunctio Nox (keeper civ) trading district . CRASH.

      So yeah, it's definitely something funky with trading goods. The problem is: I compared them with normal humans 1000 times and the only differences they have are new nobles and items (and the lack of savanna starting biome).

      Did people get crash from human caravans in vanilla?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: jakeread1 on April 14, 2011, 01:22:50 pm
      It's......ITS BEAUTIFUL.....If only i want a idiot and knew how to smelt  :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Dwarf13 on April 14, 2011, 01:26:38 pm
      2 Deon

      Here's the save, crash wold happen in a minute or two.

      TomiTapio's earlier suggestion to delete their intellegence and edit raws worked (but only when i've canged not only raws in save, but in data too, oddly enough for me) - their caravan arrived with almost vanilla-typed goods.
      But much to my dismay game crashes a year later, with so unknown bug which is time-dependent i guess (or maybe it's just time when another keeper caravan\siedge should arrive?) nothing seemed to be happening in game log, and, as usual it was happening in the end of a season, so replaying it takes a lot of time and managment, so i've abandoned after two tries (save left for future request, but i need to play closer to a crash time)

      http://dffd.wimbli.com/file.php?id=4218

      2 TomiTapio - thanks for the help!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: SandyDorf on April 14, 2011, 01:30:16 pm
      Nope. I have a vanilla game going and I have traded just fine with the humans..

      SUDDEN DEVELOPMENT!
      Ok what the hell. I said I remade the world with keepers as a player civ to see if I could get it crash that way, you know, to narrow down what is causing it, right? Well, I just got a trade caravan come, my first. A Keeper caravan with no problems.

      The only difference from vanilla 24b I have made is to make magnetite, limonite and.. the other common one I forget, to be IRON ore instead of PURE_IRON. The other two iron ores are unchanged. (this was so blast furnace could actually use ore. I saw it as a mid ground.)

      This may actually be important as they use Iron items, and steel, but have no way to get iron. Would this effect things? Oh yeah, also the caravan hasn't brought any wax products or anything relating to bees. Don't know if that is important. Would you like the save?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Dwarf13 on April 14, 2011, 01:34:31 pm
      First keppers caravan is never a crash, in those 5-6 games that i've played. But second arrival causes it. Maybe it helps/
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Deon on April 14, 2011, 01:55:10 pm
      I'm just removing beekeeping from them for now, I don't see any other possible problem...

      P.S. I've also removed tools and glaze/toolcrafting reactions. They could cause problems since no other races had them and were working fine. Now they SHOULD work. I've also added iron hardening to them so they get an access to the iron.

      Also, the alchemy is going in. Like, right now.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: SandyDorf on April 14, 2011, 02:02:54 pm
      First keppers caravan is never a crash, in those 5-6 games that i've played. But second arrival causes it. Maybe it helps/

      Hmm? Every Every game I have played the keepers have crashed on their very first caravan. Might be worth checking what goods they brought/wore on the ones that didn't crash. Anything that doesn't show up might be causing it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Deon on April 14, 2011, 02:04:38 pm
      It was probably related to some tools, no other non-playable races have tools defined and work without crashes. So I got rid of them.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: TomiTapio on April 14, 2011, 02:35:21 pm
      This may actually be important as they use Iron items, and steel, but have no way to get iron. Would this effect things? Oh yeah, also the caravan hasn't brought any wax products or anything relating to bees. Don't know if that is important. Would you like the save?

      I'll try giving keepers
      Spoiler (click to show/hide)
      and hope they won't crash my next worlds. And remove the brand new wax/bee/pot stuff.

      Shameless self-promotion:
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Deon on April 14, 2011, 02:42:31 pm
      Actually the buildings are not needed, the reactions are enough.

      I've also noticed that many buildings (mostly from ironworks) look totally weird with Ironhand/Phoebus (because they were made for ASCII), so I've just made a workshop redesign.

      Now finally onto alchemy. We already have an alchemical workshop (and 50 placeholder reactions), now we need REAL reactions :P.

      The first three I've added:

      Transmute gold into copper: 2 gold bars -> copper bar
      Transmute copper into gold: 2 copper bars -> gold bar
      Make artificial ruby: golden bar + glass -> ruby


      Any suggestions while I make other reactions?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Blackdutchie on April 14, 2011, 02:53:33 pm
      Suggestion: A catalyst component which is hard to make, but increases efficiency of transmutations. Making them 1:1 reactions. Catalyst should be hard to manufacture.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: TomiTapio on April 14, 2011, 02:59:49 pm
      Clownhouse yeah I got suggestions!

      - split bronzes, brass, billon, nickel silver and electrum into their component metals! Grab that gold from inside the black bronze!
      - steel into pig iron (a curse-type thing to remove bad influences from enemy steel gear)
      - get copper out of rose gold
      - 3 lead into 1 silver
      - sterling silver into bronze
      - zinc into tin
      - nickel into tin
      - aluminum into tin
      (I want to mass-manufacture bronze once in a 30 forts (super hard to find both copper and tin on same embark))
      - toughleather gloves alchemied into iron gauntlets

      Suggestion: A catalyst component which is hard to make, but increases efficiency of transmutations. Making them 1:1 reactions. Catalyst should be hard to manufacture.
      Hard to make... let's say 10 platinum (110% output)  or 10 aluminum (100% output)  to make one "catalyst dworforadic cube".

      Also: stopping bushfires by designating stockpiles, that's exploiting a silly bug, I would never do that, that's profit appearing from nowhere.

      Edit2: Deon, make sure that hornblende and tetra tiles and boulder tiles are different from common rocks.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Deon on April 14, 2011, 03:32:14 pm
      For japanese, we need C-G, S-T.

      Those are REALLY fantasy-ish reactions, but I guess I see why you want them :D.

      Also I think gloves from reactions are bugged :(.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: arghy on April 14, 2011, 04:48:29 pm
      Iron/steel leather/wood: Improve the quality of the leather/wood but not completely replacing iron/steel gear, great for when you got alot of the catalyst but no steel/iron
      Not sure if its already in but large gem:3 normal gems
      A new crystal glass reaction so its more wide spread
      Crystal/diamond picks
      Slightly improved metals so if your stuck with one type you can invest and improve it if you cant get better
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Dohon on April 14, 2011, 05:22:53 pm
      Can't help with the japanese translations (very short on free time), but some suggestions (more like crazy ideas) for the Alchemy reactions:

      Silver => Truesilver (more valuable silver)
      Blacksteel + Redsteel + "catalyst" (Philosopher Stone?) = Felsteel (Adamantine-light? Ultra-valuable metal?)
      Weapon + "catalyst" = "Magic" Weapon (don't know if weapons with fire-attributes won't actually set the Dwarves themselves on fire)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Razonatair on April 14, 2011, 06:01:52 pm
      Adamantine Wafers(2) + Steel Bar(1) = Adasteel(1) (Adamantine-coated Steel; Material with the cutting edge of Adamantine but the weight of Steel, making it more useful for all weapons.)
      Diamond-Type Gem(1) + Refined Weapons-Grade Metal Bar(1) = Diasteel/Diabronze/etc(1) (Diamonds integrated into material, giving it a stronger edge for cutting/slashing/etc.)
      Bauxite(10?) = Aluminum Bar(1)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Deon on April 14, 2011, 06:04:00 pm
      I don't have much time to test various new alloys so no crazy new metals (yet).

      It's mostly juggling around with crap -> tin and stuff -> copper. Also I've introduced a proper sun gold making, as well as moon silver and mithril (a bit heavier than adamantine and less durable, yet very durable and sharp).

      Moon silver is much sharper than sun gold, but sun gold is much heavier. So they are for blades/blunt weapons accordingly.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Patchouli on April 14, 2011, 06:06:41 pm
      For japanese, we need C-G, S-T.

      Those are REALLY fantasy-ish reactions, but I guess I see why you want them :D.

      Also I think gloves from reactions are bugged :(.
      I'm doing E-G now.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Deon on April 14, 2011, 06:17:56 pm
      Great, then I have some time to solve a problem with custom glazes :P. I'm adding feldspar as a glazing material.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: ojd on April 14, 2011, 06:23:27 pm
      I just noticed something at the blast furnace when I couldn't get it to make steel from ore.  In the raws it calls for 6 ore of IRON but no stones gives iron any more.  I changed it to 6 ore of PURE_IRON and now it works.  Looks like the other reactions that call for ore of IRON should be changed also.  Thanks for making this great mod.

      edited for spelling
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Razonatair on April 14, 2011, 06:32:26 pm
      You have to finish pure iron into iron. You can't just take hematite, smelt it into iron, and then use as weapons material anymore. Finishing Forge is the workshop I believe.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: ojd on April 14, 2011, 06:36:04 pm
      I was specifically referring to making steel at the Blast Furnace.  And more specifically the reaction "make batch of steel bars from ore".
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Deon on April 14, 2011, 06:58:51 pm
      Yes, it was my error and it's already fixed for the next release.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: rainekage on April 14, 2011, 07:19:32 pm
      Yes, it was my error and it's already fixed for the next release.

      Yay I helped! :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: TomiTapio on April 14, 2011, 07:38:54 pm
      To help with all-willows swamp boredom,
      Quote
      google quote "Maple, oak, willow, and other swamp hardwoods became dominant"

      "Nothing will 'use up' water in the way you want - wet soil will stay wet, whatever you plant. But some trees like wet soil, so they are the ones to grow.
      The best two are Baldcypress and Dawn Redwood - fast growing, large, long-lived. Willows also do well, but are typically short-lived and prone to various diseases; they can be good for attracting wildlifr though. "some of the Cedars will thrive there" - not true! Cedars need good drainage, and wouldn't do well. Other good trees for wet soil include Swamp White Oak, Sweetgum, and Tupelo. "
      I'll try some adjusting.

      "Cerol Tiristaval, Planter cancels Make rock short sword: Needs plant logs."
      wtf? I have loads of obsidian.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Deon on April 14, 2011, 08:02:20 pm
      Do you have logs?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: Morwaul on April 14, 2011, 08:02:58 pm

      Any suggestions while I make other reactions?

      Don't forget the ultimate Dwarven Alchemical achievement.  The one thing that all other alchemical pursuits would have had to wait on....Water to Wine

      Also, is there a way to make poison that could be applied to weapons? eg. Poison bolts, Poison Axes, etc? 


      Shameless self-promotion:
      Spoiler (click to show/hide)

      Tomi, your photos are beautiful.  You are very talented.  What camera do you use? 
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25 ϟ] - alchemy and fixes
      Post by: Deon on April 14, 2011, 08:03:57 pm
      No luck with poison yet, and the Great Achievements will wait for another update, 5 AM here :P.

      - 3.25
      * re-added tetrahedrite
      * a lot of fixes to entities
      * renamed rock grinder to stonecutter's workshop and added stone weapon creation
      * added alchemical workshop with an alchemy system
      * added 50 placeholder reactions for the future use
      * added feldspar (works as cassiterite for glazing)
      * added more tree variety to swamp biomes (no more "willow only swamps")
      * fixed ironworks
      * renamed pure iron to coarse iron
      * vilified elves
      * beautified some weird-looking custom workshops (theatre, blast furnace etc.)

      Alchemy:
      > Create artificial rubies
      3 cut clear glass + gold bar = 3 cut rubies
       
      > Create artificial star rubies
      3 cut crystal glass + gold bar = 3 cut star rubies

      > Transmute aluminum into mithril
       aluminum bar + brimstone boulder = mithril bar + 75% brimstone boulder

      > Transmute billon into tin (2 to 1)
      2 billon bars + flux boulder = tin bar + 75% flux boulder

      > Transmute brass into tin (2 to 1)
      2 brass bars + flux boulder = tin bar + 75% flux boulder

      > Transmute cobalt into iron (2 to 1)
      2 cobalt bars + flux boulder = iron bar + 75% flux boulder

      > Transmute copper into gold (2 to 1)
      2 copper bars + flux boulder =  gold bar + 75% flux boulder

      > Transmute gold into copper (2 to 1)
      2 gold bars + flux boulder =  copper bar + 75% flux boulder

      > Transmute gold into sun gold (2 to 1)
      2 gold bars + orthoclase boulder =  sun gold bar + 75% orthoclase boulder

      > Transmute lead into tin (2 to 1)
      2 lead bars + flux boulder = tin bar + 75% flux boulder

      > Transmute silver to moon silver (2 to 1)
      2 silver bars + selenite boulder =  moon silver bar + 75% orthoclase boulder

      > Transmute zinc into tin (2 to 1)
      2 zinc bars + flux boulder = tin bar + 75% flux boulder
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25 ϟ] - alchemy and fixes
      Post by: TomiTapio on April 14, 2011, 08:14:20 pm
      Yep ran out of logs but why does obsidian chipping into blades need wood? Surely one could put longcat leather wraps around the stone to make a handle.

      My gear is Canon EOS 20D (2005, 8 Mpx, 5 shots/sec, ISO 800 okay) and a Canon Powershot SX100 IS (10x zoom, 8 Mpx, ISO 200 usable quality). Won't bore you with my lenses.

      Yay Deon, a new release! Guess I won't be merging changes for another 18 hours or so.
      Added your list of changes to http://df-genesis.wikidot.com/workshops

      Edit2: Hey, is the BONFIRE in this Genesis?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25 ϟ] - alchemy and fixes
      Post by: Raul on April 14, 2011, 08:27:56 pm
      So, is this the "final" version? This means I won't have to regen for a while, right? Me wants epic Genesis fort, I'm tired of adventure mode :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25 ϟ] - alchemy and fixes
      Post by: BigD145 on April 14, 2011, 08:54:09 pm
      Damnit, new version. I just finished roofing over a claimed fort and got the moat all done.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25 ϟ] - alchemy and fixes
      Post by: rainekage on April 14, 2011, 09:29:09 pm
      The final version?

      ...But...but...what will I DO with my life?!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25 ϟ] - alchemy and fixes
      Post by: SirAaronIII on April 14, 2011, 09:37:33 pm
      Relax, man, it's the final version of this version.

      Okay, that could have been worded better. It's the final version of alchemy and stuff like that.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25 ϟ] - alchemy and fixes
      Post by: Bitoru on April 14, 2011, 10:02:31 pm
      Any plans on releasing an ASCII version?  :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25 ϟ] - alchemy and fixes
      Post by: ninja137 on April 14, 2011, 10:25:34 pm
      Any plans on releasing an ASCII version?  :P

      What he said
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25 ϟ] - alchemy and fixes
      Post by: Raul on April 14, 2011, 10:30:20 pm
      The final version?

      ...But...but...what will I DO with my life?!

      A world without further Genesis updates isn't worth living in.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25 ϟ] - alchemy and fixes
      Post by: asfghn on April 14, 2011, 10:49:04 pm
      Relax, man, it's the final version of this version.

      Okay, that could have been worded better. It's the final version of alchemy and stuff like that.
      Requoted for emphasis, and emphasis added. :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25 ϟ] - alchemy and fixes
      Post by: Deon on April 15, 2011, 01:01:33 am
      Actually that's the first version of the alchemical update. I've made placeholder reactions for a reason: this way with the new versions you should be able to play your older forts.

      Any plans on releasing an ASCII version?  :P
      Yep, I've been busy with 3.25, now I can focus on ASCII conversion.

      Yep ran out of logs but why does obsidian chipping into blades need wood? Surely one could put longcat leather wraps around the stone to make a handle.

      My gear is Canon EOS 20D (2005, 8 Mpx, 5 shots/sec, ISO 800 okay) and a Canon Powershot SX100 IS (10x zoom, 8 Mpx, ISO 200 usable quality). Won't bore you with my lenses.

      Yay Deon, a new release! Guess I won't be merging changes for another 18 hours or so.
      Added your list of changes to http://df-genesis.wikidot.com/workshops

      Edit2: Hey, is the BONFIRE in this Genesis?
      No, bonfire is not in this because I didn't do it yet, but I consider adding it.

      About obsidian swords: I thought YOU would know that it's a vanilla stuff we can't change :P. The wood is used for handles and the main part of the sword. The obsidian is for the edge pieces only.
      (http://www.precolumbianwood.com/images/mayan.2.jpg)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25 ϟ] - alchemy and fixes
      Post by: TomiTapio on April 15, 2011, 01:03:13 am
      And then there's my sub-version with the Warlord's bonfires and Faedog and scary B.M. creature. And "bludgeon" wooden trap component.
      Fresh off the WinMerge work:
      http://dl.dropbox.com/u/8967397/Genesis_3.25_Ironhand_Tomis_inclFaedog_BONFIRES.zip (http://dl.dropbox.com/u/8967397/Genesis_3.25_Ironhand_Tomis_inclFaedog_BONFIRES.zip)

      Notes to Deon:
      Merging my custom things into 3.25 Ironhand (not yourchanges into mine)...
      g_a_bird.txt says graphics_animal_ursine inside.
      i_s_gem.txt has [INORGANIC:OBSIDIAN_CUT] but the reaction in reaction_genesis_add.txt has been deleted? I'll keep the reaction. Maybe should get many o-gems from obsidian boulder.

      I see you didn't include my "remove grasstrample from grazers" change.
      Yak skills I have added.
      Removed animals unnecessary skill_rate 100, now that "canlearn & all skillrates zero" are not needed.
      native platinum [ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:15]  not huge "CLUSTER" like hematite.
      hornblende [TILE:151] I think, not same as jet
      gave palm trees a biome. "There are various types of trees that will grow in particular areas of a savanna biome. They include pine trees, palm trees, and acacia trees."

      reduced some animal population counts after rolling a test world. Reduced fishitem-turtle count.

      About obsidian swords: I thought YOU would know that it's a vanilla stuff we can't change :P. The wood is used for handles and the main part of the sword. The obsidian is for the edge pieces only.
      Kinda hard to read what the hardcoded, not-in-raws reactions do.
      Judging from the image, obsidian swords are quite crap compared to silver swords. Penetration more like stone axe, not slim metal blade which typifies a sword.

      Quote
      Reduced fishitem-turtle count.
      Why? They will disappear after a season otherwise.
      World's animals listing has way too many turtles. They shouldn't be as populous as fish. And youknow they are in all pools of the world, regardless of temperatures or biome. So I thought I'd tone them down a little. And boost Yetis. And reduce wolves after seeing 50 000 wolves, gotta have more prey than predators.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25 ϟ] - alchemy and fixes
      Post by: Deon on April 15, 2011, 01:05:17 am
      Quote
      i_s_gem.txt has [INORGANIC:OBSIDIAN_CUT] but the reaction in reaction_genesis_add.txt has been deleted? I'll keep the reaction. Maybe should get many o-gems from obsidian boulder.
      It's in the reaction_crafting.txt.

      Thanks for the g_a_bird, I will fix it in a moment.

      Quote
      Reduced fishitem-turtle count.
      Why? They will disappear after a season otherwise.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
      Post by: Deon on April 15, 2011, 01:25:02 am
      - 3.25b
      * fixed a typo in a graphical file
      * dralthas are grazers now
      * grazing animals do not trample grass

      A small patch, savegame-compatible.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
      Post by: Alarion on April 15, 2011, 03:03:38 am
      Huzzah! New version! :)

      And it occurred to me that it should be possible to update/merge my old fort step by step to the new versions, right? I mean, going through every stable release with Winmerge and/or World Tinker, and thereby eventually get up to the latest version.. or is that still gonna be too mucj work and/or complicated? Just a thought, but wanted advice on it now that this is gonna be save game compatible for a while... ;)

      Oh, and great work on the mod, as always. I like it! :D

      //A, pleased
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
      Post by: rainekage on April 15, 2011, 03:14:43 am
      Hooray it's not over!   Dammit, I just built a moat in the version before!

      Grazing animals won't trample grass - does this mean my cows will no longer attempt to starve themselves by churning their food source into the base layer?  Or am I misreading?

      Is it sad that I'm working for close to the next 48 hours straight (or sleeping, or driving - one of the three), and my main concern is I won't be able to check this thread?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
      Post by: Lastmartini on April 15, 2011, 04:01:46 am
      Hooray it's not over!   Dammit, I just built a moat in the version before!

      Grazing animals won't trample grass - does this mean my cows will no longer attempt to starve themselves by churning their food source into the base layer?  Or am I misreading?

      Is it sad that I'm working for close to the next 48 hours straight (or sleeping, or driving - one of the three), and my main concern is I won't be able to check this thread?

      No it is not sad, it is called dedication.

      Spoiler (click to show/hide)
      Kinda hard to read what the hardcoded, not-in-raws reactions do.
      Judging from the image, obsidian swords are quite crap compared to silver swords. Penetration more like stone axe, not slim metal blade which typifies a sword.

      Spoiler (click to show/hide)

      I never thought claymores were that slim.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
      Post by: MasterMorality on April 15, 2011, 04:06:48 am
      Yaaaaaaaayy! I''m gonna go find what everyone's been squawking about badgers for now :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
      Post by: SandyDorf on April 15, 2011, 04:55:40 am
      Deon, You left a region1 save in the latest phobeus download, which is why it is 43meg instead of 22meg.

      Just letting you know.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
      Post by: asfghn on April 15, 2011, 05:25:28 am
      Deon, You left a region1 save in the latest phobeus download, which is why it is 43meg instead of 22meg.

      Just letting you know.
      Ooh, a Deon!save for all us fangirls (...meaning, uh, me) to go ooh and aah over? ;D

      Any chance of getting a Goldplated version of this quasi-final update, Deon? *bats eyelashes* ♥♥♥
      Granted, I'm going to be having the Phoebus version also sitting on my desktop with the others, at least for that succession game... but darn it, Goldplated is still my favorite tileset, though Phoebus is the coolest dude (with the exception of Deon and Tomi, natch).

      I'm actually liking the most recent world I genned, I'm thinking about trying to keep it and perforce trying out this World Tinker thing all you cool kids are blathering about. :P

      Speaking of all these versions, I need to actually go through and ruthlessly cull some/most of them (I think I have a 03.18 vanilla, I believe Mayday, which was my very first tileset and which I never use anymore) or make a catch-all DF folder or something—they're all on my desktop for easy access, but even though I have a nice, sexy widescreen monitor, I am rapidly running out of room.  ::)

      Oh, and regarding the music files—I can't play .ogg files usually, so a while back I went out and downloaded foobar2000 expressly for that purpose. I can use that to play the song_game.ogg, and I can play other tracks renamed to song_game.ogg (for a little while I had the track Movin' (http://www.youtube.com/watch?v=u3PQHM9UnX4) from FF8 as my game music :P I can toss it on Dropbox already renamed and ready to go for anyone who'd like it, just say the word), so I thought it was a length issue, being over 10 minutes and all, but that seems less likely now that I know other people are playing it fine. :'(

      LONG POST IS LONG, and now I am going to bed. |Da
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
      Post by: Setharnas on April 15, 2011, 05:48:21 am
      And then there's my sub-version with the Warlord's bonfires and Faedog and scary B.M. creature. And "bludgeon" wooden trap component.
      Fresh off the WinMerge work:
      http://dl.dropbox.com/u/8967397/Genesis_3.25_Ironhand_Tomis_inclFaedog_BONFIRES.zip (http://dl.dropbox.com/u/8967397/Genesis_3.25_Ironhand_Tomis_inclFaedog_BONFIRES.zip)

      Thank you both, Deon and Tomi!

      About obsidian swords: I thought YOU would know that it's a vanilla stuff we can't change :P. The wood is used for handles and the main part of the sword. The obsidian is for the edge pieces only.
      Kinda hard to read what the hardcoded, not-in-raws reactions do.
      Judging from the image, obsidian swords are quite crap compared to silver swords. Penetration more like stone axe, not slim metal blade which typifies a sword.
      I never thought claymores were that slim.

      I agree - really sharp edges would soon become blunt anyway, so we would need a "resharpen" reaction in a custom workshop... Which doesn't sound too bad, actually, if it were possible.



      And now that 3.25 is out, I think that all the transmute reactions are far too cheap. :P  Maybe a few more catalyst reagents, of various types?

      Also, I don't know where your fixation of aluminium as base material for Mithril comes from... :P  I'm much more inclined to agree with the wikipedia article (http://en.wikipedia.org/wiki/Mithril) that suggests a platinum + titanium alloy for DF. Again, some catalyst reagent would be good - mithril should be rare IMHO.


      Now, should I throw a farewell party for my current fort, or go straight into the new version... Decisions, decisions... :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
      Post by: utuki on April 15, 2011, 06:16:35 am
      Here is my update version, works with world tinker:
      http://dffd.wimbli.com/file.php?id=4221
      24(b) to 25b
      To update running fort delete your raws and copy these in their place. And sync with world tinker.
      Includes bonfire and NW_Kohaku's glazes mod.
      Dont forget to make backup.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
      Post by: Alarion on April 15, 2011, 07:23:13 am
      LONG POST IS LONG, and now I am going to bed. |Da

      Which means you're on... something like the west coast of the States? I always find it so great that all of us can get together and communicate effortlessly over the net - I mean, Deon is Russian, TomiTapio is Finnish, I'm Swedish and there's a ton of people from all over the rest of the world too, and here we are creating something cool together. In fact, I thought Deon was British for some reason until yesterday when I actually checked his profile... and discovered he's from S:t Petersburg, Russia. Isn't that great? :)

      Just thought I'd share it. And continuing on my quixotic quest to get my fort back to the latest versions... we'll see. ;)

      //A, basking in sunlight
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
      Post by: Ahra on April 15, 2011, 07:33:17 am
      LONG POST IS LONG, and now I am going to bed. |Da

      Which means you're on... something like the west coast of the States? I always find it so great that all of us can get together and communicate effortlessly over the net - I mean, Deon is Russian, TomiTapio is Finnish, I'm Swedish and there's a ton of people from all over the rest of the world too, and here we are creating something cool together. In fact, I thought Deon was British for some reason until yesterday when I actually checked his profile... and discovered he's from S:t Petersburg, Russia. Isn't that great? :)

      Just thought I'd share it. And continuing on my quixotic quest to get my fort back to the latest versions... we'll see. ;)

      //A, basking in sunlight
      you´re swedish too? kul.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
      Post by: Alarion on April 15, 2011, 07:54:04 am
      LONG POST IS LONG, and now I am going to bed. |Da

      Which means you're on... something like the west coast of the States? I always find it so great that all of us can get together and communicate effortlessly over the net - I mean, Deon is Russian, TomiTapio is Finnish, I'm Swedish and there's a ton of people from all over the rest of the world too, and here we are creating something cool together. In fact, I thought Deon was British for some reason until yesterday when I actually checked his profile... and discovered he's from S:t Petersburg, Russia. Isn't that great? :)

      Just thought I'd share it. And continuing on my quixotic quest to get my fort back to the latest versions... we'll see. ;)

      //A, basking in sunlight
      you´re swedish too? kul.

      We are legion. (http://tvtropes.org/pmwiki/pmwiki.php/Main/IAmLegion) But not as many as even the people in NYC or SF or even Moscow, yet we Scandinavians seem to make our disproportionately large mark on the structures of the 'net. It's probably to do with the climate... :p

      //A, about to embark on a legendary update-quest
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
      Post by: Raul on April 15, 2011, 08:53:09 am
      LONG POST IS LONG, and now I am going to bed. |Da

      Which means you're on... something like the west coast of the States? I always find it so great that all of us can get together and communicate effortlessly over the net - I mean, Deon is Russian, TomiTapio is Finnish, I'm Swedish and there's a ton of people from all over the rest of the world too, and here we are creating something cool together. In fact, I thought Deon was British for some reason until yesterday when I actually checked his profile... and discovered he's from S:t Petersburg, Russia. Isn't that great? :)

      Just thought I'd share it. And continuing on my quixotic quest to get my fort back to the latest versions... we'll see. ;)

      //A, basking in sunlight

      'Tis marvelous indeed, and I may be the only brazilian in these forums, but oh well. Most brazilians aren't very dorfy, I guess :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24b ϟ] - no "keeper crashes", + Phoebus
      Post by: spriksprak on April 15, 2011, 10:37:04 am
      the title music plays fine but the in-game music (the 10+ minute track) just... won't play. At all. I've checked the init files and it's not auto-muted, I've checked in the in-game options and it's not muted, my speakers and my computer's internal sound aren't muted (an easy check since, you know, the title music plays)... it's just no go.

      I have this same issue - any idea on how to get the right ogg codec to play those files in game? On the translation front if you want Deon I'm happy to do half of S, say from system to sorcerer but am a little bit busy at the mo so do you have a specific time you want it by or will sometime this weekend do?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
      Post by: Alarion on April 15, 2011, 11:02:04 am
      Alright, after several hours of work I've officially given up on porting the save and are just generating a new world. The end came when, after having gone through everything that was missing one thing at at time, I got the error "Warning: Missing reaction definition". Hooray. So, I'm about to make another, even more legendary fort! Can't wait ^^

      //A, relieved
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
      Post by: Deon on April 15, 2011, 11:26:36 am
      Grazing animals won't trample grass - does this mean my cows will no longer attempt to starve themselves by churning their food source into the base layer?  Or am I misreading?
      It means that any animal which is "grazer" now will remove grass ONLY by eating it, not by walking on it. This way you can have sane amount of animals in indoor pastures. It's for gameplay purpose obviously, I doubt cows IRL dodge grass stalks to avoid trampling them :P.

      Deon, You left a region1 save in the latest phobeus download, which is why it is 43meg instead of 22meg.

      Just letting you know.
      Oops, that's what happens when you test and upload stuff at 5 AM before going to work without sleep :P.

      Any chance of getting a Goldplated version of this quasi-final update, Deon? *bats eyelashes* ♥♥♥
      You need a bigger picture of the puppy eyes this time. Deal? ;D

      the title music plays fine but the in-game music (the 10+ minute track) just... won't play. At all. I've checked the init files and it's not auto-muted, I've checked in the in-game options and it's not muted, my speakers and my computer's internal sound aren't muted (an easy check since, you know, the title music plays)... it's just no go.

      I have this same issue - any idea on how to get the right ogg codec to play those files in game? On the translation front if you want Deon I'm happy to do half of S, say from system to sorcerer but am a little bit busy at the mo so do you have a specific time you want it by or will sometime this weekend do?
      Can you open it and listen to it via your common audio player? I will try to figure it out for the next release.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
      Post by: Deon on April 15, 2011, 12:24:02 pm
      Okay, a small release will be out soon, I hope the orcish language will be more complete by that time :P.

      I am adding sounds to animals right now. All domestic animals already squeal, bark, moo, gobble, meow etc, so as an adventurer it should be fun to visit farmhouses... Oh wait, only the next version will feature people actually keeping pets in their houses and yards... Oh well, still it's fun to travel mountains and listen to random bleats from mountain goats and screams of eagles.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
      Post by: Jeoshua on April 15, 2011, 12:30:44 pm
      Yay animal noises!

      *spins the wheel*

      The Cow goes... "MMOOOOOOO!!"

      *spins again*

      The Dwarf says... "ACH!!"

      *sping again*

      The Forgotten Beast says... uh... I got nothin'
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
      Post by: Phoebus on April 15, 2011, 12:44:19 pm
      Okay, a small release will be out soon, I hope the orcish language will be more complete by that time :P.

      I am adding sounds to animals right now. All domestic animals already squeal, bark, moo, gobble, meow etc, so as an adventurer it should be fun to visit farmhouses... Oh wait, only the next version will feature people actually keeping pets in their houses and yards... Oh well, still it's fun to travel mountains and listen to random bleats from mountain goats and screams of eagles.
      Is that update going to change the plants?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
      Post by: Deon on April 15, 2011, 01:00:44 pm
      Vocalizing plants? Cool idea, Phoebus! :D

      Seriously though, no, new updates won't change anything that breaks save games.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
      Post by: Blackdutchie on April 15, 2011, 01:22:09 pm
      You'll hear the worm-grass squiggle and the Ironwood leaves will ring in the wind.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
      Post by: TomiTapio on April 15, 2011, 01:41:41 pm
      Yaaaaaaaayy! I''m gonna go find what everyone's been squawking about badgers for now :)
      Is like Giant Gargoyles but much friendlier. Watch out for the tropical swamps' crocodiles! (but crocs don't have rage. dragon raptors do. Please hide indoors when raptors come.)

      Any chance of getting a Goldplated version of this quasi-final update, Deon? *bats eyelashes* ♥♥♥
      Sounds like a five-minute WinMerge stitch from prev goldplated to 3.25b.

      Am I the only one who doesn't use ingame music in DF? I just have WinAmp play various chillout/newage/downtempo ShoutCast channels. Yay SomaFM and psyradio!

      If I were to go back to an old fort with DF 3.25 exe... CRUTCHWALKING! And MORE FPS.

      Edit: Happenings in Helpedcraft, a town that has learned how to make bonfires.
      Spoiler (click to show/hide)

      Edit2: The settlement's trap-corridor:
      (http://dl.dropbox.com/u/8967397/Helpedcrafts%20trapridor.jpg)
      First traps catch some babysnatchers. Just put battle area cage traps to further contain invaders. Statues are a new twist: cause happiness, and stop a hail of enemy arrows.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
      Post by: Deon on April 15, 2011, 04:27:44 pm
      Wow, we now have Tomi's stories with PICTURES! Priceless :). Thank you Tomi, I always read your reports.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
      Post by: TomiTapio on April 15, 2011, 04:54:27 pm
      Thanks D. I should make a PDF of the best two places, because there's many screenshots. Forum not so good for three screenfuls of text and six screenshots.

      Balor needs boosting, it died too soon from five arteries cut. Maybe put iron or steel skin on it. Or fighting skill 15 for much parrying.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
      Post by: Ult1mara on April 15, 2011, 05:00:31 pm
      Cant wait to get stuck into the Alchemy Deon really cant wait. Keep up the good work dude ^_^ always a pleasure to play this mod

      Btw u should know who I am :P ^_^
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
      Post by: Deon on April 15, 2011, 05:05:25 pm
      Thanks D. I should make a PDF of the best two places, because there's many screenshots. Forum not so good for three screenfuls of text and six screenshots.

      Balor needs boosting, it died too soon from five arteries cut. Maybe put iron or steel skin on it. Or fighting skill 15 for much parrying.
      When the 5 screenshots are in a spoiler or amongst a text, it's good :P.

      Cant wait to get stuck into the Alchemy Deon really cant wait. Keep up the good work dude ^_^ always a pleasure to play this mod

      Btw u should know who I am :P ^_^
      Hi! Just 2 posts? Go ahead and spam 12000+ post like I have.

      I... have 12100+ posts? God damn it I am crazy o_O.

      P.S. Great, I am now on the 7th place in 10 top posters... And I mostly post in modding forums only... Daww man, I think I spend too much time on B12 forums... But nevermind :D.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
      Post by: MiamiBryce on April 15, 2011, 05:16:51 pm
      Am I doing something wrong?  I've looked over the last few pages and haven't seen anything.  I'm using 3.25 Phoebus and I don't seem to have access to the alchemy building nor the new rock weapons.

      Deon, thanks for more trees in the swamp.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
      Post by: Deon on April 15, 2011, 06:38:40 pm
      Am I doing something wrong?  I've looked over the last few pages and haven't seen anything.  I'm using 3.25 Phoebus and I don't seem to have access to the alchemy building nor the new rock weapons.

      Deon, thanks for more trees in the swamp.
      You definitely do something wrong. I've just generated a new world, and b-w-a is the Alchemy Workshop.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
      Post by: ral on April 15, 2011, 07:13:10 pm
      This is cool.

      But, it looks like there's no ascii version for .25. How hard is it to strip out the graphics set and install a basic tileset? Currently I'm using Dorten which I'm rather fond of and not sure I can deal with ironhand/phoeb.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
      Post by: TomiTapio on April 15, 2011, 07:18:24 pm
      Here's a PDF log of Helpedcrafts:
      http://dl.dropbox.com/u/8967397/DF%20Helpedcraft%20log.pdf (http://dl.dropbox.com/u/8967397/DF%20Helpedcraft%20log.pdf)
      Now you get to see how untidy and bloblike my worlds' dwarf towns are.
      I dragged cropped screenshots to OpenOffice.org Writer.

      This month too a security fix to Adobe Reader X (10)... no update available yet but the vulnerability has been published.
      For rapid PDF opening I've installed Sumatra PDF reader http://blog.kowalczyk.info/software/sumatrapdf/free-pdf-reader.html

      ps. last fall I bought some fine halloween props / wall decorations:
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
      Post by: Phoebus on April 15, 2011, 07:46:00 pm
      Thanks D. I should make a PDF of the best two places, because there's many screenshots. Forum not so good for three screenfuls of text and six screenshots.

      Balor needs boosting, it died too soon from five arteries cut. Maybe put iron or steel skin on it. Or fighting skill 15 for much parrying.
      When the 5 screenshots are in a spoiler or amongst a text, it's good :P.

      Cant wait to get stuck into the Alchemy Deon really cant wait. Keep up the good work dude ^_^ always a pleasure to play this mod

      Btw u should know who I am :P ^_^
      Hi! Just 2 posts? Go ahead and spam 12000+ post like I have.

      I... have 12100+ posts? God damn it I am crazy o_O.

      P.S. Great, I am now on the 7th place in 10 top posters... And I mostly post in modding forums only... Daww man, I think I spend too much time on B12 forums... But nevermind :D.
      At the rate I'm posting I'll have that many posts in... 23 years.  :o
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
      Post by: Vehine on April 15, 2011, 10:00:05 pm
      I'm in a bit of a mess with my fortress, simply put:

      Is there a way to make sure your dwarves only wear quivers containing ammunition that matches their weapon?

      I was wondering why, for the past two fortress years, my marksdwarves have all been beating things to death with their crossbows.

      I found out that, lo and behold, their quivers are full of arrows, rather than bolts, and I have to manually go through and try and fix it all.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
      Post by: ral on April 15, 2011, 10:06:53 pm
      The (m)ilitary screen has an interface where you can tell units what ammo to use. Poke around in there and you'll find it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
      Post by: Vehine on April 15, 2011, 10:20:20 pm
      Yeah, no more arrows are assigned now, but the pre-existing quivers full of arrows are still sitting snug on most Crossbowmen's backs. I've tried forbidding and dump-marking the arrows from inside the quiver, but that doesn't work - is there a way to get them out without tossing the whole quiver? All my leather is stuck outside with an army of, uh, werewolves.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
      Post by: Morwaul on April 15, 2011, 11:38:52 pm
      Quick question (I think) 

      How can I copy the profile I saved from one version to the next?  In case that is to vague, before striking the earth, where you select which goods you get to bring and allocate skills, there is a save option that saves a profile.  How can I move that save to the next version? 
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
      Post by: Jackledead on April 15, 2011, 11:47:32 pm
      Hey Deon, Question here: When my shearer shears my mammoths they produce mammoth hair, not wool, is this normal? i haven't tried to make anything w/ the hair yet, but it just seems weird.
      -Thanks
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
      Post by: Phoebus on April 15, 2011, 11:57:09 pm
      Quick question (I think) 

      How can I copy the profile I saved from one version to the next?  In case that is to vague, before striking the earth, where you select which goods you get to bring and allocate skills, there is a save option that saves a profile.  How can I move that save to the next version?
      Embark profiles are saved in "/data/init/embark_profiles.txt"

      Hey Deon, Question here: When my shearer shears my mammoths they produce mammoth hair, not wool, is this normal? i haven't tried to make anything w/ the hair yet, but it just seems weird.
      -Thanks
      Mammoth raws do not seem to have all of the normal tags for wool.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
      Post by: Morwaul on April 15, 2011, 11:58:06 pm
      Hey Deon, Question here: When my shearer shears my mammoths they produce mammoth hair, not wool, is this normal? i haven't tried to make anything w/ the hair yet, but it just seems weird.
      -Thanks

      Hmmm, Maybe they are not Woolly Mammoths
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
      Post by: Jackledead on April 16, 2011, 12:01:32 am
      Nvrm, hair can be used, but it still should be named wool.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
      Post by: _DivideByZero_ on April 16, 2011, 12:45:28 am
      Is rock crystal supposed to be super-common now? It occurs in clusters!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
      Post by: Patchouli on April 16, 2011, 02:59:35 am
      The only letters remaining are C-D S-T.

      The thing is those letters alone make up 750+ words, or 1/3rd of all the words.

      I'll do T right now.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
      Post by: Deon on April 16, 2011, 03:35:24 am
      The only letters remaining are C-D S-T.

      The thing is those letters alone make up 750+ words, or 1/3rd of all the words.

      I'll do T right now.
      Thank you! :)

      Is rock crystal supposed to be super-common now? It occurs in clusters!
      I wanted to use crystal glass in the upcoming alchemy reactions, so I've made it more common.

      I'm in a bit of a mess with my fortress, simply put:

      Is there a way to make sure your dwarves only wear quivers containing ammunition that matches their weapon?

      I was wondering why, for the past two fortress years, my marksdwarves have all been beating things to death with their crossbows.

      I found out that, lo and behold, their quivers are full of arrows, rather than bolts, and I have to manually go through and try and fix it all.
      Never put bow- and crossbowdwarves in the same squad. They can't distinguish which ammo to use from the assigned list.

      Hey Deon, Question here: When my shearer shears my mammoths they produce mammoth hair, not wool, is this normal? i haven't tried to make anything w/ the hair yet, but it just seems weird.
      -Thanks

      Oops, I've made a mistake there.

      Open creature_genesis_mammal_large.txt, find mammoth and after:
      Code: [Select]
      [BODY_DETAIL_PLAN:TOUGHSTANDARD_MATERIALS]
      [USE_MATERIAL_TEMPLATE:IVORY:TOUGHTOOTH_TEMPLATE]
      [STATE_NAME:ALL_SOLID:ivory]
      [STATE_ADJ:ALL_SOLID:ivory]


      add the following:
      Code: [Select]
      [SELECT_MATERIAL:HAIR]
      [STATE_NAME:ALL_SOLID:wool]
      [STATE_ADJ:ALL_SOLID:wool]
      [YARN]

      Thanks for finding it :). You can change it without regenerating a new world.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
      Post by: Dwarf13 on April 16, 2011, 04:49:28 am
      Thanks for another the update Deon, quick question - i cant find Obstacle Coarse - is it gone?  :o
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
      Post by: Deon on April 16, 2011, 04:57:06 am
      It's called "obstacle course" and it is still there.

      P.S. Craaaap. [BUILDING:PHILOSOPHER_GARDEN] is written like "BUILDING:PHILOSOPHER_GARDEN]"  so it replaces it.

      I will fix it in a moment, sorry guys!

      For your own fix: open building_genesis and add an opening bracket before the philosopher's garden.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ]
      Post by: Deon on April 16, 2011, 05:08:20 am
      - 3.25c
      * obstacle course is fixed
      * vocalizations for domestic and some wild animals
      * mammoth wool is fixed


      Vocalizations for animals are far from being finished, right now I went through domestic, large temperate, large tundra and large tropical only.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: arghy on April 16, 2011, 05:22:01 am
      You should really release things in massive updates and have beta versions for the rapid updates. Instead of regenning a new world every week we could play our fortress or choose to have a quick fort with the beta and help you tweak everything until its all good then have a new release.

      Its really hard to start a fort when you know there could be a new version out the next day that fixes some massive bug or adds a totally badass new feature.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Dutchling on April 16, 2011, 06:10:22 am
      ''vocalizations for animals''

      what does that mean? Do animals make in-game sounds now or what?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Kogut on April 16, 2011, 06:14:01 am
      Only in adv mode.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
      Post by: TomiTapio on April 16, 2011, 06:40:14 am
      Is rock crystal supposed to be super-common now? It occurs in clusters!
      I think not. (reduces amount of blue crystals) (WinMerges latest Genesis) (puts them back as clusters)
      (gets sidetracked and alters minerals with the help of wikipedia)
      http://en.wikipedia.org/wiki/Cryolite  translucent, therefore damn fine furniture and statues. Value 3 I put.
      http://en.wikipedia.org/wiki/Jet_%28lignite%29  very fine, value 2.

      (boosts the Balor as mentioned earlier)
      Hey, scriptorium and soapmaker are still the same key "shift+S", right?
      I can't find the vocalizations in the animals.
      I see orc language file in there.

      (having mat_breath and firebreath and such announcements on, outpost minds spam gamelog LOADS.)

      Here you go Dwarf13:
      http://dl.dropbox.com/u/8967397/Genesis_3.25c_Ironhand_Tomis_incl_Bonfires.zip (http://dl.dropbox.com/u/8967397/Genesis_3.25c_Ironhand_Tomis_incl_Bonfires.zip)
      I haven't yet been ablo to embark with my expensive Faedogs, I should look into it more.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Dwarf13 on April 16, 2011, 07:37:19 am
      TomiTapio, can we please have your raws for the current version? :)
      Thanks a lot, off we go into a brave new TomiTapio's world! :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: KaneAndTheHumanRace on April 16, 2011, 10:26:01 am
      Ever since I started playing Genesis, I noticed that it seems when I add tasks to rock grinder of "create rocktip bolts," I end up with half bolts and half arrows.  I tried figuring out how to correct this myself, but it's beyond me.  Is there a way to fix this?

      Also, dwarves don't seem to be stockpiling rocktip bolts/arrows in ammo stockpiles in the latest version.  Well, 3.25b - I just noticed c is available now.  At any rate, is this normal?  They used to get stockpiled.  Thanks guys for any assistance.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Deon on April 16, 2011, 01:04:13 pm
      Ever since I started playing Genesis, I noticed that it seems when I add tasks to rock grinder of "create rocktip bolts," I end up with half bolts and half arrows.  I tried figuring out how to correct this myself, but it's beyond me.  Is there a way to fix this?

      Also, dwarves don't seem to be stockpiling rocktip bolts/arrows in ammo stockpiles in the latest version.  Well, 3.25b - I just noticed c is available now.  At any rate, is this normal?  They used to get stockpiled.  Thanks guys for any assistance.
      You can only get bolts from the bolts reaction and arrows from the arrows reaction.

      Also make sure the "rocktip arrows" or bolts are enabled in stockpile menu.

      ''vocalizations for animals''

      what does that mean? Do animals make in-game sounds now or what?
      When you walk around in adv. mode cows will moo around you, deers will bell and bears will roar. It's just a start, I will add vocalization to most animals with time. And yeah, it's for adventure mode only (and it will be great with Soundsense :P; imagine entering a human town and hearing barking, moo, bleating and cackling from all around you).

      You hear a loud roar.


      You should really release things in massive updates and have beta versions for the rapid updates. Instead of regenning a new world every week we could play our fortress or choose to have a quick fort with the beta and help you tweak everything until its all good then have a new release.

      Its really hard to start a fort when you know there could be a new version out the next day that fixes some massive bug or adds a totally badass new feature.
      What's a point to wait for a week when I already know how to fix a bug? You still can wait as much as you want and update later at any time.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Setharnas on April 16, 2011, 01:16:20 pm
      To be fair, I had the same problem with rocktip arrows/bolts in 24b - selected bolts manually (both share the same hotkey, 'a') and had both types in the 't' menu screen later. IIRC, it was even more arrows than bolts. Could DF have choked on the shared hotkey?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Deon on April 16, 2011, 01:20:37 pm
      Oops, they have the same hotkey... Probably it's the reason, sorry guys :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Setharnas on April 16, 2011, 01:24:31 pm
      Yay, another update incoming! :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Phoebus on April 16, 2011, 01:46:50 pm
      ''vocalizations for animals''

      what does that mean? Do animals make in-game sounds now or what?
      When you walk around in adv. mode cows will moo around you, deers will bell and bears will roar. It's just a start, I will add vocalization to most animals with time. And yeah, it's for adventure mode only (and it will be great with Soundsense :P; imagine entering a human town and hearing barking, moo, bleating and cackling from all around you).

      You hear a loud roar.
      It will be even better when you're down in a cave and:

      You hear a loud cthulhuing.

      With soundsense, it could even make you roll into a ball and cry in real life.
      I can almost feel it!
      </rambling>
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: KaneAndTheHumanRace on April 16, 2011, 02:06:23 pm
      Oops, they have the same hotkey... Probably it's the reason, sorry guys :).

      Actually I just realized that there's a discrepancy between item_weapon_genesis and reaction_crafting; in one the string ITEM_AMMO_ARROWS_TIP is referenced, and in the other ITEM_AMMO_ARROWS_ROCKTIP is mentioned (the same for rocktip bolts).  Would this have an effect?  I've tried playing around with them and I don't notice any difference, except now I've ended up with an object described as "rock salt rocktip arrows" vs "rock salt arrows".

      I really don't know what I'm doing...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Angel Of Death on April 16, 2011, 02:10:34 pm
      Maybe bronze collossi and other large beasts could have *thump* or something similar as their sound.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: TomiTapio on April 16, 2011, 03:48:58 pm
      Maybe bronze collossi and other large beasts could have *thump* or something similar as their sound.
      Everyone can help with this, use this format (Vanilla capybara)
      Code: [Select]
      [SOUND:ALERT:100:1000:VOCALIZATION:bark:barks:a loud bark]
      [SOUND:PEACEFUL_INTERMITTENT:100:10000:VOCALIZATION:whistle:whistles:whistling]
      [SOUND:PEACEFUL_INTERMITTENT:25:10000:VOCALIZATION:grunt:grunts:a grunt]
      [SOUND:PEACEFUL_INTERMITTENT:5:10000:VOCALIZATION:purr:purrs:a purr]
      [SOUND:PEACEFUL_INTERMITTENT:25:10000:NONE:click:clicks:a click]
      and privatemessage-tell what creature I should give the list of sounds to. Maybe 10k is a volume, not sure. Or every 10k time ticks, and first number is volume or range. Magmawiki doesn't know, Toady knows.

      Edit: metalworking picture... with chakats/foxtaurs. http://kaceym.deviantart.com/art/Learning-from-Dad-189227583 (http://kaceym.deviantart.com/art/Learning-from-Dad-189227583)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Raul on April 16, 2011, 03:50:17 pm
      You should really release things in massive updates and have beta versions for the rapid updates. Instead of regenning a new world every week we could play our fortress or choose to have a quick fort with the beta and help you tweak everything until its all good then have a new release.

      Its really hard to start a fort when you know there could be a new version out the next day that fixes some massive bug or adds a totally badass new feature.

      Quoting Deon: "Seriously though, no, new updates won't change anything that breaks save games."
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: _DivideByZero_ on April 16, 2011, 04:53:19 pm
      Making moon silver in the phoebus version makes sun gold instead.

      By the way, i'm just wondering, is there a way to get dwarf therapist running on linux for the newest version? The topic seems dead.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: ATR on April 16, 2011, 05:02:47 pm
      Sorry to interrupt gentlemen. Is there any use for feathers currently? Can't find it in the genesis manual or DF wiki so I assume its a new addition to genesis. I got it from butchering a Dragon Raptor. Be nice if I could decorate the tomb of my woodcutter who was eaten by him.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Lamphare on April 16, 2011, 05:21:39 pm
      Making moon silver in the phoebus version makes sun gold instead.

      By the way, i'm just wondering, is there a way to get dwarf therapist running on linux for the newest version? The topic seems dead.

      donno anything about linux, but when i tried to run DT 6.10 with 31.25 for the first time(as it supposed not to support 31.25), a messenger box popped up and said DT had just updated to enable it to connect with 31.25, as i was planning to do it manually....
      it gave me an impression that i had missed out something severely...
      but it works fine
      otherwise, bottom of this post (http://code.google.com/p/dwarftherapist/wiki/MappingNewVersions) probably would help you
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Alarion on April 16, 2011, 05:37:23 pm
      Quick question: Where in the scale of "weight/strength/edge" does Mithril place? I am about to make some from the alchemical laboratory (embarked on a map with NO copper, iron, clay or weapons material of any sort save for adamantine... but we do have a shitload of gold and lead!), and so I wondered where it was. Also, can you actually find it in the world or is it strictly a "magical" material?

      Thanks! :)

      //A, intrigued

      EDIT: Nvm, I looked in the raws and calculated it myself. Hooray, I feel smart ^^

      Mithril has a compressive yield/fracture of 1.5/2 million, a weight/density of 2900 (in solid form) and an edge of 70000. This places it between red steel and adamantine for the first, adamantine and iron for the second and red steel and adamantine again for the third.

      Moon silver has a compressive yield/fracture of 1.034/1.379 million, a weight/density of 4000 (in solid form) and an edge of 40000. This places it on par with sun gold for the first, between mithril and iron for the second and between red and black steel for the third.

      Or in short, here's what the tables look like with mithril and moon silver added:

      By compressive yield/fracture:
      Copper -> Cobalt -> Spellwood -> Black Bronze -> Bismuth Bronze -> Bronze -> Iron -> Sun Gold/Moon Silver -> Steel -> Black Steel -> Red Steel -> Mithril -> Adamantine

      By weight/density:
      Adamantine -> Mithril -> Moon Silver -> Iron -> Spellwood -> Sun Gold -> Steel -> Black Steel -> Red Steel -> Bismuth Bronze -> Bronze -> Cobalt -> Copper -> Black Bronze

      By edge:
      Spellwood -> Copper -> Cobalt -> Iron -> Bismuth bronze -> Black bronze -> Bronze -> Sun gold -> Steel -> Black steel -> Moon Silver -> Red steel -> Mithril -> Adamantine


      EDIT2: Added moon silver as well.

      Maybe you could add that Deon? Still thankful for a great mod ^^

      //A, again
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: _DivideByZero_ on April 16, 2011, 05:46:40 pm
      Scratch that. All I had to do was open up the terminal and write "sudo dwarftherapist" and it got the permissions necessary to download the newest layout. :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Alarion on April 16, 2011, 05:55:03 pm
      Scratch that. All I had to do was open up the terminal and write "sudo dwarftherapist" and it got the permissions necessary to download the newest layout. :)

      Makes me think of this (http://xkcd.com/149/).

      //A, tired
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Raul on April 16, 2011, 05:55:47 pm
      Mithril has a compressive yield/fracture of 1.5/2 million, a weight/density of 2900 (in solid form) and an edge of 70000. This places it between red steel and adamantine for the first, adamantine and iron for the second and red steel and adamantine again for the third.

      Moon silver has a compressive yield/fracture of 1.034/1.379 million, a weight/density of 4000 (in solid form) and an edge of 40000. This places it on par with sun gold for the first, between mithril and iron for the second and between red and black steel for the third.

      Or in short, here's what the tables look like with mithril and moon silver added:

      By compressive yield/fracture:
      Copper -> Cobalt -> Spellwood -> Black Bronze -> Bismuth Bronze -> Bronze -> Iron -> Sun Gold/Moon Silver -> Steel -> Black Steel -> Red Steel -> Mithril -> Adamantine

      By weight/density:
      Adamantine -> Mithril -> Moon Silver -> Iron -> Spellwood -> Sun Gold -> Steel -> Black Steel -> Red Steel -> Bismuth Bronze -> Bronze -> Cobalt -> Copper -> Black Bronze

      By edge:
      Spellwood -> Copper -> Cobalt -> Iron -> Bismuth bronze -> Black bronze -> Bronze -> Sun gold -> Steel -> Black steel -> Moon Silver -> Red steel -> Mithril -> Adamantine

      Thanks for the info, that's gonna be very useful!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Alarion on April 16, 2011, 06:07:08 pm
      Quick question: Where in the scale of "weight/strength/edge" does Mithril place? I am about to make some from the alchemical laboratory (embarked on a map with NO copper, iron, clay or weapons material of any sort save for adamantine... but we do have a shitload of gold and lead!), and so I wondered where it was. Also, can you actually find it in the world or is it strictly a "magical" material?

      Thanks!

      //A, intrigued

      EDIT: Nvm, I looked in the raws and calculated it myself. Hooray, I feel smart ^^

      Mithril has a compressive yield/fracture of 1.5/2 million, a weight/density of 2900 (in solid form) and an edge of 70000. This places it between red steel and adamantine for the first, adamantine and iron for the second and red steel and adamantine again for the third.

      Moon silver has a compressive yield/fracture of 1.034/1.379 million, a weight/density of 4000 (in solid form) and an edge of 40000. This places it on par with sun gold for the first, between mithril and iron for the second and between red and black steel for the third.

      Or in short, here's what the tables look like with mithril and moon silver added:

      By compressive yield/fracture:
      Copper -> Cobalt -> Spellwood -> Black Bronze -> Bismuth Bronze -> Bronze -> Iron -> Sun Gold/Moon Silver -> Steel -> Black Steel -> Red Steel -> Mithril -> Adamantine

      By weight/density:
      Adamantine -> Mithril -> Moon Silver -> Iron -> Spellwood -> Sun Gold -> Steel -> Black Steel -> Red Steel -> Bismuth Bronze -> Bronze -> Cobalt -> Copper -> Black Bronze

      By edge:
      Spellwood -> Copper -> Cobalt -> Iron -> Bismuth bronze -> Black bronze -> Bronze -> Sun gold -> Steel -> Black steel -> Moon Silver -> Red steel -> Mithril -> Adamantine


      EDIT2: Added moon silver as well.

      Maybe you could add that Deon? Still thankful for a great mod ^^

      //A, again

      Thanks for the info, that's gonna be very useful!

      Glad to help ^^

      Also, updated quote with even more info. I'm beginning to understand how things work around here, and it's a fantastic feeling! :D Maybe I can yet become a modder, or at least help out with things?

      ^^

      //A, happy to be of service.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: TomiTapio on April 16, 2011, 06:10:10 pm
      I slapped that onto the wiki. ( http://df-genesis.wikidot.com/metals )

      Edit: aw man, don't quote giant chunks of text. Edit2: moon silver also on wiki page now.

      Anyone feel like having a Challenge Fort?
      Rule 1. May not wall off the outdoors. You can have a door and many traps. Let's assume siegers can break walls (but Toady hasn't implemented).
      Rule 2. May not dig tunnels or rooms or caves. Dig only by channeling / open quarry style to get stones and ore. Good luck strip-mining down to the caverns!


      This outdoors hut/castle embark should have better FPS as there's shorter distances and no chokepoints. And less stones to haul.
      One theory says it's the stockpile count (testable by removing all piles), other theory says it's dorfs trying to replace worn clothes (testable by dorf civ never wearing clothes).


      Edit3: Made an improved table to see what fps means in terms of player's time (minutes).
      Spoiler (click to show/hide)

      Edit4: updated http://df-genesis.wikidot.com/tips-and-advice somewhat.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Alarion on April 16, 2011, 06:29:36 pm
      Edit: aw man, don't quote giant chunks of text.

      I was just updating it with the info, like over in the "Signs you play DF too much" thread... ;)

      But really, I just came back to post it to an updated .chm file, here you go:

      http://dl.dropbox.com/u/2192899/Genesis%20Manual.chm

      Enjoy :)

      //A, content

      EDIT: Added the values of the metals ($60 and $300, same as Sun Gold and Adamantine basically.) :) 
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Raul on April 16, 2011, 06:36:42 pm
      aw man, don't quote giant chunks of text.

      Sorry Tomi, I fixed that quote (kinda) :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: TomiTapio on April 16, 2011, 06:38:10 pm
      No worries, Loyal Commander-Angels of Armok.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Icee77 on April 16, 2011, 07:48:29 pm
      Is it weird that when I think of an animal sound for elves, all i hear is this:
      http://www.youtube.com/watch?v=hTPxqUtlLdo
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Ghundio on April 16, 2011, 08:38:58 pm
      I have a very important question, if I just caught a thunderbird can I train it and will it still kill my dwarves if it didn't kill any dwarves when it got here. If I can start a thunderbird breeding program....
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: ATR on April 16, 2011, 08:44:00 pm
      Hi all. This may have been reported already but it appears there's a bug with hunters picking up arrows when they use an xbow. In my case, they were the rocktip arrows you can make out of the stonecuttery.

      Switching ammo is also quite burdensome. You can turn off hunting to make the dwarf dump (well, more like take about 5 mins of gameplay to single handedly haul their quiver, weapon, and any armor to their respected stockpiles. Then forbid the ammo you dont want them picking up, then reassign hunter so they go through the routine all over again. It would be nice if the code allowed the dwarf to check midway through this routine if their hunter job has been enabled again.

      Thanks.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Jeoshua on April 16, 2011, 08:45:29 pm
      Is it weird that when I think of an animal sound for elves, all i hear is this:
      http://www.youtube.com/watch?v=hTPxqUtlLdo

      Yes it's weird, because Elves could never be that groovy.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: ATR on April 16, 2011, 09:17:50 pm
      Ouch, as per in my post above, I believe I may have bugged my hunter now. For a full season he will not pick up bolts. I have 75 bolts available. I believe he may be wishing to pick up the arrows I forbid, so the code made be in error there. Also at the same time, a Thunderbird has been straggling one of my farmers at my front gate for an entire season. A good thing too as I'm only 21 dwarves into the game and only 1 hunter for defense. I'm just waiting for him to get his ass out there and defend me!!! Whats insane is its been so long that my farmer's severed arm has gone rotten, and its spreading miasma all over my bridge, the Thunderbird included. At this point I'm hoping the Thunderbird will die from the poor air quality. Thanks.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Patchouli on April 16, 2011, 09:48:45 pm
      Finished T.

      Only C D and S left. About 650 words.

      Any help from others is appreciated.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: TomiTapio on April 17, 2011, 12:47:04 am
      I have a very important question, if I just caught a thunderbird can I train it and will it still kill my dwarves if it didn't kill any dwarves when it got here. If I can start a thunderbird breeding program....
      If you get one in a cage, you can tame and train it, says the raws. Not sure if it can breed since it's an egglayer.

      Archers: Check http://www.bay12games.com/dwarves/mantisbt/view_all_bug_page.php  filter "arrows" there's many issues there
      http://www.bay12games.com/dwarves/mantisbt/view.php?id=2625
      http://www.bay12games.com/dwarves/mantisbt/view.php?id=1374

      a Thunderbird has been straggling one of my farmers at my front gate for an entire season.
      Fortress time... 3 months in melee without eating or drinking :-P
      And Thunderbirds ever don't have any wrestling skill. Why not put ten non-smith people in squad and have a punch-up?


      Edit: I'll try shorter dwarf viewrange in my next fort (sometimes crucial in rush-out-to-enemies foolisheness).
      Current raws with scriptorium to ALT_S and moonsilvermaking fixed and shorter viewrange.
      http://dl.dropbox.com/u/8967397/Genesis_3.25c_Ironhand_Tomis_incl_Bonfires_fixes.zip
      save-compatible with Genesis 3.25+Tomis+bonfire.


      Since metals have been explained for worst to best for armor/weapons/etc, can someone please care to detail which weapons are the best (overall) and best in type (X sword is best for Y, Z mace is best for C)?
      I tried myself but the velocity and contact areas tend to confuse me; especially when they end up very similar.
      Never use blunt! It's that simple. You want enemy limbs to be chopped off, not bruised bones. Might even be the case that bruises don't cause internal bleeding. And cloaks and robes seem to defend against blunt attacks way too much (conceptual bug, dividing impact to SOFT item's area like it was a breastplate)

      I think the baseline is short sword, [ATTACK:EDGE:5000:2000:slash:slashes:NO_SUB:1250]
      5000 wide area, 2000 deep cut or penetration, 1250 velocity (can ignore this number most of the time)
      Trapcomp giant axe blade: [ATTACK:EDGE:100000:7000:slash:slashes:NO_SUB:1000]. Massively better than sword, right?

      I recommend steel exotic edged weapons (which have heavy attack numbers by Deon), axes, and halberds ( [ATTACK:EDGE:23000:3500:slash:slashes:NO_SUB:2000] ) and anyone can do arena test, 20 halberd dorf vs 20 shortsword dorf.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: DracoGriffin on April 17, 2011, 01:21:49 am
      Since metals have been explained for worst to best for armor/weapons/etc, can someone please care to detail which weapons are the best (overall) and best in type (X sword is best for Y, Z mace is best for C)?

      I tried myself but the velocity and contact areas tend to confuse me; especially when they end up very similar.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: asfghn on April 17, 2011, 02:37:31 am
      Not sure if it can breed since it's an egglayer.
      I have successfully bred my raptors (which I recently modded, adding skill learning and such and so forth) despite being egglayers. The secret seems to be allowing the female to sit on the nest box—my dwarves either wouldn't or were too busy to collect her eggs, and before I knew it I had eight raptor chicks running around. :)

      Will comment more in-depth on other in-thread conversations later. Bad day, tired now. Maybe I'll mess around with the arena and make raptors even stronger... :o
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Dwarf13 on April 17, 2011, 06:48:21 am
      Every egg-layer is breeadble - just build a small room, put male and female, a couple of nest boxes, lock the door and wait. I even bred asps that way! :D

      Btw, TomiTapio, did you tweak mineral occurance like metals and such? On Deon's "vanilla" i often struggled for iron on "frequinet minerals" world, often having an embark place saying "Deep metal, shallow metals"  to have cobalt (top layers) + galena (deep below), or galena + silver, and such...
      But your raws, man... i've got from the very first embark on terrifying savannah i've got on 3rd layer: Limonite (100% iron ore) + tetrahedrite (100% copper, 20% silver) and gypsum! That was... amazing! Digging futher i've stucked marble on 15+ layer, yay! That's all my beardy dwarfy dreams come true! Now i wouldn't be suprised finding gold\platinum deeper below (not using prospector tool to spoil such fun, but usually i do, when i want an embark with certain metals)

      Speaking on weapons - sure edged cut off limbs like crazy, but those mace-wielding gobbo's... Man, i've just had 2x siedge from Centaur archers + Goblin macemen (surprisingly early - like in the middle 2nd year summer) - my military was like 3 dorfs in copper armor + iron\steel weapons (fending off unded while i get my wood), plus i really screwed by second main migrating wave at the start of second year - got only 2\2\2 Hammerer and1\1\1\1  maceman, (but two legendary Doctors, so no whining there ;D ) not even a single smith, (i didn't embark with smithing skills) and the second Steel dwarf was a 6 year old kid... Just Awesome, fun is coming my way  :P  Well, i've got a Steelie from embark, who's been training for a half a year and had like 2\0\3\3 Axeman...

      So, like you wrote just above, about the fort challendge (and for more fun) i didnt wall off the outer space, just booby trapped it in 3 circular rows (stone traps to crush undead thingies chasing my peasants, next is Cage traps for random deer and invaider hunting and the third one, the tightest one: cage trapping, for the actual defence\late warning system), sooo, ive hurried inside and armed all capable man (by saying capable i mean at least novice in any battle skill) - so, we're got 7 men armed, partially armored in copper and ready to die trying!

      Main Entrance was trapped with only 3x cage 2x 10 copper serrated dics traps, so i've managed to gather my forces while cents and goobos chase and killed my cat and lone wandering  newbie suturder, who drowned with one of the inwaiders, bying precios time for our fortress. We will engrave you name in teh Hall of Honor, sir! Thankfully, gobbos chased him for a half a map, and stood there, while cents rushed in... Traps were slicin', cages dropping from above and lockin' - so only half made it throu and weve butchered, quite a sucsess! But stupid dorfs rushed to a hospital to lay off and let gobbos slaughter the fort, with only myself to blame for designating a hospital area before the battle...

      Thankfully, goobbos stood and wait in the corner, giving me time to reload my traps and suture cuts on my warriors (two of them with crutches btw, from previous undead encounters, real Vets!  ;D) Plus two mastiff puppies grown up (the ony battle capable animals i've got left, others protected their owners too well), my newbie smiths made some junky iron brestplates\mails\shields in a hurry... And ofcoure i've runned off my medical supplies, so encounter was imminent.

      And my ovely "buggy" Keepers caravan came! And ofcoure they enters from a WRONG edge of the map, and were going to be buchered on their way in, oh well, now or never! I've got a two steel armored guards to helm me with those ten mace weilding greenies. So, the point i was telling you all this... Sure, blunt sucks. Sure, it takes forever to kill a thing... But what that goobos did to my men! they were all red, crying, vomiting, crouching away from the fight... I dont know how to name 'em.. Elves! I've won by one axe-hacking-madly-battle-transing captain, who hacked the rest of the gobbos, while they mauled crap out the rest of my squad. And they got so much minor broken bones and bruises like a wall of red text. No one died, luckly (or not, cause healing them would seemed to take an enternity, and supplies, which i dont have).

      All those blunt weapons are made to abuse your dwarves and medical personnel, beware! :-[
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Deon on April 17, 2011, 07:54:36 am
      You were just lucky with your embarks... I have iron all the time.

      Plus, you can turn cobalt into iron now.

      Yeah, in real life you cannot kill a man unless you bash him in the head or puncture a vital organ with a hammer too. Blunt weapons work good on armor though, breaking bones and stuff.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Angel Of Death on April 17, 2011, 08:01:23 am
      Deon, what happened to the power of maces? Hits to the unarmoured upper body only bruise 80% of the time now. Before, if you hit an unarmoured opponent in the upper body it would mean that they're pretty screwed.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: TomiTapio on April 17, 2011, 08:06:43 am
      One problem with blunt is that the AI doesn't stop bashing an incapacitated enemy, wasting precious combat time on "beating a dead horse". Should move to next target once Pain-Fainted or Two Broken Limbs on target.

      I had a gigantic giant moose cow. 130 pages of report, crossbow and shield bashing... And at last halberd to the brain. (Right! I'll set crossbow bashing up a little.)

      Also, there should be internal blood loss from bruises and fractures and bone-shards-in-veins.

      Yes I've toned down the DAMN SPHALERITE and galena so can get better metals appearing.

      Bah viper spear bash: [ATTACK:BLUNT:3000:6000:bash:bashes:shaft:1850]
      normal spear: [ATTACK:BLUNT:400:160:bash:bashes:shaft:1250]
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Ahra on April 17, 2011, 08:29:40 am
      i wish there was internal bleeding, thats how blunt force kills irl , ruptured organs and such.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Befenismor on April 17, 2011, 08:34:55 am
      Quick question - can you play as dusk elves if you modify the files? Will it actually work? I remember playing as elves in an older version of df but haven't tried it in 2010.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: TomiTapio on April 17, 2011, 08:41:11 am
      Quick question - can you play as dusk elves if you modify the files? Will it actually work? I remember playing as elves in an older version of df but haven't tried it in 2010.
      Yes, you can. It's mostly a question of what buildings and reactions and noble positions are allowed to them. Just copy most of those from dwarf to duskie then.
      Put CIV_CONTROLLABLE to only one entity (you get random civ if have multiple).
      The most popular seems to be "kobold camp" civ.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Deon on April 17, 2011, 10:07:38 am
      One problem with blunt is that the AI doesn't stop bashing an incapacitated enemy, wasting precious combat time on "beating a dead horse". Should move to next target once Pain-Fainted or Two Broken Limbs on target.

      I had a gigantic giant moose cow. 130 pages of report, crossbow and shield bashing... And at last halberd to the brain. (Right! I'll set crossbow bashing up a little.)

      Also, there should be internal blood loss from bruises and fractures and bone-shards-in-veins.

      Yes I've toned down the DAMN SPHALERITE and galena so can get better metals appearing.

      Bah viper spear bash: [ATTACK:BLUNT:3000:6000:bash:bashes:shaft:1850]
      normal spear: [ATTACK:BLUNT:400:160:bash:bashes:shaft:1250]
      Oops, it's an old setting for the viper spear, I forgot to change it to a small area.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: rainekage on April 17, 2011, 10:56:27 am
      Caught up on thread.
      Was at work for 19 hours two days in a row (Actually paid for 14 hours, but too inefficient to go home for those four extra hours).  Spent a lot of time attempting to build fortresses and trap designs in my head.  Imagined customers as sieging illithids.

      Going to sleep now.  Will see if I can actually build something tomorrow.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Gokajern on April 17, 2011, 12:49:51 pm
      K, I'm new to this mod. I tried to build a magma blast furnace but I don't understand where do I need to have the magma squares below it. I've had to build and deconstruct 3 times now.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Deon on April 17, 2011, 12:52:50 pm
      Any square should work. Make sure not to channel the work position (near the furnace burner).

      OOOOO
      OOOOO
      XOOOO
      OOOOO
      OOOOO

      The "X" should be built on a solid floor and you should give dwarves access to it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Vehine on April 17, 2011, 09:37:26 pm
      Checking in to see if anyone else is having similar experiences in their forts.

      1. Savage biomes, be they Untamed Wilderness or Sinister, aren't dangerous at all. 80% of the time the animals on my map are Geese, Ganders and Drakes (the bird, unfortunately, not the dragon). If I'm lucky I'll get a Gargoyle, or a Harpy or - even better! - a Beak Dog, which is considerably more lethal.

      2. Very few creatures in Caverns. I keep an open path down into my caves for the sole purpose of generating activity for my hospital, and it stills rots away nearly unused.

      3. Ocean (Sinister, for what it's worth) embarks don't spawn any animals in the water. Even just a whale to sightsee, or a sea monster to shoot arrows at, would make my day, but I get nothing. :<
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: TomiTapio on April 17, 2011, 10:33:48 pm
      1. Savage biomes, be they Untamed Wilderness or Sinister, aren't dangerous at all. 80% of the time the animals on my map are Geese, Ganders and Drakes (the bird, unfortunately, not the dragon). If I'm lucky I'll get a Gargoyle, or a Harpy or - even better! - a Beak Dog, which is considerably more lethal.
      2. Very few creatures in Caverns. I keep an open path down into my caves for the sole purpose of generating activity for my hospital, and it stills rots away nearly unused.
      3. Ocean (Sinister, for what it's worth) embarks don't spawn any animals in the water. Even just a whale to sightsee, or a sea monster to shoot arrows at, would make my day, but I get nothing. :<

      1. thanks for telling! Goose has [BIOME:ANY_TEMPERATE_LAKE] [BIOME:ANY_TEMPERATE_MARSH] and Silly default frequency of 50! (very common) I'll fix to freq 16. Duck was also default 50, fixed.
      This is the kind of tuning Toady has no time for.

      2. my caverns have totally enough large rats, troglodytes, ghouls, leapers, cave crocs, and the occasional elk bird, gorlak and g-swallow and bugbats. I think savage and evil biome also might restrict what appears in the caves, not sure. Maybe I should make more of the cave creatures "homing" with buildingdestroyer, curiousbeast (what's this barrel have?), rage. Yep largerats already have curious.
      (giant ants up from 9 to 18 freq, tuned giant sandworm "[TRAPAVOID] -- it "tunnels" past traps, and is huge 10 tons too big for cages.",
      dammit cave croc freq50default, let's up drunian freq, and elk birds were def50...)

      3. Probably a vanilla bug, I don't recall sea creatures either. Anyone fancy doing ten oceanside test embarks?

      Edit: A one-session fort... fell in combat.
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Jeoshua on April 18, 2011, 12:39:48 am
      Aren't Sinister biomes Calm + Evil?  If so, that's why theres no sea life.  When it comes, which will be rarely, expect it to be undead.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: rainekage on April 18, 2011, 01:33:48 am
      I usually embark in high-savage areas, but yeah, most of the time I get herds of Reindeer or Cavy sows+boars.  Sometimes I get dragon raptors or something, which devastate my fortress.  But usually pretty harmless.

      I tend to avoid evil biomes, because I'm not sure I'm up for THAT much Fun.  Joyous wilds are fun, though.

      "Your entire fortress has been slain by unicorns."
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Deon on April 18, 2011, 01:35:52 am
      1. Savage biomes, be they Untamed Wilderness or Sinister, aren't dangerous at all. 80% of the time the animals on my map are Geese, Ganders and Drakes (the bird, unfortunately, not the dragon). If I'm lucky I'll get a Gargoyle, or a Harpy or - even better! - a Beak Dog, which is considerably more lethal.
      2. Very few creatures in Caverns. I keep an open path down into my caves for the sole purpose of generating activity for my hospital, and it stills rots away nearly unused.
      3. Ocean (Sinister, for what it's worth) embarks don't spawn any animals in the water. Even just a whale to sightsee, or a sea monster to shoot arrows at, would make my day, but I get nothing. :<

      1. thanks for telling! Goose has [BIOME:ANY_TEMPERATE_LAKE] [BIOME:ANY_TEMPERATE_MARSH] and Silly default frequency of 50! (very common) I'll fix to freq 16. Duck was also default 50, fixed.
      This is the kind of tuning Toady has no time for.

      2. my caverns have totally enough large rats, troglodytes, ghouls, leapers, cave crocs, and the occasional elk bird, gorlak and g-swallow and bugbats. I think savage and evil biome also might restrict what appears in the caves, not sure. Maybe I should make more of the cave creatures "homing" with buildingdestroyer, curiousbeast (what's this barrel have?), rage. Yep largerats already have curious.
      (giant ants up from 9 to 18 freq, tuned giant sandworm "[TRAPAVOID] -- it "tunnels" past traps, and is huge 10 tons too big for cages.",
      dammit cave croc freq50default, let's up drunian freq, and elk birds were def50...)

      3. Probably a vanilla bug, I don't recall sea creatures either. Anyone fancy doing ten oceanside test embarks?

      Edit: A one-session fort... fell in combat.
      Spoiler (click to show/hide)
      "More building destroyers" is a VERY bad idea. They eat FPS like butter.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Vehine on April 18, 2011, 02:10:58 am
      Aren't Sinister biomes Calm + Evil?  If so, that's why theres no sea life.  When it comes, which will be rarely, expect it to be undead.

      Ahah, you're right. So I guess I can't have an embark that's evil monsters sans undead. I'm sad. :(

      While testing out this sea-life thing, I fell in love with my first embark. Because every winter, the ocean freezes over entirely. It's beautiful and I might tunnel out and underwater city. But, no sea life. Occasionally packs of badgermen crossing the ice in winter (migrating?), sometimes pigeons or dragon raptors, but no sea life. Probably because the oceans are freezing. I'm fairly sure this isn't a glacial/freezing embark, too.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: asfghn on April 18, 2011, 02:19:50 am
      Haven't read through the rest of the thread yet (and am too tired to do so or reply until tomorrow, probably), but I embarked on an oceanside site and have thusfar gotten whales and sea monsters (the latter of which crawl across land, picking fights with my woodcutters and their pet raptors, getting hurt and 'running' away).

      But then, I'm still playing... .24b? Goldplated, cha'know. ;D

      For what it's worth, that embark is also Terrifying, aka Savage+Evil. I haven't been getting anything exciting, either. :'(
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: rainekage on April 18, 2011, 05:22:49 am
      Dwarf Fortress - It will warp your mind until your definition of exciting means unspeakable abominations on your map upon embark, ready to horrible maul your hapless dwarves before your computer has even registered that the game is fully loaded.

      Like that time way, way back when I embarked on top of alligators.  Half the party dead before I even had control of my dwarves!

      That was really Fun.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Acanthus117 on April 18, 2011, 06:05:02 am
      Dwarf Fortress - It will warp your mind until your definition of exciting means unspeakable abominations on your map upon embark, ready to horrible maul your hapless dwarves before your computer has even registered that the game is fully loaded.

      Like that time way, way back when I embarked on top of alligators.  Half the party dead before I even had control of my dwarves!

      That was really Fun.

      Good god, that happened to me not 3 mins ago.

      WHOAAA
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Deon on April 18, 2011, 06:08:55 am
      Haha, I remember when we played DF multiplayer and a pack of skeletar gorillas killed our guys over and over... We reclaimed like 5 times.

      But yeah, savage and evil areas need more monsters, I will work on that.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Angel Of Death on April 18, 2011, 06:59:51 am
      Haha, I remember when we played DF multiplayer and a pack of skeletar gorillas killed our guys over and over... We reclaimed like 5 times.

      But yeah, savage and evil areas need more monsters, I will work on that.
      DF MULTIPLAYER!?

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: DrKillPatient on April 18, 2011, 07:24:47 am
      Is there an ASCII version of the latest update?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: TomiTapio on April 18, 2011, 08:20:57 am
      I usually embark in high-savage areas, but yeah, most of the time I get herds of Reindeer or Cavy sows+boars.  Sometimes I get dragon raptors or something, which devastate my fortress.  But usually pretty harmless.
      I tend to avoid evil biomes, because I'm not sure I'm up for THAT much Fun.  Joyous wilds are fun, though.
      Incidentally, reindeer and cavy are also at default 50 frequency, so I do adjust them.
      I avoid evil places because trees won't grow back there.

      Building destroyer: do you really notice fps drop when there's one giant toad in the caves? But I didn't add more BD tags, there were enough.

      Is there an ASCII version of the latest update?
      Not yet.

      Random: Is there a reason Cavy are only 5 or 6 points?  Do they not give bones or leather upon death, or something else that would make me never ever want to embark with them?
      It's 7 AM, why am I worldgenning?
      Another stupid question: Is it possible to change embark points after worldgen?
      They're fat rats, 0.8 kg (1.76 pounds). Guess they only give a skull. Guess they're useful as goblin-confusers and guard squish-on-a-rope animals.
      Because it's fun to look at region10-world_sites_and_pops.txt?
      Probably not, unless hex-edit the save.

      My latest raws: http://dl.dropbox.com/u/8967397/Genesis_3.25c_Ironhand_Tomis_incl_Bonfires_Apr18.zip (http://dl.dropbox.com/u/8967397/Genesis_3.25c_Ironhand_Tomis_incl_Bonfires_Apr18.zip)

      Bonus item, my current medium region settings.
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: rainekage on April 18, 2011, 09:00:18 am
      Random: Is there a reason Cavy are only 5 or 6 points?  Do they not give bones or leather upon death, or something else that would make me never ever want to embark with them?

      Wiki says cavy only give a skull, but don't know if they've been changed at all in Genesis.

      It's 7 AM, why am I worldgenning?

      Another stupid question: Is it possible to change embark points after worldgen?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Dwarf13 on April 18, 2011, 09:58:56 am
      Thanks TomiTapio, gonna try it out now! (bored with my Terrifying biome spawning skeletal turkies and donkies, got over 80 turks dead :\)

      Btw, i got an issue a couple of times, when stuff at Trade depout rots like hell in a two-tree days. I happend when orcs+home caravans came in a same time, on two different biomes and embarks. I usually tade in 2-3 sessions, while peasants hauling stuff to depout, first ill buy all the nessesary, then stuff which i want to melt, etc. Soo, on the second session i've notieses mosr of the goods were "x" marked, some even xx. After 3-4 days it was like xxx, or gone! I;ve even reloaded to witness how it all rot away exept metal craft (unrotable, i guess).

      What can be causing it? Any ideas?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: BigD145 on April 18, 2011, 10:34:53 am
      Another stupid question: Is it possible to change embark points after worldgen?

      cheatengine.exe or artmoney.exe. I think embark points are a 2 byte integer, but I forget.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Dutchling on April 18, 2011, 11:03:53 am
      Finished T.

      Only C D and S left. About 650 words.

      Any help from others is appreciated.

      I will do S if nobody else has done it yet. To do something back to Deon for this awesome mod :)

      EDIT: crap, 316 words xD
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: spriksprak on April 18, 2011, 11:06:53 am
      Hi, I've done the bottom half of S - from system up to sorcerer so if some kind soul wants to finish it off that's where they should start. Btw on the in game music front the file plays fine inside windows media so it isn't a compatibility issue outside of the game.

      wow that's really spooky timing Dutchling!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Deon on April 18, 2011, 11:16:53 am
      Thanks TomiTapio, gonna try it out now! (bored with my Terrifying biome spawning skeletal turkies and donkies, got over 80 turks dead :\)

      Btw, i got an issue a couple of times, when stuff at Trade depout rots like hell in a two-tree days. I happend when orcs+home caravans came in a same time, on two different biomes and embarks. I usually tade in 2-3 sessions, while peasants hauling stuff to depout, first ill buy all the nessesary, then stuff which i want to melt, etc. Soo, on the second session i've notieses mosr of the goods were "x" marked, some even xx. After 3-4 days it was like xxx, or gone! I;ve even reloaded to witness how it all rot away exept metal craft (unrotable, i guess).

      What can be causing it? Any ideas?
      Are you sure there are no acid mephits? :P I think it may be related, at least some people reported decaying furniture. I will look into it.

      Quote
      words
      Hey, thank you for almost finishing the language. Send me what you've got :). Once I get a full orcish language it will be a reason for another release, with new monsters for savage/evil areas and Tomi's fixes :).

      Quote from: Tomitapio
      Building destroyer: do you really notice fps drop when there's one giant toad in the caves? But I didn't add more BD tags, there were enough.
      It happens from time to time. It looks like they sometimes pick a target to destroy they can't pathfind to, so it causes a massive lag.
      When there're multiple building destroyers on map, it can be a steady 50-100 FPS hit on my system.

      Haha, I remember when we played DF multiplayer and a pack of skeletar gorillas killed our guys over and over... We reclaimed like 5 times.

      But yeah, savage and evil areas need more monsters, I will work on that.
      DF MULTIPLAYER!?


      You can play it with a few players through the dfterm program. It's still a single game, but it's fun to take turns managing the fortress, or look as another guy plays an adventurer in real time and give him advices, taking control from time to time to show what you want.

      Make sure that you play it with sane people though, to avoid everyone thriving for the control and making the game unplayable :D.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Dutchling on April 18, 2011, 11:40:05 am
      @Spriksprak,
      I'll do C than. misread your post, you want someone to finish it, I'll finish it

      Deon,
      how do you use the translator you linked in an earlier post? This are the results for sabre
      Code: [Select]
      Found 1 kanji.
      blade;   clock hand;   sabre;   sword;  ケン    つるぎ   
      Jouyou kanji, 10 strokes WordsSentencesExternal links
      What should I use as japanese? Does DF support japanese charachters? Jouyou kanji comus up with all words so I assume it's the language or something
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Jeoshua on April 18, 2011, 11:48:33 am
      This was explained a few pages back.

      Do NOT use the japanese characters.

      Click the checkbox given.  You want "romanji".

      Those words under the translation are what type of word and/or writing it is.  It does not matter one bit.

      If you get words like "baradu" for "blade", don't use them either.  That's a nipponization of an english word.

      Keep them short, preferably under 6 letters if possible

      Keep them simple, NO hyphens (that's a long vowel, a sign of nipponization of another language)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Dutchling on April 18, 2011, 11:55:45 am
      My problem is that there are only english words and japanese charachters. No japanese words or something like that.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Patchouli on April 18, 2011, 12:24:24 pm
      It should be set up like this:
      http://jisho.org/words?jap=&eng=sabre&dict=edict&romaji=on

      Kana as romaji is checked.

      You look down the list and see then "ken" is probably the best translation.

      If there is no translation, look for a synonym of that word. Additionally, if there are homonyms, context of the word should be clearer if you're directly replacing the words in the LANGUAGE_ORC.txt file, since the words are typically tagged like so:

      Code: [Select]
      [T_WORD:FAINT INTENSITY:rengchun]
      [T_WORD:FAINT VERB:bingchang]
      [T_WORD:FAIR COLOR:huangliao]
      [T_WORD:FAIR EVEN:ruhaihuan]

      If you aren't sure about the grammatical use of the word, look at language_words.txt. It'll tell you if it's going to be used as a noun, verb, etc.

      Try to strike a balance between length and the closeness of the original meaning of the word. If you have two translations of equal length, go for the one that's grammatically closer to the original word, or one that people are more familiar with. It's alright if you aren't sure, just pick the best one that you think should be used then.

      When you send it to Deon, make sure it's all tagged out correctly, so it's like:
      Code: [Select]
      [T_WORD:SABRE:kan]
      I'll help out with S if you want, I can take Sly-End of S.

      EDIT: Oh, someone's already done the end of S.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Deon on April 18, 2011, 12:29:39 pm
      If you could finish the remaining S words, we could patch a release this week :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Patchouli on April 18, 2011, 12:33:54 pm
      If you could finish the remaining S words, we could patch a release this week :).
      We've already got C-D?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Dutchling on April 18, 2011, 12:38:28 pm
      i'll finish S now than
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Patchouli on April 18, 2011, 12:40:28 pm
      I'm confused, but I guess I'll do D then.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Deon on April 18, 2011, 12:44:06 pm
      If you could finish the remaining S words, we could patch a release this week :).
      We've already got C-D?
      No we don't, but I could make it this weekend if nobody makes it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Patchouli on April 18, 2011, 12:48:18 pm
      Oh, I'll do D then. We could probably finish it before the week is over, S was the real heavy hitter.

      C and D aren't to bad individually.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Deon on April 18, 2011, 01:16:50 pm
      While I have some free time, I remake sylvan sprites a bit to give them more feral look.

      You need a better jaw to chew those dead dwarves :P.

      (http://img.ie/57465.png)

      On this image you see some sprites replaced with new ones. They have a more massive jaw, larger brows and more stout look overall. Plus, wooden armor instead of "green robes" (I've made only the generic sprite, the trader, the wrestler, the hammerelf, the swordelf and the axeelf as you see, and started to work on the bowelf).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Gokajern on April 18, 2011, 01:37:07 pm
      I can't seem to be able to use the magma blast furnace: the lower left corner has access to a single magma square filled with magma from a volcano, all the tasks in the workshop are red and choosing only gets me a description of the reaction. Any help will be appreciated.

      Yes, all the other magma buildings are working. BTW I forgot to mention, thanks for a cool mod and for keeping on top things, that's really great.
      ------------------------------------------------------------------------------------------------------------------------------------------
      After making some iron I was able to use the "make a batch of steel from bars" in the magma blast furnace, so the problem is with the ore command?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Deon on April 18, 2011, 01:49:24 pm
      Are other magma buildings working? I'll check it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Dutchling on April 18, 2011, 01:53:47 pm
      I have done the first 100 words of S
      now we need sick to soothe (78 words)
      I'll do them tomorrow unless someone beats me to it.
      I'm sending them to you now Deon.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Deon on April 18, 2011, 01:54:29 pm
      That is sweeeeeeeet.

      Today I can sleep peacefully. I need this sleep anyway, sleep deprivation is bad :>.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Patchouli on April 18, 2011, 02:07:03 pm
      I have done the first 100 words of S
      now we need sick to soothe (78 words)
      I'll do them tomorrow unless someone beats me to it.
      I'm sending them to you now Deon.
      I'll do sick to soothe, then do D. Thanks for the help.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Gokajern on April 18, 2011, 05:04:36 pm
      My dwarves are not taking my ilithid prisoners to their assigned restraints. Sorry if I'm posting about every little problem but I'm not sure how much is part of the mod and how much is part of the original.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Deon on April 18, 2011, 05:36:20 pm
      Do they have "animal hauling" enabled? Also I wouldn't suggest that, illithids are very dangerous even naked, so if the dwarf chickens out, you get an angry killing machine in the heart of your fort.

      P.S. Are you sure you can put caught enemies on restraints? I've never done it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Gokajern on April 18, 2011, 06:29:40 pm
      Well I've put goblins on restraints before to serve as target practice for my dwarves. I was trying to get an illithid to scare a tame forest spider I have into producing web. Now I'm just trying to get rid of all my illithid prisoners by means of dropping them down a hole. You see I want all the illithids in one cage (like I have done before with goblins and trolls and such), the cage is connected to a lever that is simultaneously connected to a support below the square with the cage, my idea is to activate the lever freeing them and sending to a plummeting death at the same time. The whole point is to get body parts that will be used for bone carving eventually.

      But of course my dwarves are not moving the illithids to the cage...

      EDIT: The same thing is happening with my demon prisoners and I'm guessing it'll happen with the centaur prisoners too.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: RaidSoft on April 18, 2011, 06:30:53 pm
      Am I the only one that is getting what looks like animals that now trample grass? They didn't use to but since I got the [0.31.25] Genesis Mod [3.25c] - Phoebus release they seem to remove the grass on Every tile they step on, so they are just clearing out the grass insanely fast..

      Could you have activated that they trample the grass instead of deactivated it at some point? :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Gokajern on April 18, 2011, 06:38:31 pm
      Aren't they grazing? as far as I know certain animals have to graze in order to survive now. If you create a pen/pasture in the zones menu and assign a few grazing animals to it, you'll notice patches of sand/soil after a while or at least that's what I've noticed.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Deon on April 18, 2011, 06:40:06 pm
      GRASSTRAMPLE:0 should not trample grass at all. Are you sure the grass is not dead/dying and they don't eat it in one try?

      Also I have more creatures in the works (to populate savage and evil areas).

      Savage are bears and pumas in chitinous exoskeleton with sharp claws. I didn't come up with a name yet.

      Evil are... wamblers. Not the fluffy wambler type.

      They are small but their teeth are sharp so they can bite through clothing and low-grade armor. And they are many.
      Spoiler (click to show/hide)

      Also, a new megabeast.
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Jeoshua on April 18, 2011, 06:41:37 pm
       :o EEP!

      That movie scared me so bad when I was a kid, and looking back...

      I have no idea why.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Deon on April 18, 2011, 06:48:28 pm
      Yeah it scared me too when I was a kid. I watched all parts though... It was a double-edged feeling: a fear and a desire to know what happens :). So I watched it nervously but with a great pleasure. I kinda miss that feeling these days :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: RaidSoft on April 18, 2011, 07:33:01 pm
      they seemed to go through grass WAY too fast to just be grazing, it was like literally every single tile they stepped on got cleared out instantly even if they were just running over it, a horse and a bull were clearing out a 300~ tile pen with just the two of them, they weren't doing this in some patch earlier (and yes this was after grazing was put in)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: TomiTapio on April 18, 2011, 07:35:01 pm
      Thanks TomiTapio, gonna try it out now! (bored with my Terrifying biome spawning skeletal turkies and donkies, got over 80 turks dead :\)
      Aw carp, turkey donkey horse cow goat giantolm also default 50 freq, too common.

      Slap these in if you're already using my bonfire-having raws:
      http://dl.dropbox.com/u/8967397/Genesis_3.25c_Ironhand_Tomis_incl_Bonfires_Apr19.zip (http://dl.dropbox.com/u/8967397/Genesis_3.25c_Ironhand_Tomis_incl_Bonfires_Apr19.zip)

      But of course my dwarves are not moving the illithids to the cage...
      "Get prisoner from cage" is done by by hauling a cage to the prisoner's current cage, and putting prisoner into the new cage for transport. "Put prisoner in cage"... well he's already in a cage.
      But like I said up there, it worked with goblins, I would usually get all my prisoners in a single cage, for some reason I can't in this mod.
      Edit: Then I'd guess something is different in dwarf and/or goblin attributes and skills in Genesis. "Goblin too dangerous to handle error".

      I like to delete the grasstrample tag instead for putting it to zero.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Gokajern on April 18, 2011, 08:20:33 pm
      But of course my dwarves are not moving the illithids to the cage...
      "Get prisoner from cage" is done by by hauling a cage to the prisoner's current cage, and putting prisoner into the new cage for transport. "Put prisoner in cage"... well he's already in a cage.

      But like I said up there, it worked with goblins, I would usually get all my prisoners in a single cage, for some reason I can't in this mod.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: asfghn on April 18, 2011, 10:10:06 pm
      pumas in chitinous exoskeleton with sharp claws
      Catamantis? :D Get it—catamount (another name for puma, mountain lion, cougar, all the same thing) + mantis (as in praying)? *shot*

      Whatever you wind up calling them, they sound really cool. I am totally going to cheat and make them [COMMON_DOMESTIC] so I can embark with them. :P

      RaidSoft, I actually had that problem too. I'm not sure how (or if) I fixed it, but I haven't been noticing it anymore, so... I am not sure what to tell you, actually! It seemed to only occur where grass wasn't dense, so perhaps that had something to do with it?

      And Tomi, you said to update Goldplated mine own self would take about five minutes in WinMerge—would that be just copying over the graphics and going through all the raws and merging for the creature tiles?  :-\
      I am slowly but surely assimilating all knowledge gleaned from you and Deon to become a supermodder! ...or at least one somewhat less pathetic.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Jeoshua on April 18, 2011, 10:47:41 pm
      Actually, it wouldn't require that at all, as far as I know.  Plants, trees, grasses and the like would require some looking over, but creatures would use the tiles which are specified in the graphics folder.  It doesn't matter if you use Phoebus', Ironhand's, Toady's, or the Goldplated mod.  If the files in the Graphics folder are set correctly, the pictures for all the creatures will just... work...

      You gotta make sure you don't double any tags in this graphics files tho.  I believe that DF uses the first picture it finds a match for.  I might be thinking of how Stonesense works with it's tiles, tho.  Either way, doubling tags will make the mod not work as intended.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: TomiTapio on April 18, 2011, 11:33:22 pm
      Cata- prefix means "all" so Catamantis might mean "the mantis of all mantises". I made a shell-dropping  ShellBear back in DF 40d. So like giant armadillo.
      "Demonic turtleman" would fight well and have thick shell and poor dodging skill. (ehh T.M.N.T.)
      Also one could make "demon ogre" "reptile ogre" big enemies but they might be stronger than semimegas... I like ogres!

      Everyone: which beast would be slower than a dwarf or human, but larger than a sheep, and appear in herds, and be weak in combat?

      And Tomi, you said to update Goldplated mine own self would take about five minutes in WinMerge—would that be just copying over the graphics and going through all the raws and merging for the creature tiles?  :-\
      What I would do is take current Genesis, use WinMerge to copy all the tile-number things from Deon's Genesis Goldplated to current version. And in the init file tell DF to use
      not [GRAPHICS_FONT:ironhand_text.png] [GRAPHICS_FULLFONT:ironhand_text.png] but the goldplated file.

      Seems like merging all the "[*****TILE:**]" lines would take 15-30 mins, they're quite plentiful, all plants, trees, minerals. Probably workshops tile-piles would look wonky but I wouldn't mind.

      I use Crimson Editor 3.70 (2004), has handy "remember which files i had open" and "find string in all those subfolders". (Successor Emerald Editor BEGS ADMIN RIGHTS in Win7.)
      CNET is trustworthy download location: http://download.cnet.com/Crimson-Editor/3000-2352_4-10031858.html

      Private tuning: made all dorf castes have the same agility.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Jeoshua on April 18, 2011, 11:51:28 pm
      So make them, and make them Semi- or Megabeasts.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: SirAaronIII on April 19, 2011, 12:01:11 am
      Cata- prefix means "all" so Catamantis might mean "the mantis of all mantises"...
      So like catatonic? Guess you learn something new every day.
      And "mantis of mantises/mantii/more than 1 mantis" doesn't sound that bad.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: TomiTapio on April 19, 2011, 12:15:11 am
      So make them, and make them Semi- or Megabeasts.
      No point in making more megas, since they come super rarely. You seen a dragon lately ingame? Semis might be fun for adventurers, but I don't adventure.
      Oh the other hand... a game variant with no hostile civs, only ultramegabeasts (10x size colossus & company) might be viable.

      And "mantis of mantises/mantii/more than 1 mantis" doesn't sound that bad.
      Might be fun, a mantis megabeast. Or colossus-sized ant, or spider. I wonder if a 20-legged beast would have great defense from enemies hitting the legs and not vital organs. Probably would die of blood loss; so it shouldn't bleed or feel pain if want the leg-count to be a defense.

      Having fun:
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: asfghn on April 19, 2011, 12:52:36 am
      Quick question, Tomi—probably a really easy fix that I'm just not seeing (having gone cross-eyed by now trying to figure it out), but your faedogs aren't showing up on embark. Is there a reason for this that I missed in the thread somewhere? :o

      But huh, I didn't know that about the prefix 'cata-'! I was just thinking catamount, as in the alternate name for puma/cougar/mountain lion. :P You really do learn something new every day!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: rainekage on April 19, 2011, 01:32:37 am
      Hmm.  It's been a few months since I've adventured as an Illithid.  I recall asking lots of questions before, like, "what kind of weapon is a reaper sword, or Dimension zero?  What about sprout?"  Won't ask those again - I recall dimension zero being a blunt attack, etc.

      But there seems to be new properties.  Before, sprout would inject "Illithid toxin", and we talked about how weak it was (it literally would do nothing); is that the case?  Also, the reaper sword now injects "doom".  The last time I've heard of doom, it was during the short-lived Doom Dwarf and their ability to melt enemies by stinging them (Aspids are back to paralyzing, right?).

      I was thinking Doom would do that, but is it a paralyzing toxin as well?  It hasn't done much so far.

      Sorry if this was covered while I was inactive!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: TomiTapio on April 19, 2011, 01:44:00 am
      Quick question, Tomi—probably a really easy fix that I'm just not seeing (having gone cross-eyed by now trying to figure it out), but your faedogs aren't showing up on embark. Is there a reason for this that I missed in the thread somewhere? :o
      But huh, I didn't know that about the prefix 'cata-'! I was just thinking catamount, as in the alternate name for puma/cougar/mountain lion. :P You really do learn something new every day!
      The lack of faedogs puzzles me also. They're totally a copy of bulldogs. Then again some animals just won't show up often in embark, like mammoth and GCSw. Maybe the world has run out of them, them being rare. I'll add a biome to my faedogs. Wait, thay already have one -- good areas only. I guess dorf civs are never on good areas!
      (Edit5: now they show up, 851 points on embark. Also a super rare too-pricy-to-purchase mutant caste, which occurs in the wild, and in breeding.)

      Sorry about that, "cata-" means "down" or "wrongly", as in cata-strophe (downturn). catapult, down hurl.
      All is "omni-", "pan-".

      Hmm.  It's been a few months since I've adventured as an Illithid.  I recall asking lots of questions before, like, "what kind of weapon is a reaper sword, or Dimension zero?  What about sprout?"  Won't ask those again - I recall dimension zero being a blunt attack, etc.
      Only Void Master caste has the r-sword and d-zero. They're body parts.
      DOOM is 300% paralysis, [CE_PARALYSIS:SEV:300:PROB:100:START:0:PEAK:10] but for only 10 ticks. Don't know if 10 ticks is long enough to die of suffocation.
      d-zero seems to be just a punch with edge tag. Like scratching.


      Deon: my custom creatures file from september 2009, for your "DF Complete" mod. Also had werebear and snow troll.
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Deon on April 19, 2011, 01:48:43 am
      Both "shellbear" and "catamantis" sound cool :). I'll credit you.

      Yeah Tomi, dwarves cannot use GOOD or EVIL animals unless you give them appropriate tokens (or USE_ANY_PET_RACE).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Acanthus117 on April 19, 2011, 01:50:48 am
      Pah! Dwarves are above silly superstitious notions of 'good' or 'evil'.

      Pah, I say!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: rainekage on April 19, 2011, 02:47:41 am
      I realize D-zero and R-sword are Void master only.  I just happen to think void masters are cool.  Really?  They're just a scratch attack?  I've never seen a scratch attack sever limbs like that - maybe they're just so huge and strong that their scratch attack is incredibly deadly by comparison (And has a cool name).

      "Touch" has always been incredibly strong as well.  It always amuses me: "You touch so-and-so-'s left upper arm.  The limb sails off in an arc!"

      Stupid little story ahead:

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: TomiTapio on April 19, 2011, 06:34:07 am
      I realize D-zero and R-sword are Void master only.  I just happen to think void masters are cool.  Really?  They're just a scratch attack?
      "Touch" has always been incredibly strong as well.  It always amuses me: "You touch so-and-so-'s left upper arm.  The limb sails off in an arc!"
      D-zero is a punch/stab/slash with a mystical forcefield appendage, an extension of the void master's will.
      Touch is now renamed to "claw" in my worlds as it is with super-strong demon nails and edged.

      Deon: reindeer are quite purple-brown and therefore look like zombies to me. Ought to be gray-white-black. http://www.ourworldtravels.com/lapland/gallery/poro.html

      D-zero being supermagically large 10k-size body part,
      [BP:VOID:Dimension Zero:STP][CONTYPE:HEAD][CATEGORY:FORCEFIELD][INTERNAL][SMALL] [DEFAULT_RELSIZE:10000]
      1000 is what the fleswarped weapons are.

      Yeah two Void Masters should kill a fort if given enough time to do many breath attacks. Think of them as D&D level 17 mages. (squad a,b .. kill list .. see what targets to crush first)

      Armormyths is prospering! Logbook here:
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: rainekage on April 19, 2011, 07:14:16 am
      I realize D-zero and R-sword are Void master only.  I just happen to think void masters are cool.  Really?  They're just a scratch attack?
      "Touch" has always been incredibly strong as well.  It always amuses me: "You touch so-and-so-'s left upper arm.  The limb sails off in an arc!"
      D-zero is a punch/stab/slash with a mystical forcefield appendage, an extension of the void master's will.
      Touch is now renamed to "claw" in my worlds as it is with super-strong demon nails and edged.

      While that gets rid of the "touch" jokes, it certainly makes sense.  So far D-zero is the only attack I know of you can use in adventure mode that knocks enemies far away on a semi-regular basis.  R-sword seems pretty overpowered, though.  I took down a titan by paralyzing it, which allowed me to slay it at my leisure.

      Ultimately, it makes sense to have it though - Void Masters are supposed to be absurdly powerful.  Retired in a Serpent castle, couldn't find anything in my inventory through the coins (and all the titan parts).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: RaidSoft on April 19, 2011, 01:31:25 pm
      I made myself a video showing what I was talking about with the animals instantly destroying all the grass.. http://www.youtube.com/watch?v=_yNN1jj4mhI tell me if that's normal or if that looks weird to anyone else? :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: TomiTapio on April 19, 2011, 04:31:13 pm
      Looks like it's normal for the version that still has the GRASSTRAMPLE (every 10th to 20th move removes grass) on some animals. Yaks eat a lot of grass now that they're GRAZERs.

      I tried setting captured thieves to pasture, and haulers let them out, and combat practice ensued. Nice.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Vehine on April 19, 2011, 04:57:53 pm
      Speaking of Yaks, is there a reason mine are always jerks? They randomly kick/gore at anything nearby, even eachother, but it's usually just bruising. I keep checking the combat report, thinking that dire wolves might be mauling my fishermen again!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: RaidSoft on April 19, 2011, 05:10:14 pm
      Looks like it's normal for the version that still has the GRASSTRAMPLE (every 10th to 20th move removes grass) on some animals. Yaks eat a lot of grass now that they're GRAZERs.

      I tried setting captured thieves to pasture, and haulers let them out, and combat practice ensued. Nice.

      That's from the version which has grasstrample 0 (deons genesis 3.25c Phoebus to be specific) and also as you can see they completely remove the tile on Every step, they didn't do it to this extent in previous versions (deons genesis 3.25 Phoebus) where I could have 10+ animals in one pen that was SMALLER then the one in the video and they didn't use even eat up that much grass...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Lamphare on April 19, 2011, 05:52:11 pm
      Cata- prefix means "all" so Catamantis might mean "the mantis of all mantises"...
      So like catatonic? Guess you learn something new every day.
      And "mantis of mantises/mantii/more than 1 mantis" doesn't sound that bad.
      cata- or kata- means down, through, against, or back. so catatonic/catatonia is from cata+tone
      checked with dictionary, i guess many latin and greek roots are very obscure...

      the root meaning all, iirc, could be omni as in omnivore (from latin), or pan as in pandemic (from greek)
      so i guess the more correct form would be panmantis or pamantis.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: asfghn on April 19, 2011, 06:02:28 pm
      so i guess the more correct form would be panmantis or pamantis.
      For an uber-mantid, maybe, but for an insectoid puma/cougar/what-have-you? It loses the power of its punnery. :P

      But I'm glad Deon liked it, anyway! :)

      Slightly more on-topic, I just discovered that younger worlds have far more volcanoes—but also no copper. Damn and blast. However, being able to flood the world with magma I think is worth the slightly higher cost of cobalt picks and axes. ;D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: TomiTapio on April 19, 2011, 06:49:58 pm
      That's from the version which has grasstrample 0 (deons genesis 3.25c Phoebus to be specific) and also as you can see they completely remove the tile on Every step, they didn't do it to this extent in previous versions (deons genesis 3.25 Phoebus) where I could have 10+ animals in one pen that was SMALLER then the one in the video and they didn't use even eat up that much grass...
      Yep, grasstrample:0 sucks. Zero wait time until next grass removal. Edit your save's raws if necessary.

      Slightly more on-topic, I just discovered that younger worlds have far more volcanoes—but also no copper. Damn and blast. However, being able to flood the world with magma I think is worth the slightly higher cost of cobalt picks and axes. ;D
      Check your worldgen settings' volcano count and volcanism parameters. I use medium region
         [VOLCANISM:0:100:600:600] , mountain [PEAK_NUMBER_MIN:9], [VOLCANO_MIN:15]  at the moment. Try rolling a medium world with 60 volcano count.
      Volcanism... voll-canine (full-)..

      Glad I'm not crazy :P What do you suggest? Removing the tag from all the animals? or increasing it to some crazy number?
      Remove it from all [PET] animals. Grazer tag is enough for "realistic" gameplay. Leave grasstrample in for ogres, dragons, wurms, megabeasts.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: RaidSoft on April 19, 2011, 07:00:52 pm
      Glad I'm not crazy :P What do you suggest? Removing the tag from all the animals? or increasing it to some crazy number?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Deon on April 19, 2011, 07:10:55 pm
      That's from the version which has grasstrample 0 (deons genesis 3.25c Phoebus to be specific) and also as you can see they completely remove the tile on Every step, they didn't do it to this extent in previous versions (deons genesis 3.25 Phoebus) where I could have 10+ animals in one pen that was SMALLER then the one in the video and they didn't use even eat up that much grass...
      Yep, grasstrample:0 sucks. Zero wait time until next grass removal. Edit your save's raws if necessary.

      Slightly more on-topic, I just discovered that younger worlds have far more volcanoes—but also no copper. Damn and blast. However, being able to flood the world with magma I think is worth the slightly higher cost of cobalt picks and axes. ;D
      Check your worldgen settings' volcano count and volcanism parameters. I use medium region
         [VOLCANISM:0:100:600:600] , mountain [PEAK_NUMBER_MIN:9], [VOLCANO_MIN:15]  at the moment. Try rolling a medium world with 60 volcano count.
      Volcanism... voll-canine (full-)..

      Glad I'm not crazy :P What do you suggest? Removing the tag from all the animals? or increasing it to some crazy number?
      Remove it from all [PET] animals. Grazer tag is enough for "realistic" gameplay. Leave grasstrample in for ogres, dragons, wurms, megabeasts.
      Whaaat. The wiki says it and I thought too that it's a chance. Wow. Now I will fix it, thanks :).

      I was wondering about that video too before testing it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: TomiTapio on April 19, 2011, 07:36:59 pm
      Whaaat. The wiki says it and I thought too that it's a chance. Wow. Now I will fix it, thanks :).
      Now we know. I changed to wiki to reflect the findings.
      Dwarven grass science progresses :´)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Deon on April 19, 2011, 07:54:33 pm
      It's weird that it remained unnoticed for what... A few years? :P

      Also I think now I will add it to some megabeasts and creatures like giant sandworms/earthworms.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Jeoshua on April 19, 2011, 08:13:20 pm
      Good catch.  All [GRASSTRAMPLE:0] tags in my raws have now been replaced by empty strings.

      What a bug, lemme tell you.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Deon on April 19, 2011, 08:21:40 pm
      It takes one second to fix though :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: TomiTapio on April 19, 2011, 08:32:06 pm
      It's weird that it remained unnoticed for what... A few years? :P
      Before "assign animal to pasture" it was quite irrelevant.

      My alchemy ain't working, even after found marble/flux. I have billon and copper but reactions are all red. Do I need to deconstruct marble coffers to get flux boulders?

      Also, "s" is siege workshop and stonecutter's (which I build more often).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Jeoshua on April 19, 2011, 08:45:56 pm
      It takes one second to fix though :P

      God bless text editors with "Search and Replace in All Files", eh?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: RaidSoft on April 19, 2011, 09:13:19 pm
      So what files should be changed? and what should I replace [GRASSTRAMPLE:0] with?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Jeoshua on April 19, 2011, 10:41:08 pm
      Which files?

      Oooh, basically every file that contains animals.  Primarily the animals to be concerned with are in the creature_domestic.txt file.

      Replace [GRASSTRAMPLE:0] with nothing at all.  Erase the line.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: TomiTapio on April 19, 2011, 11:52:32 pm
      If you're using my raws (including bonfires, faedog, B.M. any_land dwarf-hater, mineral freq tuning),
      here's my current raws:
      http://dl.dropbox.com/u/8967397/Genesis_3.25c_Ironhand_Tomis_Bonfires__fixes_Apr20.zip (http://dl.dropbox.com/u/8967397/Genesis_3.25c_Ironhand_Tomis_Bonfires__fixes_Apr20.zip)

      and now all dwarves have the same agility range, that of a female stone dwarf. No high-speed steel dorfs.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: asfghn on April 20, 2011, 12:51:56 am
      God bless text editors with "Search and Replace in All Files", eh?
      What text editor would this be?

      Tangentially, I love you guys! I have discovered more dead useful and indeed invaluable programs in, what, two or three weeks of haunting this thread again, than I did before in... years. :P WinMerge (♥), Dropbox, now hopefully a text editor that is nicer than Notepad... ;)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Deadbeard on April 20, 2011, 12:55:33 am
      How hard would it be to get a version of 3.25c that is not graphical. I rather dislike tilesets, and even just stripping the raws and putting them in a fresh 31.25 copy doesn't work. Embarks still have the tileset glitch where everything is accented symbols and random symbols.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Jeoshua on April 20, 2011, 01:02:14 am
      Tomi would recommend a different editor, but I like Notepad++.  It's very easy to use and has plenty of advanced features for your modding pleasure.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: asfghn on April 20, 2011, 01:54:20 am
      How hard would it be to get a version of 3.25c that is not graphical
      Apparently pretty hard, if you can't get it working... :P

      I kid, I kid. Seriously though, it seems like most of us here use some tileset or another, so (I think) Deon tends to concentrate more on the actual gameplay updates than making every update compatible with the 2.5* tilesets+ASCII Genesis is available in.

      Don't worry, you ASCII people will get some love soon, I bet :)

      And thanks Jeoshua, I'll check Notepad++ out. Would LOVE to get any text editor that can search and replace across multiple files. 8)


      *Seeing as I'm the only person here who pesters for uses Goldplated, I can't rightly say three... :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Patchouli on April 20, 2011, 01:58:43 am
      C should now be the only letter left.

      Is anyone working on it already?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Torgan on April 20, 2011, 02:21:19 am
      Speaking of Yaks, is there a reason mine are always jerks? They randomly kick/gore at anything nearby, even eachother, but it's usually just bruising. I keep checking the combat report, thinking that dire wolves might be mauling my fishermen again!
      Animals get annoyed by being crowded.  It seems to be worse with the larger animals like yaks and water buffalo, I try and give them their own pasture to stop this.  Or just slaughter them, I find livestock farming a bit tedious now.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: spriksprak on April 20, 2011, 05:57:56 am
      C should now be the only letter left.

      Well I might as well make my procrastination complete and useful at the same time - I'll get cracking on C, shouldn't take too long...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: spriksprak on April 20, 2011, 07:46:53 am
      Done  :) will post to Deon.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: TomiTapio on April 20, 2011, 07:48:00 am
      Has anyone gotten alchemy to work? I can't seem to get it working, all reactions are red in workshop. I have marble(flux) and metals. I have read the reactions.

      Nice work, Patchouli and Sprikspråk! Perhaps Deon will put out a version on Thursday, assuming the icon drawing is done.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Dwarf13 on April 20, 2011, 08:04:27 am
      Has anyone gotten alchemy to work? I can't seem to get it working, all reactions are red in workshop. I have marble(flux) and metals. I have read the reactions.

      Nice work, Patchouli and Sprikspråk! Perhaps Deon will put out a version on Thursday, assuming the icon drawing is done.

      Yeah that's a sad bug with pathfinding i guess. Not only alchemy, but my dorfs cant butcher\make charcoal, cremate parts\etc if the material they need is
      - quite far away a 5-10 z levels away - 100%failue
      - on same level but still quite away - 75% failure
      - only one\two rooms away - 25%.

      And yeah, my alchemy was reed too, having all the requested resourses. But then i build it on supplies and, it worked.
      Most stupid bug i've witnesed like i've got 3 Charcoal furnaces, and two rooms fool of wood near them. So when the last piese of wood are burned from the closest room - bam, no wood, cant make cahrcoal (not ot mention i've got  wood outside, and deep below)
      So ill had to set again to make charcoal, and, probably, that took em to calculate a new way to wood stocpile, and it worked.

      So i guess i've learned to live with that kind of things - i cant make soap underground if tallow is outside still in butchery (reaction is read), alchemy stuff, and so on.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: FluidDynamite on April 20, 2011, 09:18:15 am
      (Speaking for 3.24) I run into those "having reactions redded out when I have all the materials" problem a lot, you can try using the job manager (j --> m) to queue the job you want. The jobs will then appear in their workshops and the dorfs will perform them as normal (you can just set the jobs on repeat if you want), no idea what that bug is about.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Deon on April 20, 2011, 10:20:08 am
      Yep, I don't know what causes that bug (I had it with butchering/soapmaking in vanilla), but job manager works just fine.

      Thank you for the language! I may patch up a release tonight :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Deon on April 20, 2011, 10:23:00 am
      God bless text editors with "Search and Replace in All Files", eh?
      What text editor would this be?

      Tangentially, I love you guys! I have discovered more dead useful and indeed invaluable programs in, what, two or three weeks of haunting this thread again, than I did before in... years. :P WinMerge (♥), Dropbox, now hopefully a text editor that is nicer than Notepad... ;)
      Notepad? That's like the most lame editor ever, it can't even edit multiple files :).

      Get Notepad++, it can work with many files at once. Thus if you want something changed, select all raws' .txt files -> open witn notepad++ -> search and replace in all opened files. I can't imagine how long would it take to make it in notepad.exe, one file at a time.


      I will also try to make an ASCII version tonight. No promises, I am a bit sleepy so I may go to bed, but it's very soon.

      P.S. I am greatly nerfing the "curse of the grand cross" illithid breath attack. It was an instakill and it was frustrating since you couldn't do anything about that.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Sirdrake on April 20, 2011, 03:17:16 pm
      P.S. I am greatly nerfing the "curse of the grand cross" illithid breath attack. It was an instakill and it was frustrating since you couldn't do anything about that.

      you been watching plumps lp haven't u  ;D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Deon on April 20, 2011, 03:26:08 pm
      You could guess by dozens of comments :P.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Deadbeard on April 20, 2011, 03:57:39 pm
      Huzzah for ascii!

      This really looks amazing, Deon. I can't wait until I can play it with delicious ascii tiles.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Deon on April 20, 2011, 06:01:06 pm
      Oh my sweet ascii!

      (http://i1.squidoocdn.com/resize/squidoo_images/-1/lens6930812_1286038356Alphabet_Cereal_for_Begin)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: utuki on April 20, 2011, 06:44:11 pm
      Found a bug: alchemy into moon silver outputs sun gold
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Deon on April 20, 2011, 06:50:01 pm
      Oops, yeah, I was hurrying and forgot to change the product when copy-pasting. Thanks. This fix should be important :P.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: TomiTapio on April 20, 2011, 08:12:58 pm
      Moon silver reaction already fixed in my "daily patches" :´)
      Thanks to observant Genesis players.

      Hey, I have a "crafting materials" cabinet in my home, mostly cardboard, some plastics, metals, twine, in case need some "blocks of support". No bones though (but I could have gathered bones from dead outdoor Hares.)

      Maybe I'll switch to ascii version for some time, make lots of creatures easily (no gfx tile making).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Jeoshua on April 20, 2011, 08:39:32 pm
      You know, after playing around with multiple mods on at once, having some animals be ASCII while others have pictures doesn't bother me so much.  In fact, it makes me more upset when a graphics tile sucks badly.

      "YOU MEAN I COULD BE LOOKING AT A 'C', AND INSTEAD I'M GIVEN THIS CRAP?!"
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: rainekage on April 20, 2011, 09:13:34 pm
      Okay, I'll admit I'm new to raw editing (Notepad++ will undoubtedly make it way easier, though).  To make sure, exactly what do I replace [GRASSTRAMPLE:0] with?  Do I just try to blank it?

      Sorry for such a simple question.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: asfghn on April 20, 2011, 09:33:17 pm
      (Notepad++ will undoubtedly make it way easier, though)
      Thank goodness I'm not the only loser with vanilla Notepad! :P

      But to answer your question, I tend to replace tags with spaces. Literally spaces. So, "replace [GRASSTRAMPLE:0] with ' '".

      Doesn't seem to break anything, though it makes raws a little messy... ::) But then I'm pretty OCD! It drives me nuts, for instance, that some of the Genesis raws aren't indented, yet I lack the time to go through and indent every... single... line... which reminds me:

      I can't imagine how long would it take to make it in notepad.exe, one file at a time.
      It takes forever, which is why before the discovery of WinMerge I was always so reluctant to update to the latest vanilla and Genesis versions alike, knowing that I would have to go through every creature_n.txt and add in or remove or replace [PET] tags and [TRAINABLE] tags and [COMMON_DOMESTIC] tags and so on. WinMerge literally turned a job that took 3+ hours into one that takes maybe 20 minutes, if I'm distracted. :)

      I got Notepad++ but haven't gotten a chance to mess with it much yet. I'm a huge zombie fan so I'm actually checking out Rogue Survivor, which I had somehow managed to completely overlook before—I've seen your mod banner in your signature for ages, Deon, but since it was hosted on DFFD I figured it was a DF overhaul mod, and those aren't ordinarily my cup of tea (I like to keep my adventurers adventuring and my fortresses... fortressing?)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Jeoshua on April 20, 2011, 09:51:37 pm
      Notepad++ trick:

      From the Find In Files dialog box, fill out the following:

      Search: [GRASSTRAMPLE:0]\r\n
      Replace: (leave this completely blank)
      Filter: *.txt
      Directory: full qualified path to DF's objects folder (ie, c:\program files\DF\raw\objects)

      Under Search Mode, select "Extended (\n, \r, \t, \x, \0 ...)"

      Now click Replace In Files.

      There are other tricks you OCD types can perform to further clean up your raw files without changing it's meanings or anything like that.

      To trim End of Line tabs -
      Search: \t\r\n
      Replace \r\n

      To trim End of Line spaces -
      Search:  \r\n (that's <space bar>\r\n)
      Replace: \r\n

      To get rid of redundant line breaks -
      Search: \r\n\r\n\r\n
      Replace: \r\n\r\n
      The above gets rid of any redundant returns more than 2 long (doublespaced).  You may need to apply it many times over before it stops replacing it.

      ALSO!!!

      Notepad++ contains a very capable file comparator.  Load up the two files you wish to compare.  Right-Click on the tab of one of them and select "move to other view".  Now press Alt-C.  Alt-Shift-C will clear it an allow you to return to normal editing.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: TomiTapio on April 20, 2011, 10:02:22 pm
      I like to put comments in the raws, so other people can understand why I changed something. I suppose Deon likes to keep the raws comment-free, but Toady Himself has comments in there.

      Things like
      --xx todo (it is important for a programmer to return to places sie has marked with TODO)
      [NATURAL_SKILL:BITE:4] --nerfed now that it is trainable.
      [FREQUENCY:2] --thus very rare to catch and tame
      [FREQUENCY:14] --10 was too rare, damagazelle
      [TRAPAVOID] --extremely well trained fighter

      Deon, please give us Genesis players some clothes-burning reactions.
      Either "burn silk items" &  "burn plant fiber items" at kiln or woodfurnace, or
      "burn socks" "burn shoes" "burn tunics" "burn mittens" etc.

      A fort should not suffer the indignities of goblin socks and elven pointy caps! Might even want to destroy inferior leather items a novice leatherworker made.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Deadbeard on April 20, 2011, 11:06:24 pm
      Just [d->d]ump them and let your friend magma do the rest.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: TomiTapio on April 21, 2011, 12:10:11 am
      Sometimes the magma is on level -80 and the fort on -3. That's 130+ steps one direction for one sock. You could build an anti-sock kiln in the middle of battlefield.
      And you can roll worlds that have no magma (no caves -> higher fps)
      (I've had magma sea at high -16 to -20 and low -74 to -78)

      Good suggestion for magmaworks-having forts, thanks. Added your tip to http://df-genesis.wikidot.com/tips-and-advice

      And then the alternate suggestion to Deon: recycle silk items into silk thread, and same for fiber.

      Edit4: How wildlife conspires against dwarvenkind: raccoon http://www.flickr.com/photos/ehambrick/5638177483/

      Edit5: Armormyths continues to prosper...
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Deon on April 21, 2011, 02:30:34 am
      Sometimes the magma is on level -80 and the fort on -3. That's 130+ steps one direction for one sock. You could build an anti-sock kiln in the middle of battlefield.
      And you can roll worlds that have no magma (no caves -> higher fps)
      (I've had magma sea at high -16 to -20 and low -74 to -78)
      You still get the bridges, so I don't see a gameplay reason why should I have another job which grabs totally random item (which may be useful otherwise, unless you dabble with burrows) instead of just dumping the stuff in a hole with a bridge, pretending it's a garbage compactor.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: asfghn on April 21, 2011, 03:12:24 am
      Sometimes the magma is on level -80 and the fort on -3. That's 130+ steps one direction for one sock. You could build an anti-sock kiln in the middle of battlefield.
      You seem to have a problem with socks... :P

      (I'm kidding. Again.)

      Oh my God, THANK YOU Jeoshua, you have made all my crazed little OCDster dreams come true. ;A;

      Also, since I don't know how many of you would find it otherwise (I know I didn't, until I made a suggestion in the first succession game thread): Foundboulder, the second Genesis succession game (http://www.bay12forums.com/smf/index.php?topic=82769), since pieisgoo may or may not be dead for some time. :(
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: rainekage on April 21, 2011, 05:51:41 am
      Thank you as well Jeoshua, finally, my grass will survive!

      Embarking in a Freezing wilderness mountain range, with volcano and frozen river.  Have a couple squares of haunted glacier, so not ruling out frozen undead Fun.  Pretty much no soil, which I was hoping for (Burrow down a layer beneath, dig to caverns,..., Profit!).

      I predict Fun.  Lots of Fun.

      Update: This is the first, and maybe only time, but I miss ice dwarves at the moment.  I'd suggest take out gloomers, because they have generally bad stats and no real bonuses, but I like the idea of a caste of social pariahs too much to suggest it seriously.

      Do any dwarven castes right now have any kind of temperature protection?

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Torgan on April 21, 2011, 07:41:58 am
      Not as far as I know, it was removed as giving it to a caste gave it to the whole race.  That's why obsidians aren't fire immune anymore.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Kogut on April 21, 2011, 07:53:59 am
      Not as far as I know, it was removed as giving it to a caste gave it to the whole race.
      Is it reported as bug on mantis? (immune+caste, caste, immune searches failed).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Phoebus on April 21, 2011, 09:37:02 am
      Notepad++ contains a very capable file comparator.  Load up the two files you wish to compare.  Right-Click on the tab of one of them and select "move to other view".  Now press Alt-C.  Alt-Shift-C will clear it an allow you to return to normal editing.
      Omg! It's full of stars!

      (The shortcuts are Alt-D & Ctrl-Alt-D in my version.)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Deon on April 21, 2011, 09:53:13 am
      Not as far as I know, it was removed as giving it to a caste gave it to the whole race.
      Is it reported as bug on mantis? (immune+caste, caste, immune searches failed).
      It's not a bug, it's just about creature-level tokens.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: RaidSoft on April 21, 2011, 06:05:32 pm
      This is weird, I changed the raws in my data\save\region1\raw\objects folder for my save, opened ALL the files there with Notepad++ and did replace [GRASSTRAMPLE:0] in all open documents with an empty field. This didn't seem to actually have any effect on the game though, animals are starving now since they trample away all the grass instantly still before they can even eat it...

      Do I need to start a new game and change the raws in my raw\objects folder before doing so? (I did the same thing there as well though)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Jeoshua on April 21, 2011, 06:31:46 pm
      Changing the tokens in the save folder means every NEW creature will be generated with those tokens.  The existing ones still have [GRASSTRAMPLE:0]
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: RaidSoft on April 21, 2011, 06:35:03 pm
      I see, so there is no way to change the animals I already have then?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Jeoshua on April 21, 2011, 06:36:51 pm
      Get em pregnant, raise their children, then cull them from the herds.

      Only way without regen.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: asfghn on April 21, 2011, 09:02:59 pm
      Hey Jeoshua—I'm going to treat you as my resident Notepad++ guru ;) so do you know if there's any way to auto-indent every line in a file that doesn't begin with [CREATURE:x], or am I still stuck with doing that manually if it finally grows irritating enough?

      Also, perhaps a weird question, but one that's been bothering me: in vanilla DF, if you offered any wooden object to elves and offended them, they'd start hating on you and, in so doing, bring you animals in cages instead of cloth. As you all know I am an avid fan of tamed critters, so this was always infinitely preferable and I made it tradition to offend the elves like this in my every fort ever.

      I'm wondering, are any of the elfin castes like the vanilla elves in that sense, either hating wood or just bringing you critters when they hate you beyond a certain point? In my current fort, I have an ezrakim caravan sitting in my depot, and I'm considering stealing all their stuff to piss 'em off. (But then, I don't want to piss them off into warring with me, obviously—they still need to be amiable enough with me to still trade, so I might abstain... or just make a save to roll back to :P)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Aramco on April 21, 2011, 10:00:52 pm
      Hey Jeoshua—I'm going to treat you as my resident Notepad++ guru ;) so do you know if there's any way to auto-indent every line in a file that doesn't begin with [CREATURE:x], or am I still stuck with doing that manually if it finally grows irritating enough?

      You do realize that you don't have to do that, right?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: TomiTapio on April 21, 2011, 10:22:56 pm
      Hey Jeoshua—I'm going to treat you as my resident Notepad++ guru ;) so do you know if there's any way to auto-indent every line in a file that doesn't begin with [CREATURE:x], or am I still stuck with doing that manually if it finally grows irritating enough?
      I would do "select all of file (ctrl-a)" then press "tab" in Crimson editor, every line got shifted to the right by one tab. (shift-tab to shift them left).
      Then you can replace in file with with the find "^\t\[CREATU" and replace with "[CREATU".
      I like to indent the castes and attacks and inside-creature-material-definitions.

      Sylvans are like vanilla in their "getting offended by wood products". I think you can piss them (and everybody else) off also by repeatedly offering too low amounts (your goods stink). then the "x seems willing to trade" goes away.

      You do realize that you don't have to do that [indent], right?
      Indenting is being polite to those who would read your code. You do it to keep the place tidy.
      Commenting in code files is explaining to those who would read your code.

      (adds a Giant Lynx to his worlds)
      Here, modders, have my helperfile for biomes to copy-paste.
      Code: [Select]
      [BIOME:ANY_LAND]
      [BIOME:ALL_MAIN] --huh?
      [BIOME:NOT_FREEZING]

      [BIOME:MOUNTAIN]
      [BIOME:GLACIER]
      [BIOME:TUNDRA]

      [BIOME:SUBTERRANEAN_RIVER]
      [BIOME:SUBTERRANEAN_CHASM]
      means caves too.
      [BIOME:SUBTERRANEAN_LAVA]

      [BIOME:OCEAN]
      OCEAN_TROPICAL
      [BIOME:ANY_POOL]
      [BIOME:ANY_RIVER]
      [BIOME:ANY_WETLAND]
      -- not exist [BIOME:INLAND_FRESHWATER]
      --[BIOME:INLAND_BRACKISHWATER]
      --[BIOME:INLAND_SALTWATER]
      [BIOME:RIVER_TEMPERATE_FRESHWATER]
      [BIOME:RIVER_TEMPERATE_BRACKISHWATER]
      [BIOME:LAKE_TEMPERATE_FRESHWATER]
      [BIOME:LAKE_TEMPERATE_BRACKISHWATER]


      swamp: low land that is seasonally flooded; has more woody plants than a marsh and better drainage than a bog
      marsh: low-lying wet land with grassy vegetation; usually is a transition zone between land and water
      [BIOME:SWAMP_MANGROVE]
      [BIOME:SWAMP_TROPICAL_FRESHWATER]
      [BIOME:SWAMP_TROPICAL_SALTWATER]
      [BIOME:MARSH_TROPICAL_FRESHWATER]
      [BIOME:MARSH_TROPICAL_SALTWATER]

      [BIOME:SWAMP_TEMPERATE_FRESHWATER]
      [BIOME:SWAMP_TEMPERATE_SALTWATER]
      [BIOME:MARSH_TEMPERATE_FRESHWATER]
      [BIOME:MARSH_TEMPERATE_SALTWATER]

      [BIOME:ANY_TEMPERATE]

      [BIOME:ANY_TROPICAL]

      [BIOME:ANY_TEMPERATE_BROADLEAF]
      [BIOME:ANY_TROPICAL_BROADLEAF]
      [BIOME:ANY_TEMPERATE_FOREST]
      [BIOME:ANY_TROPICAL_FOREST]

      [BIOME:FOREST_TAIGA]
      [BIOME:FOREST_TEMPERATE_CONIFER]
      [BIOME:FOREST_TEMPERATE_BROADLEAF]
      [BIOME:FOREST_TROPICAL_CONIFER]
      [BIOME:FOREST_TROPICAL_DRY_BROADLEAF]
      [BIOME:FOREST_TROPICAL_MOIST_BROADLEAF]

      [BIOME:GRASSLAND_TEMPERATE]
      [BIOME:SAVANNA_TEMPERATE]
      [BIOME:SHRUBLAND_TEMPERATE]

      [BIOME:GRASSLAND_TROPICAL]
      [BIOME:SAVANNA_TROPICAL]
      [BIOME:SHRUBLAND_TROPICAL]

      [BIOME:ANY_DESERT]
      [BIOME:DESERT_BADLAND]
      [BIOME:DESERT_ROCK]
      [BIOME:DESERT_SAND]

      [BIOME:RIVER_TROPICAL_FRESHWATER]
      [BIOME:RIVER_TROPICAL_BRACKISHWATER]
      [BIOME:RIVER_TROPICAL_SALTWATER]

      [BIOME:LAKE_TROPICAL_FRESHWATER]
      [BIOME:LAKE_TROPICAL_BRACKISHWATER]
      [BIOME:LAKE_TROPICAL_SALTWATER]

      [BIOME:POOL_TROPICAL_FRESHWATER]
      [BIOME:POOL_TROPICAL_BRACKISHWATER]
      [BIOME:POOL_TROPICAL_SALTWATER]

      Okay who sillyperson decided giant lions [PETVALUE:200]. That is way too low. Regular lion should be like 450-550.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Jeoshua on April 21, 2011, 10:31:58 pm
      MY favorite feature of Notepad++:

      Alt-Shift selecting.  It expands as a box.  So you can select only the first character of a line, or have a selection with 0 width and insert something before all lines.

      You can use this to fix the indentation of many lines at once.  You're pretty much stuck with doing it manually, file by file, unless you know much more about Scintilla-style Regex code than me.  I can't figure that stuff out well enough to do anything.  I am a sad hacker on that.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: asfghn on April 21, 2011, 10:38:27 pm
      You do realize that you don't have to do that, right?
      I do, but as stated elsewhere in the thread, I'm a wee bit OCD and like having my raws nice and neat. :)

      Thanks Tomi, I'll give that a shot! I like to indent pretty much everything, and double-indent things like castes, body materials, etc. :P

      Good to know about the sylvans, too. I noticed that pretty much everyone tends to get tetchy with me when I keep trying to shove my crap off on them (even if I'm altering amounts, etc, which made it pretty exciting before I started making a bunch of little trades to level up my broker).

      Pre-post edit: Ooh, Jeoshua, that sounds neat. I can't really visualize it that well so I'll go try it out... :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: TomiTapio on April 21, 2011, 11:01:43 pm
      Good to know about the sylvans, too. I noticed that pretty much everyone tends to get tetchy with me when I keep trying to shove my crap off on them (even if I'm altering amounts, etc, which made it pretty exciting before I started making a bunch of little trades to level up my broker).
      I think appraiser skill goes up from seeing what the traders brought. Negotiator... well that might up from try-trade.

      Here link to trusted-CNET download of Crimson Editor 3.70, http://download.cnet.com/Crimson-Editor/3000-2352_4-10031858.html

      Here's my new lynx and giant lynx, feel free to paste to the end of your creature_custom_tt.txt (tt stands for me).
      Code: [Select]
      [CREATURE:LYNX] --by TomiTapio, based on giant leopard
      [DESCRIPTION:A spotted furry feline with tufts of hair on the tips of its ears.  It is found solitary or with offspring in the cold mountains, tundras and forest.]
      [NAME:lynx:lynxes:lynx]
      [CASTE_NAME:lynx:lynxes:lynx]
      [CHILD:1][GENERAL_CHILD_NAME:lynx cub:lynx cubs]
      [CREATURE_TILE:'x'][COLOR:7:2:1] --todo colour
      [PETVALUE:150]
      [PET]
      [SPEED:740]
      [BIOME:MOUNTAIN]
      [BIOME:TUNDRA]
      [BIOME:FOREST_TAIGA]
      [BIOME:ANY_TEMPERATE_FOREST]
      [LARGE_ROAMING][FREQUENCY:17]
      [POPULATION_NUMBER:2:8]
      [CLUSTER_NUMBER:1:2]
      [CARNIVORE][NATURAL]
      [LARGE_PREDATOR][MEANDERER]
      [FLEEQUICK]
      [PREFSTRING:spotted coats]
      [PREFSTRING:eartufts]
      [NATURAL_SKILL:BITE:3]
      [NATURAL_SKILL:DODGING:3]
      [NATURAL_SKILL:STANCE_STRIKE:1]
      [NATURAL_SKILL:GRASP_STRIKE:1]
      [NATURAL_SKILL:SITUATIONAL_AWARENESS:6]

      [CASTE:FEMALE]
      [FEMALE]
      [BODY:QUADRUPED:QUADRUPED_JOINTS:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:5TOES_FQ:4TOES_RQ:MOUTH:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE:FEMALEGEN]
      [CASTE:MALE]
      [MALE]
      [BODY:QUADRUPED:QUADRUPED_JOINTS:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:5TOES_FQ:4TOES_RQ:MOUTH:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE:MALEGEN]

      [SELECT_CASTE:ALL]
      [BODYGLOSS:PAW]
      [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
      [BODY_DETAIL_PLAN:STANDARD_TISSUES]
      [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
      [BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
      [USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]
      [USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]
      [TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]
      [SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
      [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
      [TL_MAJOR_ARTERIES]
      [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
      [BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
      [USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
      [TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
      [LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
      [HAS_NERVES]
      [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
      [BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
      [CREATURE_CLASS:GENERAL_POISON]
      [GETS_WOUND_INFECTIONS]
      [GETS_INFECTIONS_FROM_ROT]
      [USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
      [PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
      [BODY_SIZE:0:0:1000]
      [BODY_SIZE:1:0:16000]
      [BODY_SIZE:4:0:23000] --20kg eurasian lynx, 11-13kg canadian lynx
      [BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
      [BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
      [BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
      [MAXAGE:10:20]
      [ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
      [ATTACK_SKILL:BITE]
      [ATTACK_VERB:bite:bites]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
      [ATTACK_FLAG_EDGE]
      [ATTACK_PRIORITY:MAIN]
      [ATTACK_FLAG_CANLATCH]
      [ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]
      [ATTACK_SKILL:GRASP_STRIKE]
      [ATTACK_VERB:scratch:scratches]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
      [ATTACK_FLAG_EDGE]
      [ATTACK_PRIORITY:MAIN]
      [NOCTURNAL]
      [HOMEOTHERM:10067]
      [SWIMS_INNATE][SWIM_SPEED:1500]

      [SELECT_CASTE:ALL]
      [SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
      [TL_COLOR_MODIFIER:SPOTS_ORANGE_BLACK:990:BLACK:10:WHITE:1]
      [TLCM_NOUN:hair:SINGULAR]
      [SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
      [TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
      [TLCM_NOUN:skin:SINGULAR]
      [SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
      [TL_COLOR_MODIFIER:IRIS_EYE_GREEN-YELLOW:1]
      [TLCM_NOUN:eyes:PLURAL]
      [SELECT_MATERIAL:LEATHER]
      [MULTIPLY_VALUE:2]
      [SELECT_MATERIAL:BONE]
      [MULTIPLY_VALUE:2]

      [CREATURE:LYNX_GIANT] --by TomiTapio, based on giant leopard
      [DESCRIPTION:A horse-sized predator with a spotted fur coat and tufts of hair on the tips of its ears.  It is found solitary or with offspring in the savage cold mountains, tundras and forest.]
      [NAME:giant lynx:giant lynxs:giant lynx]
      [CASTE_NAME:giant lynx:giant lynxs:giant lynx]
      [CHILD:3][GENERAL_CHILD_NAME:giant lynx cub:giant lynx cubs]
      [CREATURE_TILE:'x'][COLOR:7:0:1]
      [PETVALUE:1000]
      [PET]
      [MOUNT]
      [TRAINABLE]
      [SPEED:770]
      [SAVAGE]
      [BIOME:MOUNTAIN]
      [BIOME:TUNDRA]
      [BIOME:FOREST_TAIGA]
      [BIOME:ANY_TEMPERATE_FOREST]
      [LARGE_ROAMING][FREQUENCY:13]
      [POPULATION_NUMBER:2:8]
      [CLUSTER_NUMBER:1:2]
      [CARNIVORE][NATURAL]
      [LARGE_PREDATOR][MEANDERER]
      --PRONE_TO_RAGE:2]
      [FLEEQUICK]
      [PREFSTRING:spotted coats]
      [PREFSTRING:eartufts]
      [NATURAL_SKILL:BITE:4]
      [NATURAL_SKILL:DODGING:5]
      [NATURAL_SKILL:WRESTLING:2]
      [NATURAL_SKILL:STANCE_STRIKE:2]
      [NATURAL_SKILL:GRASP_STRIKE:3]
      [NATURAL_SKILL:SITUATIONAL_AWARENESS:5]

      [CASTE:FEMALE]
      [FEMALE]
      [BODY:QUADRUPED:QUADRUPED_JOINTS:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:5TOES_FQ:4TOES_RQ:MOUTH:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE:FEMALEGEN]
      [CASTE:MALE]
      [MALE]
      [BODY:QUADRUPED:QUADRUPED_JOINTS:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:5TOES_FQ:4TOES_RQ:MOUTH:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE:MALEGEN]

      [SELECT_CASTE:ALL]
      [BODYGLOSS:PAW]
      [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
      [BODY_DETAIL_PLAN:STANDARD_TISSUES]
      [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
      [BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
      [USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]
      [USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]
      [TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]
      [SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
      [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
      [TL_MAJOR_ARTERIES]
      [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
      [BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
      [USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
      [TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
      [LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
      [HAS_NERVES]
      [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
      [BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
      [CREATURE_CLASS:GENERAL_POISON]
      [GETS_WOUND_INFECTIONS]
      [GETS_INFECTIONS_FROM_ROT]
      [USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
      [PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
      [BODY_SIZE:0:0:40000]
      [BODY_SIZE:1:0:280000]
      [BODY_SIZE:2:0:560000]
      [BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
      [BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
      [BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
      [MAXAGE:10:20]
      [ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
      [ATTACK_SKILL:BITE]
      [ATTACK_VERB:bite:bites]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
      [ATTACK_FLAG_EDGE]
      [ATTACK_PRIORITY:MAIN]
      [ATTACK_FLAG_CANLATCH]
      [ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]
      [ATTACK_SKILL:GRASP_STRIKE]
      [ATTACK_VERB:scratch:scratches]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
      [ATTACK_FLAG_EDGE]
      [ATTACK_PRIORITY:MAIN]
      [NOCTURNAL]
      [HOMEOTHERM:10067]
      [SWIMS_INNATE][SWIM_SPEED:1500]

      [SELECT_CASTE:ALL]
      [SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
      [TL_COLOR_MODIFIER:SPOTS_ORANGE_BLACK:990:BLACK:10:WHITE:1]
      [TLCM_NOUN:hair:SINGULAR]
      [SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
      [TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
      [TLCM_NOUN:skin:SINGULAR]
      [SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
      [TL_COLOR_MODIFIER:IRIS_EYE_GREEN-YELLOW:1]
      [TLCM_NOUN:eyes:PLURAL]
      [SELECT_MATERIAL:ALL]
      [MULTIPLY_VALUE:3]

      (http://farm3.static.flickr.com/2375/2149796212_65509cca4f.jpg) (http://www.flickr.com/photos/tomitapio/2149796212/)
      Even more lynx yawning (http://www.flickr.com/photos/tomitapio/2149796212/) by Tomi Tapio (http://www.flickr.com/people/tomitapio/), on Flickr
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: asfghn on April 22, 2011, 12:39:44 am
      Awww, thanks Tomi, you even saved me the effort of going and hunting down that program :)

      Not having a great time in my current fort (Joyous Wilds, I believe; lots of woodland and on a volcano! My very first volcano!!). I was feeling down so I generated with more embark points (like, ~8k) so I could take a bunch of faedogs, and I'm down to two and one is crippled because my stupid ranger keeps going after unicorns. :'( Fortunately I have a couple of faepuppies running around, but I'm not sure if they're related—and come to that, does the animal AI even take inbreeding into account?

      Just lost a raptor to a unicorn, too. And now the ranger's Miserable, because he lost so many of his pets. well duh, urist mcdumbass

      GORGEOUS photo, Tomi!! And I am psyched about finally having lynxes in-game—they're one of my favorite animals and I do so love your critters. :D *adds them at once!*
      I think I'll give my non-giant lynxes [TRAINABLE_HUNTING], at least experimentally. I love the concept of war giant lynxes though, they're so 'delicate' for wildcats and yet being the size of a horse (which I didn't catch on the first read-through) totally makes them work. ;D

      [edit] Oh, do lynxes have any gfx yet? I'm guessing not, since they're brand-new, but I have to ask. ;) And for that matter do spirit ravens? I was thinking the latter might work with a recolored hercinia tile, if they don't have graphics already.
      I'm so spoiled by various tilesets, I find letters really jarring... :P I'm using the hunting dog tiles for faedogs temporarily, and then war dogs for war faedogs, since I never take regular dogs along anymore with all these other delicious options so there is no chance of confusing the two!

      [edit2] God I'm using a lot of smilies tonight and not enough commas. Sorry, everyone. :<

      [editIII] And while I'm rambling, I have recently fallen in love with soundsense (http://www.bay12forums.com/smf/index.php?topic=60287.0) and everyone should get it if they don't have it already. I think even you would like it, Tomi, since IIRC you listen to new age(?) radio while playing, and a lot of the tracks are super mellow. Aside from that, they're all neat and kind of Viking-y, along the lines of Garmarna or Hedningarna (two of my favorite groups, for the record), and change randomly with the seasons, and there's even gorgeous rain+desert ambient sounds for when it's... well, raining (although that might just be gorgeous to me since I live in the desert :P), although I never fail to crack up whenever it plays Night on Bald Mountain (http://www.youtube.com/watch?v=V8Ca_edg6RE)* (usually during autumn, for some reason; Halloween?).


      *bonus points for featuring the Fantasia short involving DFesque demons, y/y
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: TomiTapio on April 22, 2011, 01:28:51 am
      ~8k) so I could take a bunch of faedogs, and I'm down to two and one is crippled because my stupid ranger keeps going after unicorns. :'( Fortunately I have a couple of faepuppies running around, but I'm not sure if they're related—and come to that, does the animal AI even take inbreeding into account?
      Not "faedog puppies", so they're "faepuppies". I'm glad you like the beasts. Someone might even manage see and cage one in the wild! You might get a mutant caste by breeding lots of them.
      Inbreeding is super acceptable in the DF universe. Via spores.

      I've heard about Soundsense but haven't tried.
      What is "y/y", is it a sad face or voodoo chicken feet?

      Thanks for liking the lynxes. Just now I added red frogs, spear-nosed bats, and mud snakes into the caves. No graphics tiles, that happens if Deon approves of them.
      http://dl.dropbox.com/u/8967397/Genesis_3.25c_Ironhand_Tomis_Bonfires__fixes_5crea_Apr22.zip (http://dl.dropbox.com/u/8967397/Genesis_3.25c_Ironhand_Tomis_Bonfires__fixes_5crea_Apr22.zip)

      (continues making new baseline backups of his 151 GB of photos... to an offline hd.) (Do you have backups in case your harddisk dies, or hostile trojan scrambles all your attached usb disks?)

      (what's the soundsense sound for asshole outpost mind area-blasting its friends for a thousand times?)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Raul on April 22, 2011, 01:32:48 am
      I have recently fallen in love with soundsense (http://www.bay12forums.com/smf/index.php?topic=60287.0)
      I've heard about Soundsense but haven't tried.

      I can't even imagine how you guys were able to live without soundsense for so long :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Deon on April 22, 2011, 01:44:50 am
      MY favorite feature of Notepad++:

      Alt-Shift selecting.  It expands as a box.  So you can select only the first character of a line, or have a selection with 0 width and insert something before all lines.

      You can use this to fix the indentation of many lines at once.  You're pretty much stuck with doing it manually, file by file, unless you know much more about Scintilla-style Regex code than me.  I can't figure that stuff out well enough to do anything.  I am a sad hacker on that.
      By indentation, do you mean moving everything right by "tab" amount? If so, select multiple lines and press TAB. Or Shift+TAB to achieve an opposite result (remove tabulations).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: asfghn on April 22, 2011, 01:52:42 am
      Not "faedog puppies", so they're "faepuppies".
      Yep, the babies show up for me as "faepuppies". It was really cute getting an announcement about so-and-so, War Faedog giving birth to Faepuppies. ;D

      What is "y/y", is it a sad face or voodoo chicken feet?
      adlskfgh, I literally LOL'd at voodoo chicken feet. 8D No, it's short for "yes/yes", as in a "yes/no" sort of selection. Except it's so awesome, no is not an option.

      I can't even imagine how you guys were able to live without soundsense for so long :P
      That is an excellent question. I didn't know it existed until about three days ago, and I've been using it nonstop since. :D

      Multi-quote post is spammily annoying!  :-X
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Jeoshua on April 22, 2011, 01:57:34 am

      By indentation, do you mean moving everything right by "tab" amount? If so, select multiple lines and press TAB. Or Shift+TAB to achieve an opposite result (remove tabulations).
      :o

      I did not know that would work.  I had assumed that would overwrite the selected lines with a tab character.

      Thanks, Deon!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Deon on April 22, 2011, 02:04:03 am
      Hey Jeoshua—I'm going to treat you as my resident Notepad++ guru ;) so do you know if there's any way to auto-indent every line in a file that doesn't begin with [CREATURE:x], or am I still stuck with doing that manually if it finally grows irritating enough?

      1) Ctrl+A (select all).
      2) Shift+TAB a few times (removes all unneeded tabulations which were there).
      3) TAB (moves everything right by a single tabulation).
      4) Ctrl+H "   [CREATURE" -> "[CREATURE" (removes a tabulation before the [CREATURE:*] token).

      Voila!

      Quote
      Also, perhaps a weird question, but one that's been bothering me: in vanilla DF, if you offered any wooden object to elves and offended them, they'd start hating on you and, in so doing, bring you animals in cages instead of cloth. As you all know I am an avid fan of tamed critters, so this was always infinitely preferable and I made it tradition to offend the elves like this in my every fort ever.

      I'm wondering, are any of the elfin castes like the vanilla elves in that sense, either hating wood or just bringing you critters when they hate you beyond a certain point? In my current fort, I have an ezrakim caravan sitting in my depot, and I'm considering stealing all their stuff to piss 'em off. (But then, I don't want to piss them off into warring with me, obviously—they still need to be amiable enough with me to still trade, so I might abstain... or just make a save to roll back to :P)
      I didn't notice that they bring more pets when they hate you... Did you just make it up? Anyway, Sylvan elves dislike wooden products.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: asfghn on April 22, 2011, 02:15:52 am
      I didn't notice that they bring more pets when they hate you... Did you just make it up? Anyway, Sylvan elves dislike wooden products.
      Hahaha! No, Deon, you ought to know me better than that. ;P I can't remember where I read it—somewhere on the wiki, so I'll go wiki-diving and see if I can't dig it up again.

      FOR MY HONOR T^T

      [edit] Okay, I could have sworn it was on the wiki, but I googled it first and found this (http://www.bay12forums.com/smf/index.php?topic=63820.msg1482560#msg1482560):

      Elves that are getting more annoyed tend to bring the real cool stuff, Giant Eagles, Bears, Cougars, and other Giant or otherwise cool animals.

      [...]

      You may not be aware, but it's normal for many members of the forum (including me) to just take everything the elves bring until they get mad enough to bring the cool stuff.

      Another post from the same thread that goes into a bit more detail (http://www.bay12forums.com/smf/index.php?topic=63820.msg1482578#msg1482578), quoted for your convenience:

      I had read a hint that elves bring more cool animals when annoyed, but you seem to be saying it's really a fact.
      Here's basically what happens:
      1. Cloth is low weight, and relatively high value
      2. Animals are high weight, relatively low value
      3. You rip off the elves repeatedly
      4. They think, "Fuck those dwarves, man. From now on, we're not bringing the awesome, lightweight shit anymore. Roll out the heavy garbage!"
      5. The thing is, in this case the heavy garbage is animals, which have a much higher practical value than their in-game number represents.
      6. The elven caravan starts bringing lots of caged animals.
      7. ?
      8. Profit!

      In the interest of devil's advocacy, another post that addresses the cloth thing, but not directly the animal thing (http://www.bay12forums.com/smf/index.php?topic=63820.msg1484260#msg1484260):

      I had read a hint that elves bring more cool animals when annoyed, but you seem to be saying it's really a fact.
      Here's basically what happens:
      1. Cloth is low weight, and relatively high value
      2. Animals are high weight, relatively low value
      3. You rip off the elves repeatedly
      4. They think, "Fuck those dwarves, man. From now on, we're not bringing the awesome, lightweight shit anymore. Roll out the heavy garbage!"
      5. The thing is, in this case the heavy garbage is animals, which have a much higher practical value than their in-game number represents.
      6. The elven caravan starts bringing lots of caged animals.
      7. ?
      8. Profit!

      I've corrected this numerous times in other posts, but it looks like I'll have to correct it yet again here:
      * Elves do not think cloth is more valuable than other goods.
      * All merchants (of any race) think that goods stored in bins must be loaded onto the caravan first.

      The effect of this is that when the Elves decide to bring one hundred of every single trade good (which would normally require dozens of wagons), they end up running out of room on their mules before they finish loading up their cloth. This was easy to prove back in 40d - if you boosted the trade capacity of their pack animals to some really high amount, then they'd end up bringing just as many animals, barrels of booze, and stacks of plants (and all of their other crap like weapons, armor, crafts, and barrels of Gnomeblight) as bins of cloth.

      You seem to forget that many pets in Genesis are much more expensive than in vanilla.
      Oh, that's true! I've gotten into such a habit of pissing off elves I hadn't considered this, and I play Genesis so exclusively I... had actually forgotten that pretty much everything was more expensive. :P (I haven't had my embark profiles broken in so long it slipped my mind.)

      OTOH, I've never tried to trade artifacts, but if it's possible, a low-grade simplistic one (~6k dwarfbux) ought to be worth cool giant critters. :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Deon on April 22, 2011, 02:23:47 am
      You seem to forget that many pets in Genesis are much more expensive than in vanilla.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Haspen on April 22, 2011, 02:32:34 am
      You seem to forget that many pets in Genesis are much more expensive than in vanilla.

      But still not stored en masse in bins, like cloth ;)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: TomiTapio on April 22, 2011, 02:41:11 am
      Hey asf/Kat, here's tips for a happier town:
      make 60 statues. Build best of them on busy path and meeting area. Build crap ones outdoors to warn your enemies about butterflies.
      Steel or gold depot. They'll admire it when bringing items.
      Bury dead war animals, by enabling pets in coffins's tasks.

      Unhappier town: assign caged werewolves to your main pasture. (well, good if your soldiers are waiting for the Uncaging Ceremony.)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Deon on April 22, 2011, 02:44:45 am
      Hey asf/Kat, here's tips for a happier town:
      make 60 statues. Build best of them on busy path and meeting area. Build crap ones outdoors to warn your enemies about butterflies.
      Steel or gold depot. They'll admire it when bringing items.
      Bury dead war animals, by enabling pets in coffins's tasks.

      Unhappier town: assign caged werewolves to your main pasture. (well, good if your soldiers are waiting for the Uncaging Ceremony.)
      Hehehe.


      By the way, I've considered the economy side of the game... And yeah, the currency right now makes no sense. The copper is much cheaper than the gold, yet it's only 1/15 of the gold cost in coins. In real life coins usually go in 10 or 100 times increment between coin types, so I guess it should be 1 (copper)/100 (silver)/10000 (gold). What do you think?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: TomiTapio on April 22, 2011, 02:49:03 am
      I rather don't care about currency since I don't adventure. But the pet and steel item values should be the basis of all other values I think. Pet rat, 10 €. pet tiger, 550 €. Pet mammoth, 1500 €. So I think one gold coin maybe... 1/40th of a mammoth, so 40 goldcoin=1500.
      Hmm... 1 copper = 1 crap meal,
      100 copper = 10 € pet rat,
      1 gold = 4000 coppers = 40 rats = 400 € = 1 tame lion.

      Food values are just wonky and I have nerfed cooking skill leveling -- dorfs are not known for their cuisine. Dorfs should export stone and metal items.

      ps. I was D&D basic set (not AD&D) dungeon master in 1987-1990. First ever English-language product I read was a Dragon Magazine 1988-somemonth.

      pps. reported bug "snow does not stop fires", http://www.bay12games.com/dwarves/mantisbt/view.php?id=4555
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: asfghn on April 22, 2011, 03:04:47 am
      Hey asf/Kat, here's tips for a happier town:
      make 60 statues. Build best of them on busy path and meeting area. Build crap ones outdoors to warn your enemies about butterflies.
      Steel or gold depot. They'll admire it when bringing items.
      Bury dead war animals, by enabling pets in coffins's tasks.

      Unhappier town: assign caged werewolves to your main pasture. (well, good if your soldiers are waiting for the Uncaging Ceremony.)
      I think I am just going to make a txt file filled with your advice :) *hugs*

      I am going to try my first ever all-indoors fort tonight or tomorrow (generating the world tonight, might not get to play until tomorrow... I do need sleep at some point, it's quarter 'til one in the morning here), so I appreciate the tip about the statues—usually all I do to cheer up my dwarves is engrave everything. I... I actually didn't know statues existed until your screenshot from a while back  :-[

      And feel free to call me Kat :) I know it's less of a mouthful than 'asfghn'!

      By the way, I've considered the economy side of the game... And yeah, the currency right now makes no sense. The copper is much cheaper than the gold, yet it's only 1/15 of the gold cost in coins. In real life coins usually go in 10 or 100 times increment between coin types, so I guess it should be 1 (copper)/100 (silver)/10000 (gold). What do you think?
      Hum, it might only be my RPG background but the jump from 100 (silver) to 10k (gold) seems a bit steep. (Understanding that I've never actually stuck with a fort long enough to have an economy established.) Typical D&D (or at least 3.5e, the version I "grew up" on) ratios go 1 (copper)/10 (silver)/100 (gold)/1,000 (platinum). I am way too sleepy to offer a well-reasoned suggestion on how to better balance the economy, but I thought another perspective on 'fantasy' economies might help a bit. :)

      And now I'm going to go stagger off to bed! G'night, guys! ♥
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Dutchling on April 22, 2011, 05:31:55 am
      Weren't coins just worth just as much as what they are made of?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: rainekage on April 22, 2011, 08:38:22 am
      Weren't coins just worth just as much as what they are made of?

      You know, I just don't know.  In my experience, the actual value doesn't seem to correlate heavily to the material they're made of.  I've had a copper coin be more expensive than an iron, one time.  :-\

      However, one of my least favorite things about adventure mode is unloading loot for coins.  If I have a good adventurer (rare, they usually get eated), then eventually my inventory ends up being like 8 pages of coins.

      And I'm with Kat on being really used to the D&D currency system.  My brain is pretty hardwired for that one.  :D Stupid economics.

      On totally unrelated mod news, I got a new job!  Yay.  Okay, back to the iceworld.

      Oh, Kat.  How is it you embark with dragon raptors, anyway?  Do you set your embark points really high?  I ask because it's like 1,000 points per raptor.  I embarked with 2k more points than normal for my glacier attempt, and I ended up with like five mastiffs, two bulldogs, two spaniels, and those together are less than a single raptor. :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: TomiTapio on April 22, 2011, 08:39:04 am
      Quote
      produces one stack of 500 coins. Each stack of coins has an effective item value of 10, meaning that the value of a stack is 10 x material value of the component metal, and a given coin is (10 x material value / 500) of the value of the metal bar that produced it.
      from http://df.magmawiki.com/index.php/DF2010:Currency

      But there's settings in each civ to say what metals and what values are assigned. Some civ might have lead as the priciest. (500 lead coins = 10¤ if by material only)
      Genesis dorfs at the moment have [CURRENCY_BY_YEAR]
         [CURRENCY:COPPER:1]
         [CURRENCY:SILVER:5]
         [CURRENCY:GOLD:15]
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Jeoshua on April 22, 2011, 08:59:39 am
      I gave my human races 1/10/100 standard DnD coinage, but underground races use a more complex 1/5/10/20/50/100/200/500/1000 series that ranges from iron to adamant.

      Good times...

      Coins can be traded for material worth in cultures other than the one they were minted in... but that race has a coin of that material already, it changes the value.  So human gold coins weren't worth hardly anything to dwarves.

      Too bad dwarves don't have shops or else it'd have been awesome.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: KarolineDianne on April 22, 2011, 11:24:05 am
      So... When can I expect the ASCII version? I'd really like to get caught up, I haven't played since Genesis 3.19!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: SirAaronIII on April 22, 2011, 12:44:45 pm
      Deon is working on it. Or so he claims.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Jeoshua on April 22, 2011, 12:51:45 pm
      Something I'd like to point out for Deon's benefit:

      When using graphics tiles, one does not need to set all the creatures to have specific tiles.  They can be left as their normal, ASCII values.  The raw/graphics files will change them into creature pictures just fine.  The only thing that really NEEDS to be changed in the raw files is the plant and inorganic tiles, as trees, plants, and minerals tend to vary between graphical sets...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: TomiTapio on April 22, 2011, 01:00:17 pm
      I suppose I could convert my raws to ascii using Gen3.19... maybe takes 40-70 mins with WinMerge. Hmm... copy all the tile-related things from 3.19asc

      Edit: don't hold your breath, maybe I'll give ascii version tomorrow, in 14 hours.

      When using graphics tiles, one does not need to set all the creatures to have specific tiles.  They can be left as their normal, ASCII values.
      Then their corpses and caged blinking will be *gasp* ascii! Or was that caged blinking in 2009 version...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Dutchling on April 22, 2011, 01:46:58 pm
      Weren't coins just worth just as much as what they are made of?

      You know, I just don't know.  In my experience, the actual value doesn't seem to correlate heavily to the material they're made of.  I've had a copper coin be more expensive than an iron, one time.  :-\

      I meant in RL :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Deon on April 22, 2011, 01:59:57 pm
      I rather don't care about currency since I don't adventure. But the pet and steel item values should be the basis of all other values I think. Pet rat, 10 €. pet tiger, 550 €. Pet mammoth, 1500 €. So I think one gold coin maybe... 1/40th of a mammoth, so 40 goldcoin=1500.
      Hmm... 1 copper = 1 crap meal,
      100 copper = 10 € pet rat,
      1 gold = 4000 coppers = 40 rats = 400 € = 1 tame lion.

      Food values are just wonky and I have nerfed cooking skill leveling -- dorfs are not known for their cuisine. Dorfs should export stone and metal items.

      ps. I was D&D basic set (not AD&D) dungeon master in 1987-1990. First ever English-language product I read was a Dragon Magazine 1988-somemonth.

      pps. reported bug "snow does not stop fires", http://www.bay12games.com/dwarves/mantisbt/view.php?id=4555
      Spoiler (click to show/hide)
      Hum, it might only be my RPG background but the jump from 100 (silver) to 10k (gold) seems a bit steep. (Understanding that I've never actually stuck with a fort long enough to have an economy established.) Typical D&D (or at least 3.5e, the version I "grew up" on) ratios go 1 (copper)/10 (silver)/100 (gold)/1,000 (platinum). I am way too sleepy to offer a well-reasoned suggestion on how to better balance the economy, but I thought another perspective on 'fantasy' economies might help a bit. :)

      And now I'm going to go stagger off to bed! G'night, guys! ♥
      I rethought the idea today and I am going to make the difference to be less steep. Spread the values a bit.
      Zinc-Copper-Nickel-Iron-Steel-Aluminum-Gold-Platinum. I've tested it and 10'000 value coin is too much, shops can have only one of those :P.

      By the way, can't you trade coins in fortress mode? I didn't try it, but if you can, then 10k value coin would be very game-breaking.

      Weren't coins just worth just as much as what they are made of?

      You know, I just don't know.  In my experience, the actual value doesn't seem to correlate heavily to the material they're made of.  I've had a copper coin be more expensive than an iron, one time.  :-\

      I meant in RL :P
      Yes, in real life. The year, the country and the value of the coin matter much more than the material it is made of.

      So... When can I expect the ASCII version? I'd really like to get caught up, I haven't played since Genesis 3.19!
      I wanted to release it today, but it will probably be a tad later, since I was really busy in the lab today.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Deon on April 22, 2011, 02:08:58 pm
      Something I'd like to point out for Deon's benefit:

      When using graphics tiles, one does not need to set all the creatures to have specific tiles.  They can be left as their normal, ASCII values.  The raw/graphics files will change them into creature pictures just fine.  The only thing that really NEEDS to be changed in the raw files is the plant and inorganic tiles, as trees, plants, and minerals tend to vary between graphical sets...
      I object, if I follow your advice, corpses will look like "V" and "U". :)

      Also the "only" thing in your list is the only thing I am concerned about since it takes a lot of time to make. All creature tiles are set at once with a single command.

      I suppose I could convert my raws to ascii using Gen3.19... maybe takes 40-70 mins with WinMerge. Hmm... copy all the tile-related things from 3.19asc

      Edit: don't hold your breath, maybe I'll give ascii version tomorrow, in 14 hours.

      When using graphics tiles, one does not need to set all the creatures to have specific tiles.  They can be left as their normal, ASCII values.
      Then their corpses and caged blinking will be *gasp* ascii! Or was that caged blinking in 2009 version...
      Yeah, they now blink as skeletons :). It actually really bothers me, I hope Toady fixes it one day.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Jeoshua on April 22, 2011, 02:12:14 pm
      Oh, I had forgotten about that.  I kind of would prefer if cages blinked what their creature was, and corpses were corpses.

      OH well.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Elone on April 22, 2011, 03:27:19 pm
      Huh... I'm new here... am I understanding wrong, or does this mod force a tileset/graphics? I'm not very keen on using one.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: KarolineDianne on April 22, 2011, 03:38:03 pm
      Right now it does. The ASCII version will hopefully be out soon.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: asfghn on April 22, 2011, 03:38:12 pm
      Gooood morning, thread!

      I actually noticed the 'cage blinking skeleton' bug, but I wasn't aware it was a bug—the first time I saw it, I was terrified that somehow I had murdered whatever I had assigned to the cage (I think an extra breeding pair of peafowl, in case the loose pair went afoul of the plagues of giant gargoyles that periodically fell upon that fort).

      Oh, Kat.  How is it you embark with dragon raptors, anyway?  Do you set your embark points really high?  I ask because it's like 1,000 points per raptor.  I embarked with 2k more points than normal for my glacier attempt, and I ended up with like five mastiffs, two bulldogs, two spaniels, and those together are less than a single raptor. :)
      I do sometimes set my embark points pretty high on certain worlds (mostly when I'm feeling depressed and need a quasicheaty pick-me-up), which is the only way I was able to take along dragon raptors. Regular raptors I've altered for my personal raws (which I can upload if anyone's interested, though I can guarantee they're not as awesome as Tomi's) to be [COMMON_DOMESTIC] and I believe I lowered their petvalue a bit (to around ~100), since I love embarking with like a million critters and setting up breeding/war-training programs. :)

      Speaking of my personal raws, I've also been trying to beef raptors up a bit skill-wise. I'm not sure if I've gone overboard, but I'm also not sure if that's really undesirable. ;) These (http://xkcd.com/135/) xkcd (http://xkcd.com/155/) strips (http://xkcd.com/87/) pretty much exemplify the nature of 'raptors' I was trying to invoke in their creation, and mine tend to die pretty easily despite being able to level up their skills*, so I think it's acceptable for the moment.


      *I am not sure what did it exactly but for a little while there while I was tinkering my raptors kept trying to start parties. (Un?)Fortunately they were tied up outside my fort entrance and so I would get 'Stray War Raptor cancels Attend Party: no space' or something like that.
      ---
      [pre-post edit] Hi, Elone! Welcome to the Genesis thread. :) To answer your question, the most current version does 'force' a special graphical tileset, but both the creator (Deon) and his 'assistant' (Tomi) are working on an ASCII version, and it might be out tomorrow-ish.

      Until then, I think you can check the older versions (linked near the bottom of the first post) for the last ASCII update no actually I just checked and the last ASCII version was 3.19, and it's linked very near to the top of the OP, so not that far behind updatewise if you're dying to try out the mod now. :)

      [edit2] Aaand ninjered by KarolineDianne. Oh well. :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Elone on April 22, 2011, 03:44:11 pm
      Oooh, thank you for quick replies! Yes, I checked in the meantime, the latest ASCII one is 3.19. Tomorrow you say? That's not so long at all, thank you! I'm not actually a modder yet, but would it not have been easier to build in ASCII natively?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Jeoshua on April 22, 2011, 03:46:49 pm
      Speaking of which, I need to go check to see if my Raptors have [CANOPENDOORS] ;)

      Ooh look... they do! Thanks Deon!

      Although I'm thinking they might need [MOUNT_EXOTIC] since it would take a Dungeon Master to make one of them WILLINGLY let you ride it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Elone on April 22, 2011, 03:52:00 pm
      Kat: Like this? Seen in an actual office, so, no photoshop. (eek the image is big)
      (http://img38.imageshack.us/img38/6967/3910s.jpg)

      Jeoshua: You're talking about Gordito here, I can tell!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: asfghn on April 22, 2011, 03:54:02 pm
      Elone: I've heard (from someone in this thread actually, though it slips my mind at the moment just who; sorry!) that it's actually not necessary to take graphics into the equation of creature-modding, though it does for things like inorganics and plants and such. And I know Deon at least uses a raw tile selector, which I have heard (though I've not played with it myself) really very much simplifies things. :)

      Jeoshua: Actually, the core raptor stuff is mine! I submitted it a waaaaaay long time ago (like, last summer?) for Deon's use in Genesis. It's since been updated with skills (which I have since tinkered with) and in-depth body materials and such, which I don't think existed when I first made them.

      [CANOPENDOORS] and [NOFEAR] were musts, of course. ;D I think I've since given them [LIKES_FIGHTING] and [TRAPAVOID]. [MOUNT_EXOTIC] actually sounds like a good idea for the reason you mention; I am going off to alter my raws now. :)

      All in all, I think I would probably hate to ever run into wild raptors, and it would probably be the end of the world.
      When I was first tinkering with their skills, I fully expected to roll worlds where all civilizations near raptors collapsed. Sadly this hasn't yet happened, maybe I should try harder.

      [pre-post edit] Oh my gosh I LOVE that sign, Elone! I am saving it to my HD, and yes, that is EXACTLY what I had in mind. 8D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: TomiTapio on April 22, 2011, 03:55:33 pm
      halfway done ascii-fying, still plants and items to go, I'll do that in my morning. Ofcoz needs cursory testing in the morning also.

      [MOUNT_EXOTIC]  does nothing as Dungeon Master is still useless due to a DF bug. You must choose MOUNT or not.

      I don't think towns can fall to regular predators (wolf, raptor etc.). Only to semimega and mega.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Deon on April 22, 2011, 03:58:36 pm
      Speaking of which, I need to go check to see if my Raptors have [CANOPENDOORS] ;)

      Ooh look... they do! Thanks Deon!

      Although I'm thinking they might need [MOUNT_EXOTIC] since it would take a Dungeon Master to make one of them WILLINGLY let you ride it.
      There are no exotic pets because DM does not work in DF yet.

      Oooh, thank you for quick replies! Yes, I checked in the meantime, the latest ASCII one is 3.19. Tomorrow you say? That's not so long at all, thank you! I'm not actually a modder yet, but would it not have been easier to build in ASCII natively?
      It wouldn't since it requires to remap all tiles and ores, and in ASCII they use much more symbols than in graphical tilesets :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Jeoshua on April 22, 2011, 04:05:34 pm
      I don't think towns can fall to regular predators (wolf, raptor etc.). Only to semimega and mega.

      Not true.  Regular beasts (like Trolls for example) can beat a city into submission, killing off all their farmers, and making the population starve to death.  Seen it happen in 10 civs in my world genning just this very day.

      I made Trolls less frequent and to have lower pop numbers because of it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Elone on April 22, 2011, 04:19:08 pm
      [pre-post edit] Oh my gosh I LOVE that sign, Elone! I am saving it to my HD, and yes, that is EXACTLY what I had in mind. 8D

      Yaaay! I'm flattered! Who knew that being prepared for a raptor related situation like this, and keeping that image, would pay off someday? For the same reason we should build raptor fences, install alarms, and remember to quickly run behind a closed door should we ever encounter a raptor.

      It wouldn't since it requires to remap all tiles and ores, and in ASCII they use much more symbols than in graphical tilesets :) .

      Oh, I see... I had no idea. I thought that the graphical one will be the one loaded with tiles, while the ASCII one squeezes and shares tiles between dissimilar objects cause there's not enough room.

      In what way do you suggest that I watch for changes? =P

      Hmm, I wonder if the tile chooser is a public app. I'll go look.

      Aaaand found! Ah, I remember why I skimmed past this in the past. "Provides an easy to use graphical interface to select which tiles and  colors should be displayed for plants, stones and small creatures." I remember finding the practical usage to be pretty small for me, as I did not need to really edit any of these. I will look into it I guess.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: asfghn on April 22, 2011, 04:27:53 pm
      and remember to quickly run behind a closed door
      but they have [CANOPENDOORS]



      And awww, I was about to post with a link to the raw tile selector for you, but when I quoted your post to 'reply' to it you'd already made your edit that you found it. :(

      [edit] Because I guess I'm just going to spam xkcd forever (hey, at least I'm not cursing you and spamming tvtropes (http://tvtropes.org/pmwiki/pmwiki.php/DarthWiki/TVTropesRuinedYourLife)... whoops), the alt text in this one (http://xkcd.com/212/).

      [edit2] And this one! (http://xkcd.com/218/)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Jeoshua on April 22, 2011, 10:42:19 pm
      Okay.  Seriously.  I've been struggling with this all day long now and I need to get an answer.

      Whatever tweaks you did to Trolls? They're way too good.

      In Legends mode, I am seeing trolls with kill lists longer than dragons.  Longer than hydras.  Honestly I have seen Trolls that have taken OUT Dragons in their lairs.  Without blinking, I would imagine.

      What have you changed here, to make them this potent? I see [PRONE_TO_RAGE:7] but that doesn't seem like it should do this, should it?

      I've done everything except remove [LARGE_ROAMING] from them, which I really want to keep on there so they wander around and attack cities.  But they're just WAY too good at it in Legends mode.  I've seen Trolls that have taken out whole cities of heavilly armed and armored Dwarves, Keepers... nothing stops them.  I added a [MAXAGE] token, and old age seems to be the only way to stop them!

      I've lowered their frequency... they just come less often now, and give people some time to recover from their onslaughts... but then they're back again.

      And they have kids too.

      So I'm asking, what are my options here? Can they be made killable in Legends mode without nerfing them too badly in Fortress and Adventurer?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: asfghn on April 22, 2011, 11:36:28 pm
      Okay.  Seriously.  I've been struggling with this all day long now and I need to get an answer.

      Whatever tweaks you did to Trolls? They're way too good.

      [...]
      See, this is exactly what I want people to post about raptors. :D TIME FOR MORE TWEAKING.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Jeoshua on April 22, 2011, 11:42:46 pm
      *whimper*

      ... Clever girl ....
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: SirAaronIII on April 22, 2011, 11:59:51 pm
      I guess you could try making their skin/bones/tissues out of a custom material that's really really soft and easy to cut.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Jeoshua on April 23, 2011, 12:07:21 am
      I guess you could try making their skin/bones/tissues out of a custom material that's really really soft and easy to cut.

      ... OR

      I could make them not be made of Genesis's tough stuff.

      But the thing is I don't want them to be super easy to kill, just not so horribly prolifically violent that they attack every city in a 100 tile radius.  They SHOULD be tough, but maybe a bit less... outgoing?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: TomiTapio on April 23, 2011, 12:57:26 am
      Okay.  Seriously.  I've been struggling with this all day long now and I need to get an answer.
      Whatever tweaks you did to Trolls? They're way too good.

      Swamp trolls are toughmaterials, NOPAIN (do not faint from injuries),
         [NATURAL_SKILL:BITE:5] bite your head
         [NATURAL_SKILL:DODGING:3]
         [NATURAL_SKILL:WRESTLING:5] waste precious combat time in wrestling
         [NATURAL_SKILL:STANCE_STRIKE:3]
         [NATURAL_SKILL:GRASP_STRIKE:6] punch like hell
         [NATURAL_SKILL:SITUATIONAL_AWARENESS:4] I'll reduce this detect_stealthers
         [NATURAL_SKILL:MELEE_COMBAT:5] good at counterattacks
      can_learn, [LIKES_FIGHTING] [PRONE_TO_RAGE:2] and weigh 250kg. So they are quite like minotaurs, buy maybe minos don't have nopain.

      Maybe with can_learn their skills go up in every battle, and then they're Heroes of Legend! You try removing can_learn.

      Huh, minotaurs have better skills, nopain, and this thickness boost:
      Spoiler (click to show/hide)
      but minotaurs are far fewer in number, trolls have 2-10 in an area. But must be EVIL area for troll.


      Edit: only 40 plants to go until can test the my ascii ver.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: asfghn on April 23, 2011, 01:16:31 am
      *whimper*

      ... Clever girl ....
      MUAHAHAHAHA




      Okay, how do these stats look? (It's okay if they're overpowered, insane, and/or gamebreaking; that's what I'm going for, though I'll probably tone them down later. It's not okay, on the other hand, if they are any less than awesomely awesome (http://tvtropes.org/pmwiki/pmwiki.php/Main/ThereIsNoKillLikeOverkill).) I noticed that dogs have that wacky [SKILL_RATE] tag, which I wasn't completely sure how to use, so I copied them over and modified them without any real idea of what I was doing... soooo these are probably really messy (I would appreciate help in that department!).

      I've been running them through the arena, but they still tend to go down fairly easy. This is okay, but I'd prefer they do serious damage first. :D

      I also added a few more skills, such as kicking and melee combat. I'm not sure, looking over the attacks, if kicking warrants its own attack, like bite and claw?* someone help me

      Spoiler (click to show/hide)

      [edit] Just realized I'd left in MOUNT_EXOTIC; replaced it with just MOUNT until that bug is fixed.

      Oh, and PETVALUE is intentionally that low so that I can embark with a bunch and test them out as guard/war animals. Haven't yet set them to hunting... an interesting project.


      *A 'rip' or 'rend' attack would be pretty cool. Is there any way to mod that toe claw, or am I stuck with the current body parts?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Jeoshua on April 23, 2011, 01:31:04 am
      They can't be raptors without their claw.  It's the Raptor claw... *eeee* I just cringed thinking about that thing!

      I'm afraid I don't know enough about creature raws to say anything about it.  I know there is a way to make the third toe's claw bigger than normal, through a template or directly in the creature file.

      Either way, it should be on the feet, and it's associated skill would, therefore, be STANCE_STRIKE
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: TomiTapio on April 23, 2011, 01:49:07 am
      Here's my ASCIIfied Genesis currentversion (save-compatible with my previous bonfire-having Ironhand versions) (since the bonfire mod is two materials, two reactions, one workshop, dorf entity permissions)

      http://dl.dropbox.com/u/8967397/Genesis_3.25c_ASCII_Tomis_Bonfires__Apr23.zip (http://dl.dropbox.com/u/8967397/Genesis_3.25c_ASCII_Tomis_Bonfires__Apr23.zip)
      unzip to folder and run the exe like in regular Genesis downloads. This is not a raws-only update.

      Kat: huge dragons have all skills at 6, so I'd rather not see raptors at 8. Kicking is not a skill, in DF-land it is "stance_strike".
      Dragon raptors in my worlds have speed 780 (lower is faster, 900 is default) and skills:
      Spoiler (click to show/hide)
      problem with wrestling skill higher than bite or strike is that wrestling moves do faaaaaar less damage. Bite-latch_on-shake is what kills creatures as limbs get ripped off.
      And since raptors are smart, they should sometimes flee and not be berserkers.

      When a migrant dorf has skills at 2-3, I call them trainee. 4-5, "military". 6-9, "hero". So 10-20 in combat skills are "absolutely legendary" in my book.


      Aw man my current Armormyths home looks crap in ascii:
      One certainly can see much more of the area using tiny tiles.
      And is the mica and orthoclase supposed to be the "£" pound symbol, I haven't played ascii in ages. Magnetite is "ú"
      Spoiler (click to show/hide)

      In my opinion, one dragon should be equally dangerous as one squad of axegoblins (who I think have skills 5-6). Get similar casualties from such a major enemy. If a dragon kills only one or two dwarves... then it was a frelling CROCODILE (bite7 wrest6).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Jeoshua on April 23, 2011, 02:08:32 am
      Raptors probably SHOULD have higher stance_strike than dragons, because they weigh far less and therefore will do less damage... but have a habit, not of swiping on you, but JUMPING ONTO YOU.

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: asfghn on April 23, 2011, 02:37:49 am
      Raptors probably SHOULD have higher stance_strike than dragons, because they weigh far less and therefore will do less damage... but have a habit, not of swiping on you, but JUMPING ONTO YOU.
      Demonstrated. (http://xkcd.com/292/) :D

      @Tomi: Are military-type skills separate from adventurer/production-type skills, then? Because I recall that in Therapist, Legendary whatevers read as a raw value of 15. I'm definitely not contradicting or disagreeing with you (it's so hard to convey tone over the interwebs :<), but like I said, I wanted my raptors to be ridiculously overpowered. I'm certainly not submitting these raws for use in the actual, public-consumption Genesis :) That would be silly! And, well... ridiculous. But DF is my way of cheering myself up when I have bad days, and kind of like infinite-ammo or invincibility cheats in other games, for my personal play style I sometimes like to have zillions of embark points or legendary raptors. ;)

      Really, I was looking for pointers on how to streamline the code and how to achieve some other stuff, like enlarging the third toe claw and involving that in STANCE_STRIKE (good to know, btw, that kicking isn't a stat! the mod skill names vs in-game skill names get really confusing). I really don't know what I'm doing when it comes to body parts/attacks/skills (so... pretty much everything? *shot*), but I really, really want to learn, and you're all fine brilliant modding folk :) I haven't found any pointers to modding... well, anything, except for the list of creature tokens on the wiki which doesn't go into much detail—but I might just not be looking in the right places, and I make new discoveries all the time (like that article I found yesterday that actually explained the advanced worldgen parameters!)

      [edit] Also, is SKILL_RATE redundant? I notice that a lot of critters who used to have it don't anymore, just NATURAL_SKILL. Can creatures lacking SKILL_RATE still level those skills?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Deon on April 23, 2011, 03:21:53 am
      No they can't. It was there at 0 to stop them from leveling them too.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: asfghn on April 23, 2011, 03:49:46 am
      Morning, Deon! I'm just heading to bed. ;)

      But okay, I should probably remove the [SKILL_RATE] tags, then—they probably don't need them, as high as they are.
      And I definitely never intended them for inclusion in Genesis proper; they're just for my private use, since I like having way over-the-top raptors. I grew up with Jurassic Park, and haven't ceased to be a dinosaur nerd for... God, almost twenty years? Buuuut I wanted to check if the parameters were at least sound-ish, and catch things like that KICKING/STANCE_STRIKE thing.

      So thanks all, I really appreciate it :) Sorry if I offended anyone with my outlandish overpowering of things! 8'<
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: TomiTapio on April 23, 2011, 04:03:32 am
      but I really, really want to learn, and you're all fine brilliant modding folk :) I haven't found any pointers to modding... well, anything, except for the list of creature tokens on the wiki which doesn't go into much detail—but I might just not be looking in the right places, and I make new discoveries all the time (like that article I found yesterday that actually explained the advanced worldgen parameters!)
      [edit] Also, is SKILL_RATE redundant? I notice that a lot of critters who used to have it don't anymore, just NATURAL_SKILL. Can creatures lacking SKILL_RATE still level those skills?

      Oh, if you want chillzaxking, try setting dwarves to double/quadruple speed (450, 225) and build a megaproject http://df.magmawiki.com/index.php/DF2010:Megaprojects

      Yes, Toady fixed the "can_learn (Hi! I'm a carpenter bear!) required for animal to actually get NATURAL_SKILL working". Maybe he fixed it because I messaged him about it.

      http://df.magmawiki.com/index.php/DF2010:Modding_guide
      Topic: --GUIDE-- Shaostoul's Modding Guide --your chance--  http://www.bay12forums.com/smf/index.php?topic=55259.0
      Topic: [FOR MODDERS] Raw values from EXE  http://www.bay12forums.com/smf/index.php?topic=52902.0



      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: asfghn on April 23, 2011, 04:07:17 am
      Maybe he fixed it because I messaged him about it.
      TomiTapio: Gettin' Stuff Done since ~2010

      http://df.magmawiki.com/index.php/DF2010:Modding_guide
      Topic: --GUIDE-- Shaostoul's Modding Guide --your chance--  http://www.bay12forums.com/smf/index.php?topic=55259.0
      Topic: [FOR MODDERS] Raw values from EXE  http://www.bay12forums.com/smf/index.php?topic=52902.0
      ...I love you so much right now.

      I know what I'm doing with my weekend. :D ♥
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
      Post by: Deon on April 23, 2011, 04:42:27 am
      Maybe he fixed it because I messaged him about it.
      TomiTapio: Gettin' Stuff Done since ~2010
      Actually we're here from 2008-2009 :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on April 23, 2011, 05:15:50 am
      I should've done it long time ago.

      3.25d
      * fixed GRASSTRAMPLE for domestic animals
      * fixed moon silver creation reaction
      * orcish language is almost finished

      The orcish language file is almost finished (some of you have sent me the words without T_WORD so I have to copy-paste them one-at-a-time). Also I'm tweaking my Critters to have less deadly bites, right now they are small like cats but they bite hands off.

      If you use the latest Tomi's updates (Ironhand or ASCII), this update is not needed.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Dutchling on April 23, 2011, 06:53:47 am
      You might want to edit the thread title and name of the download links Deon, great update!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: rainekage on April 23, 2011, 07:08:25 am
      Genesis-users: We are obsessed with tvtropes and XKCD.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TheIcelandicManiac on April 23, 2011, 07:16:17 am
      Sorry for not writing a wall of text about this but how do i change Coarsed iron Bars into usable warfare metals?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: rainekage on April 23, 2011, 07:24:39 am
      Sorry for not writing a wall of text about this but how do i change Coarsed iron Bars into usable warfare metals?

      Genesis-users: We love textwalls.

      Okay, I'm done.  To answer your question, you need to harden them at the finishing forge. That will create iron, which is useful for all sorts of death-dealings.

      As for steel... I'm not sure what Deon decided when it came to ironworks.  I think right now you have to harden the coarse iron, then turn the finished product into steel at a crucible (with flux and fuel), or at a finishing forge, after smelting some iron into pig iron (so 1 iron+1 pig iron). 

      It used to be that steel was made directly from coarse iron.  I'd first make some coarse, then check the finishing forge or crucible (depending on what method you use) and if it's red (and you have every other ingredient) then harden the iron and that should fix it.

      Blast furnace doesn't need hardening, but you need multiple iron bars, flux, and fuel at the same time, so it's not useful for beginning forts.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on April 23, 2011, 07:28:12 am
      Check the manual which comes with the mod, it has all the reactions listed.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: rainekage on April 23, 2011, 08:19:16 am
      Check the manual which comes with the mod, it has all the reactions listed.

      Deon, I haven't downloaded D (still using C), but the reaction chart is unchanged.  Since I have no iron-giving ore on my embark, I haven't gotten to check - Did you decide to keep hardening as an extra step in creating steel (except for blast furnace), or did you revert it to the original?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on April 23, 2011, 08:22:19 am
      Yeah, I forgot to change the text in the manual, you need "coarse iron" ore, so basically it works now.

      As for bars, those are still iron, I don't want to fix it because I want you to be able to smelt iron weapons/armor of enemies and turn it into steel if you need it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Dutchling on April 23, 2011, 08:31:11 am
      Ehh, Deon.
      My 'digging implements' are morning stars... >.>

      Is this intended?

      EDIT: Using the latest (.d) Phoebus version btw
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on April 23, 2011, 08:35:57 am
      MY digging implements are picks... How did you achieve that?
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Dutchling on April 23, 2011, 09:21:52 am
      Well, I modded my dwarves to use the orc language and set my zlevels beneath the surface to 5 or so... weird :P

      EDIT: I tried it again and morning stars were still my new picks but I saw in the RAWS that they and the picks were normal so I tried to embark again (I didn't use them the 1st time because I was trying and above ground fort).
      I was unable to dig with them... (and my civ still has no pick)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on April 23, 2011, 11:00:51 am
      Does your errorlog have anything?

      Copy-paste your dwarven entity text. Did you by chance remove the [DIGGER:*] line?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on April 23, 2011, 01:43:23 pm
      Two settlements that fell:

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Jeoshua on April 23, 2011, 02:20:25 pm
      I should've done it long time ago.

      3.25d
      * fixed GRASSTRAMPLE for domestic animals
      * fixed moon silver creation reaction
      * orcish language is almost finished


      With the exception of the orcish language... I've already done all of that.  Is that really all that's changed since 3.25c?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on April 23, 2011, 02:21:09 pm
      Yep, I just wanted to fix the grasstrample bug so it's not in the main download :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Jeoshua on April 23, 2011, 02:26:26 pm
      So while I got you here, did you read my comments on the Trolls a few pages back?  What did you do to them that makes them more deadly than a hydra?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Sirdrake on April 23, 2011, 02:36:52 pm
      OFF Topic here but Gratz on becoming a mod on jefs stream deon
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Dutchling on April 23, 2011, 03:10:15 pm
      Does your errorlog have anything?

      Copy-paste your dwarven entity text. Did you by chance remove the [DIGGER:*] line?

      Duplicate Object: item ITEM_WEAPON_SWORD_SHORT

      he he he.
      That's what did it. I was trying to make an aboveground fortress and I wanted to add Roman weapons but after copy pasting the shortsword to change it to the Gladius I decided to just play as normal Dwarves :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: arghy on April 23, 2011, 04:47:13 pm
      I can just imagine a dwarf trying to mine with a mace--miners would be nothing more then lumps of muscle waddling around.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TheIcelandicManiac on April 23, 2011, 05:05:49 pm
      Yeah, I forgot to change the text in the manual, you need "coarse iron" ore, so basically it works now.

      As for bars, those are still iron, I don't want to fix it because I want you to be able to smelt iron weapons/armor of enemies and turn it into steel if you need it.

      Oh ok you just changed the name of pure iron bars to Course iron bars, Ok sorry about that.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: arghy on April 23, 2011, 10:49:23 pm
      Hey so my first time playing DF in awhile--first how the hell do i find sand? am i forced to just rely on looking at where the area is? Also why the hell are my animals fighting each other? my donkey just went on a violence spree and attacked abunch of animals but they stopped just as fast.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TheIcelandicManiac on April 23, 2011, 11:28:36 pm
      Hey so my first time playing DF in awhile--first how the hell do i find sand? am i forced to just rely on looking at where the area is? Also why the hell are my animals fighting each other? my donkey just went on a violence spree and attacked abunch of animals but they stopped just as fast.



      So far in this version you cant see where sand is unless you go into every area and check it out and the crazy animal thing is becouse they have too little space for they go bezerk when alot of animals are in the same pastiure but you can place them all in an cage and be bezerk free tough( not sure if they starv tough)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on April 24, 2011, 12:47:15 am
      Sand and clay -- use the "i" key to define activity-zone outdoors (or in soil layer cave), it will show water/fishing/sand/clay counts of the area.

      Also,
      http://df.magmawiki.com/index.php/DF2010:Sand
      http://df.magmawiki.com/index.php/DF2010:Clay

      Currently I'm trying the ascii tileset http://df.magmawiki.com/index.php/Tileset_repository#Yayo (http://df.magmawiki.com/index.php/Tileset_repository#Yayo)  it is 20x20
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: arghy on April 24, 2011, 03:31:24 am
      Yeah i ment in the world gen where it no longer says 'sand' it merely says 'soil'.

      The pasture aggression thing is really stupid because unless you do it from the start half your starting animals will start trying to kill each other though the thought of having entire areas filled with pack/meat animals not pathing all over my fort sounds awesome esp since i already started making multi layer underground pasture areas.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Elone on April 24, 2011, 04:30:55 am
      Hello! I have an unrelated question here. I play Genesis mainly for its expansion of Adventurer mode. Now that I'm in there, I'd like to craft. But here are the issues.

      First off, I just killed a mammoth, yay! Wasnt that hard. I have noticed that it has TOUGH bones, so I am pretty sure that this is special. I've read about bigger creatures having stronger bones and scales. I've got SIXTY bones in a single stack!!

      However the whole stack would be used in one go... I really really want to spread this stack out so that I could use it bone by bone. Sixty tough bones, wow! How would I do that? I'll even go with meta examples if ingame ones dont exist.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Kogut on April 24, 2011, 04:46:54 am
      It is known DF bug, unlikely that there is modding workaround.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Elone on April 24, 2011, 05:00:21 am
      Well how would I go about this? Is this whole stack worth a single bone, except heavy as sixty? What are my memory editing options? Is there no way to throw/fire them in some way that splits the stack? Ah, that could actually be the workaround! Is there a way to make bones fireable from a bow or a crossbow? This would split the stack, a macro would help a lot too. Modders, anyone?

      Sidenote, because this happens all the time with all animals, I devised a minimal workaround for this. The idea is to get the opponent unconscious, at which time each hack of the axe will sever a body part. Then I sever body parts one by one, starting from smallest ones, as much as I can until the animal bleeds out. Each part can be butchered then. But that's still 5-6 stacks as opposed to 60 in a single stack which I cant even touch...

      Edit: Is there a way to make a reaction which makes two bones out of one (or one stack)? I wont cheat, I promise!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on April 24, 2011, 05:46:44 am
      One thing I'd try with the bone stack is to throw them like weapons, see if that separates from stack. I don't play adventurer much.

      Is there a way to make bones fireable from a bow or a crossbow?
      Edit: Is there a way to make a reaction which makes two bones out of one (or one stack)? I wont cheat, I promise!
      No, bone is not a moddable item. Bodyparts (made of bone material) cannot be declared as ammo.
      Yes, one could make a bone into many bones reaction.

      for bonecrafting reaction example, Genesis has
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Elone on April 24, 2011, 06:13:16 am
      Thank you for the reply. While waiting for the reply, I decided to edit some reaction in my savegame folder to simply output bones whenever used. I cant ADD a new reaction now, but I can edit any single one to cough up a few bones!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Elone on April 24, 2011, 07:44:36 am
      Wooo! I ended up seeing a Lynx! So thrilling! I love cats! I didnt kill this one even though it attacked. I also entered from Travel map, and found a flock of pelicans being torn apart by two dragon raptors. Raptors made a quick and messy work of pelicans and headed for me. I was about to hide behind a closed door but realised that there werent any! I braced myself. Now, I'm not going to say that they were pushovers, but they literally fell in 10-15 turns, a few more if you include walking towards each other. The key to the fight, as it happens to be with harder adversaries, was to strike at their legs so that they fall. Anticlimactic? Yeah. I will fight against Kat's homebrew raptors later.

      Kat... where did you go!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Dutchling on April 24, 2011, 08:03:37 am
      I can just imagine a dwarf trying to mine with a mace--miners would be nothing more then lumps of muscle waddling around.
      Well, it worked. After I changed the skill for the morning start to mining they were able to dig with it :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Elone on April 24, 2011, 08:58:47 am
      Your day starts in the morning?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Dutchling on April 24, 2011, 11:40:34 am
      Nah, usually in the evening but today I felt a bit wonky so I decided that the night ends at sunrise
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: freeformschooler on April 24, 2011, 11:57:36 am
      When copying the RAWs out of either tileset mod (as opposed the ASCIIMOD which I don't think gets updated much), if I don't also copy the tilesets, then some NPCs and stuff appear as nothing against a solid black background. Is there any way to fix this?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on April 24, 2011, 01:28:20 pm
      In the DF init you must choose graphics on or off. If on, it uses the graphics folder. If off, it uses the ascii tiles of creatures. The actual tileset can contain ascii tiles or graphical tiles. So you should use the ascii version if you don't use the civ/creature graphics of the graphics folder.

      Here's my ASCIIfied Genesis currentversion (save-compatible with my previous bonfire-having Ironhand versions) (since the bonfire mod is two materials, two reactions, one workshop, dorf entity permissions)

      http://dl.dropbox.com/u/8967397/Genesis_3.25c_ASCII_Tomis_Bonfires__Apr23.zip (http://dl.dropbox.com/u/8967397/Genesis_3.25c_ASCII_Tomis_Bonfires__Apr23.zip)
      unzip to folder and run the exe like in regular Genesis downloads. This is not a raws-only update.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: freeformschooler on April 24, 2011, 01:36:48 pm
      In the DF init you must choose graphics on or off. If on, it uses the graphics folder. If off, it uses the ascii tiles of creatures. The actual tileset can contain ascii tiles or graphical tiles. So you should use the ascii version if you don't use the civ/creature graphics of the graphics folder.

      Yeah, I realize that. I didn't mess with the init settings or any of the data folders at all -- I just copied the RAW folder over from the tileset version -- so that the data is changed, but the fact that my game is in ASCII has not. Other than most creatures being nothing against a solid black space, my game is in ASCII and fine.

      Thanks for that, though. I'll give your copy a try if it doesn't work.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on April 24, 2011, 02:20:52 pm
      Since you have the raws from Ironhand or Phoebus Genesis, every creature is set to tile 255 (pile of bones, corpse). Which is blank in the ascii-characters tileset. Took me 70-90 minutes with WinMerge to update the latest Genesis into ascii creatures and plants.

      I guess I'll post a slightly improved Genesis ascii tomorrow. Tower-cap shouldn't be "Ä" and no-one has yet complained about the easter egg in the dorf civ :´)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on April 24, 2011, 02:41:28 pm
      Thank you very much TomiTapio, this weekend I was away with my son (he needs some fresh air, as do I) so I was unable to do it myself officially :). I guess I will check your version and tune it if necessary, and include your changes in the graphical version. A lynx? Sweet!

      About bones: they cannot be thrown one-by-one. Actually they are a single item, just with a count. A few versions back it was not like that, so maybe it's a bug.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: SirAaronIII on April 24, 2011, 03:32:03 pm
      Son? You have a son? SURPRISE
      So you're managing your diploma, your family, AND this mod. Very impressive!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: DrKillPatient on April 24, 2011, 03:33:45 pm
      Can this be used on a mac-- merged into the official OSX version, perhaps?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: asfghn on April 24, 2011, 05:02:35 pm
      I will fight against Kat's homebrew raptors later.

      Kat... where did you go!
      Sorry I vanished last night Elone, the cable blipped out ;A;

      Maybe you can help me playtest my raptors? :D I'll send you my current raws in a sec (trying to get the Foundboulder save working right now).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: arghy on April 24, 2011, 08:28:42 pm
      Goddamn its so hard to micromanage the goddamn pastures as they turn violent so fast even with a max space pasture. I'm in such bad need of dwarf power and the migrant waves have been like 1-2 dwarves each which is goddamn outrageous--massive sprawling fortress with now 11 legendary miners working full time but now i need farmers/crafters/haulers to fill the halls. I hope a massive migrant wave arrives soon as trap production is falling low and i fear a siege.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Elone on April 24, 2011, 08:33:54 pm
      I will fight against Kat's homebrew raptors later.

      Kat... where did you go!
      Sorry I vanished last night Elone, the cable blipped out ;A;

      Maybe you can help me playtest my raptors? :D I'll send you my current raws in a sec (trying to get the Foundboulder save working right now).

      Get to MSN! I'm waiting for HOURS already!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Jeoshua on April 24, 2011, 08:42:22 pm
      Easiest way to deal with creatures getting violent is to assign them to smaller pastures, singly instead of having many in one large pasture.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Angel Of Death on April 24, 2011, 09:53:17 pm
      How strong are dread troll bones?

      I made a helmet out of them and I need to know if it'll be any better than an iron helmet.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on April 25, 2011, 12:00:23 am
      How strong are dread troll bones?

      I made a helmet out of them and I need to know if it'll be any better than an iron helmet.
      No, metals are much better than creature materials. Tough bones are just 2x time harder than normal, they are still very light and not that great. Well, the quality on items multiplies their usefulness, remember that.

      Can this be used on a mac-- merged into the official OSX version, perhaps?
      Yes, you need the whole /raw/ folder, as well as /data/speech/ and /data/sound/ for the music. If you play a graphical version, you also need /data/art/ and /data/init/.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on April 25, 2011, 01:27:15 am
      Can this be used on a mac-- merged into the official OSX version, perhaps?
      Of course. Try the ascii version: delete official DF .25's raws folder and put the Gen ascii raws folder in). Later try the graphical version(s).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Angel Of Death on April 25, 2011, 02:17:09 am
      Are dragon bones or dragon raptor bones better than iron?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on April 25, 2011, 03:18:56 am
      No. They're totally inferior to copper, except versus blunt attacks.
      But they make dragons and trolls and many cave monsters quite more damage resistant. Thus making Vanilla dragons, giants, ogres and trolls a joke.

      Older Toughbone discussion and numbers comparing can be found at http://df-genesis.wikidot.com/tips-and-advice (http://df-genesis.wikidot.com/tips-and-advice) where I put it (rather hard to search this giant Genesis thread)

      Quote
      Tough material for tough beasts
      the big monsters (hippo, rhino, elephant plus) have tougher skins, muscles, bones, for fun.

      TomiTapio made the tough creature materials; used 2x the numbers of regular stuff, quite a big change.
      So tough bone has [MAX_EDGE:2000] instead of 1000. Tough nail 2700, tough tooth 2400.
      Copper has [MAX_EDGE:10000]. Don't use bone weapons, except bone bolts for rabbit hunting.

      Tough bone as armor vs.blunt,
      COMPRESSIVE_YIELD:400000]
      COMPRESSIVE_FRACTURE:400000]
      COMPRESSIVE_STRAIN_AT_YIELD:400] —4x
      Copper,
      COMPRESSIVE_YIELD:245 000] steel 1034 000
      COMPRESSIVE_FRACTURE:770 000] steel 1379 000
      COMPRESSIVE_STRAIN_AT_YIELD:175] steel 675
      so tough bone armor might be reasonable if you only have copper. Make some elephant leather pants.

      Maybe the dragons should be even tougher, it's no fun when a dragon attacks and a steel-armor squad takes no damage. (Changed my dragons to speed 600)

      Edit2: thanks for making me ponder this. I shall make a domestic farm animal of tough-materials. DuraSheep? No. MiniPig? No. Must be a cave creature, untrainable, smaller than 200kg(400lb). And 2.5x the price of sheep or pig.
      Looking for name... http://en.wikipedia.org/wiki/List_of_Dungeons_%26_Dragons_3.0_edition_monsters (http://en.wikipedia.org/wiki/List_of_Dungeons_%26_Dragons_3.0_edition_monsters)

      ps. sidetracked! Woe! http://www.headinjurytheater.com/article73.htm  D&D duckbunny, sealion

      EditN: Here is Pekyt (cave sheep 60kg) and Giant Pekyt (giant cave sheep 800kg) for us all to enjoy.
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: rainekage on April 25, 2011, 11:22:26 am
      This is more of a vanilla question, so I hope it will be forgiven:
      When attempting to gather water for a wounded dwarf, if I burrow down to the surface of the water level of the cavern, and mark the staircase (directly next to the water) as a water gathering zone, will my dwarves do so?

      Context:

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on April 25, 2011, 12:41:15 pm
      That drinkzone-on-end-of-stairs can only be resolved by trying. I doubt it will work.
      If it works, please report your findings on the magmawiki.

      I just tunnel down near the water area and then put a channel for relatively safe drinking area. (can be made safer with grate in the channel and walls on top)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: CaptainArchmage on April 25, 2011, 01:12:39 pm
      I think there's an option for zone-only drinking in the orders list. Make sure the zone has "water" listed at a non-zero number and is active.

      Edit: You can also build a well if you have enough parts.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Torgan on April 25, 2011, 04:38:24 pm
      This is more of a vanilla question, so I hope it will be forgiven:
      When attempting to gather water for a wounded dwarf, if I burrow down to the surface of the water level of the cavern, and mark the staircase (directly next to the water) as a water gathering zone, will my dwarves do so?
      I'm pretty sure when zoning you get a number in brackets besides the zone type, if this is 0 then they won't use it.  I think at least, I only noticed this when zoning a fishing area over a pond I'd excavated and the number didn't change from 0 until I designated some land beside the pond as part of the fishing zone instead of just the water tiles. 
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: arghy on April 26, 2011, 03:30:37 am
      Mother of god just lost a fortress to a goddamn single bronze colossus--bridge went up the second it crossed and my miltia of 25 dwarves clad in partial superior+ copper armor fell before its might! I had an epic nearly year long struggle as my war animals threw themselves at it while my dwarves struggled to come to grips with it. It dodged so goddamn much! all of my dwarves had competent+ dodging so it was a game of misses.

      I watched my bow/crossbow dwarves step out of the fight and empty their quivers into it to no avail! the damn thing scrambled and dodged away from them! Seriously year 3 52 dwarves and i get a goddamn bronze colossus. I was just about to begin digging my plans to divert the brook into the center of my fortress and out of the first cavern having multiple flood traps along my winding entryway.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on April 26, 2011, 05:02:54 am
      It is far better to lose to a megabeast than to three beastriding demon squads.

      What kind of weapons did you guys have, copper?
      Considered building some walls to save some people when many soldiers died?


      Edit: Yeah the Illithids have all sorts of tissues in their castes. I suppose ultra-healing (faster than Wolverine's) would help against the bleeding that happens ins dorf fire.
      But it'll break save-compatibility so people with long-term forts won't like it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Vorthon on April 26, 2011, 07:45:17 am
      Hey. I remember hearing that temperature tolerances were removed because of tissue difficulties? I could probably fix that. I figured out a way around that for a mod I'm working on. Basically, I put in a rare caste with incredible regenerative capabilities, and accidentally gave the tissue properties to all castes. I managed to fix it after a bit of fiddling.

      I could post the data on them if anybody wants to take a look at my approach.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: arghy on April 26, 2011, 01:09:47 pm
      Nah the colossus was in my central stairwell and i actually dident lose a single dwarf but when i quit more then half of army was seriously wounded and attrition was past the breaking point. I used quickfort so i can actually make the same awesome looking fort again with ease now that i've perfected its layout--this time no war grizzlys because they are overrated.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Detonate on April 26, 2011, 04:53:25 pm
      Wow, bronze statues are tough. My first quest was to kill one. I've only got a few bruises but my companion was brained in the first couple turns. I only have a copper wakizashi but managed to do fractures and dents to most body parts and I've severed all fingers and toes. My companion dropped a black steel shield, so I've been throwing that around, but only managed to fracture the right hand. Is there any way to kill this thing?

      EDIT: I just bisected by throwing a kobold corpse.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Roboboy33 on April 26, 2011, 04:58:26 pm
      How do i install the mod?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: asfghn on April 26, 2011, 05:48:29 pm
      How do i install the mod?
      Easy: Just choose whichever version you'd like (regular ASCII, or either tileset), unzip it to a location on your computer, and hey presto, run DwarfFortress.exe. :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Angel Of Death on April 26, 2011, 06:02:21 pm
      Are bones going to be re-worked?

      It would be cool if dragons and other megabeasts had bones as strong as certain metals, so you could make cool weapons and armour out of them.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Jeoshua on April 26, 2011, 06:06:04 pm
      You didn't see my rant on Trolls? They aren't even megabeasts, and they're strong enough that they have wiped out more towns in my worldgen than the Hydra.

      I'd say their bones are plenty strong ;)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Angel Of Death on April 26, 2011, 06:07:27 pm
      Hence the reason why hydras need to be made out of stronger materials.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Jeoshua on April 26, 2011, 06:14:06 pm
      ... point ...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: ShoesandHats on April 26, 2011, 07:23:09 pm
      I found an orc lord.

      His right testicle is gone.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Angel Of Death on April 26, 2011, 07:45:19 pm
      Is his name Adulf McDictator?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Jeoshua on April 26, 2011, 07:45:48 pm
      So hows the next version comming, Deon? Any progress on the language file compilation?

      That's all that's missing from me adding the orcs into my game.  Actually technically they'll be osmen, because I'll make them use [CREATURE:HUMAN]... I already use the Orcs, but they use the goblin language instead.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: SirAaronIII on April 26, 2011, 10:03:57 pm
      I found an orc lord.

      His right testicle is gone.
      Is he called Godfrey?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on April 26, 2011, 11:39:06 pm
      Are bones going to be re-worked?

      It would be cool if dragons and other megabeasts had bones as strong as certain metals, so you could make cool weapons and armour out of them.
      Yeah, probably megabeasts need tougher materials. I will work on it.

      Wow, bronze statues are tough. My first quest was to kill one. I've only got a few bruises but my companion was brained in the first couple turns. I only have a copper wakizashi but managed to do fractures and dents to most body parts and I've severed all fingers and toes. My companion dropped a black steel shield, so I've been throwing that around, but only managed to fracture the right hand. Is there any way to kill this thing?

      EDIT: I just bisected by throwing a kobold corpse.
      Any metal better than bronze or a weapon with a quality will kill it with ease. Trying to kill bronze with copper is a bit silly, don't you think? :P

      So hows the next version comming, Deon? Any progress on the language file compilation?

      That's all that's missing from me adding the orcs into my game.  Actually technically they'll be osmen, because I'll make them use [CREATURE:HUMAN]... I already use the Orcs, but they use the goblin language instead.
      I need to translate a bunch of words, and it will be done. There's almost everything translated already (in 3.25d).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Rumrusher on April 27, 2011, 12:33:29 am
      some how my craft battle axe reaction turn a fluffly wambler into a fluffy wambler fluff battle axe.
      now to see if I could modify the studding to take any item and see if I could make a reaction that adds a part of the victim on to the item.
      oh and Fluffly Wambler Fluff battle axe bound to be tested if I could kill stuff with it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Patchouli on April 27, 2011, 01:47:08 am
      You need additional translations, or you just need to pair up the translations with the T_WORD?

      I can help out with either if you need it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on April 27, 2011, 01:54:41 am
      I need to put this:
      Spoiler (click to show/hide)

      and this

      Spoiler (click to show/hide)

      into T_WORD (obviously with some changes because some words are too long).

      I will do it soon :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Patchouli on April 27, 2011, 02:08:54 am
      I can rework the S ones a bit, if you'd like.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Jeoshua on April 27, 2011, 02:15:04 am
      And some go against some words I actually know:

      Wind - Ka

      As in Katana (wind sword) and Kamakaze (Divine Wind)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Patchouli on April 27, 2011, 02:21:51 am
      And some go against some words I actually know:

      Wind - Ka

      As in Katana (wind sword) and Kamakaze (Divine Wind)
      I don't know about wind sword, but kaze or fuu is probably the translation that would fit best. Fuu would give closer results for naming your dudes, but kaze is probably a lot more familiar to most, and it would work better when used as a "general word" for wind than as part of a given name.

      He probably went with taifuu because it was labeled as WIND_STORM in the raws, but I think the STORM part was more or less just to distinguish between the weather wind and winding clocks.

      In game, when you have a name like Urist SweetWind or something, the "wind" part is general enough that it doesn't necessarily need to pertain to storms only, and that a translation for just wind in general is okay.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Jeoshua on April 27, 2011, 02:30:42 am
      Yeah, theres alot of that in the raws

      Whend vs Waind
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Alarion on April 27, 2011, 09:10:13 am
      Not to be a party-killer, but you do know that julmust is non-alcoholic, right? Its name translates as "christmas drink" sort of and it was developed exactly 100 years ago in southern Sweden by a very Christian family that wanted a non-alcoholic alternative to Christmas beer... just saying, as I got it in my game and found it quite hilarious that it 1) was in the game at all and 2) actually doesn't contain any alcohol. So yeah ;)

      Other than that, how do you kill the last remaining member of a siege that's flying around in the air on a cave swallow and refusing to come down? I've noticed no caravans come if the siege is ongoing, and I can't seem to get a hold of this guy... Also, are quivers automatically assigned if you give your squads ammo?

      //A, contemplative
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on April 27, 2011, 09:22:19 am
      Whend and waind are not words. What are you talking about Jeoshua.

      Not to be a party-killer, but you do know that julmust is non-alcoholic, right? Its name translates as "christmas drink" sort of and it was developed exactly 100 years ago in southern Sweden by a very

      Other than that, how do you kill the last remaining member of a siege that's flying around in the air on a cave swallow and refusing to come down? I've noticed no caravans come if the siege is ongoing, and I can't seem to get a hold of this guy... Also, are quivers automatically assigned if you give your squads ammo?
      Maybe dwarves' Julmust is half alcohol! There's also mint tea, tomato brew, and pickle/beet/carrot juice in the game. It's a funny thing dwarves can't embark with water barrels, or fill & haul water barrels to the hospital.
      Yeah quivers are auto-assigned. Just make an archer squad and provide them with crossbows, bolts and quivers. But they might get all mixed up if squad has both bow and crossbow users. Maybe forbid all bows and arrows before create squad.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on April 27, 2011, 10:06:34 am
      Dwarves can make even pickle juice to be a substitute for the alcohol :). Yeah, I know that they are not alcoholic, but you can fool the dwarves to believe otherwise :D.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Elone on April 27, 2011, 11:49:24 am
      Dwarves can make even pickle juice to be a substitute for the alcohol :) .

      I drink chilly pepper pickle juice occasionally while bored and at PC. That stuff is damn strong. It might not be alcohol, but it's comparable in taste and strength to some of the strongest spirits, easily. Maybe dorfs like that.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Patchouli on April 27, 2011, 11:51:40 am
      Whend and waind are not words. What are you talking about Jeoshua.
      He's just talking about the difference between wind as in breeze and wind as in clocks. "Whend" and "waind" is (sort of) how you'd pronounce it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Alarion on April 27, 2011, 12:19:54 pm
      Dwarves can make even pickle juice to be a substitute for the alcohol :). Yeah, I know that they are not alcoholic, but you can fool the dwarves to believe otherwise :D.

      I just found it hilarious that julmust was specifically designed to replace alcoholic drinks... and is also a huge commercial success in Sweden these days ;)

      //A, FPS dropped to 1=reset game
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: userpay on April 27, 2011, 05:52:50 pm
      Odd... my pop is set to 40 but I keep getting more and more migrations...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: spriksprak on April 27, 2011, 06:44:28 pm
      Sorry if length is a problem - was unsure how much liberty to take with the translations, I think for most of the ones that I felt were too long (i.e. substantially more than 7 characters) I put the descrip. in but I don't know about best length other than it shouldn't really be above 6 or 7. Sorry again for the inconveniance, happy to help clear the work up if needed.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Detonate on April 27, 2011, 07:56:13 pm
      Wow, bronze statues are tough. My first quest was to kill one. I've only got a few bruises but my companion was brained in the first couple turns. I only have a copper wakizashi but managed to do fractures and dents to most body parts and I've severed all fingers and toes. My companion dropped a black steel shield, so I've been throwing that around, but only managed to fracture the right hand. Is there any way to kill this thing?

      EDIT: I just bisected by throwing a kobold corpse.
      Any metal better than bronze or a weapon with a quality will kill it with ease. Trying to kill bronze with copper is a bit silly, don't you think? :P


      Well, it doesn't matter now, I'm just starting to think it's a bit silly that a kobold corpse cut an animated bronze statue in half. It's not that big of an issue though, this is the first time I've ever gotten a quest to kill one and I already have a better weapon.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Jeoshua on April 27, 2011, 08:06:12 pm
      That's not a Genesis mod thing, tho.  Throwing is very overpowered in DF to begin with.  You can throw a bolt the same as you could shoot it from a crossbow.  So before saying how rediculous it is that it happened in Genesis, you should consider the Fluffy Wambler that killed a Bronze Collosus.  That was vanilla.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: rainekage on April 27, 2011, 08:15:57 pm
      Hey thread, how is everyone toda-this evening?

      Started a new job the other day, making donuts (doughnuts, although spellcheck hates it).  You know you play Dwarf Fortress too much when you start describing your creations in the same way as DF artifacts.  My doughnuts are of the highest craftsdwarf(man)ship.  They are encrusted with sprinkles.  They menace with spikes of glaze.

      Haven't had much time for actual Fortress constructing lately.  Although, someone brought up Quickfort a page or so ago.  I've never played with it, is it any good?  It's basically template fortresses, if I recall.

      Homework or DF...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Elone on April 27, 2011, 11:45:51 pm
      Odd... my pop is set to 40 but I keep getting more and more migrations...

      Come to think of it, this happens to me too. Why does it? For example my cap will be 20, and then they keep joining and my fort has 45.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: userpay on April 28, 2011, 12:14:56 am
      Odd... my pop is set to 40 but I keep getting more and more migrations...

      Come to think of it, this happens to me too. Why does it? For example my cap will be 20, and then they keep joining and my fort has 45.

      I know, I'm starting to get worried because my military isn't quite ready yet.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on April 28, 2011, 12:29:19 am
      Dwarves can make even pickle juice to be a substitute for the alcohol :). Yeah, I know that they are not alcoholic, but you can fool the dwarves to believe otherwise :D.

      I just found it hilarious that julmust was specifically designed to replace alcoholic drinks... and is also a huge commercial success in Sweden these days ;)

      //A, FPS dropped to 1=reset game
      When something like that happens, it's either TONS of building destroyers in caverns or magma pouring into hell or something like that. Save your game and reveal your map to see what happens.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Ult1mara on April 28, 2011, 12:51:10 am
      Dude if u didnt know U havent actually removed the Ice Dwarves from the OP.

      Are u gonna do it since they are no longer in this mod :(
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on April 28, 2011, 12:55:58 am
      Dude if u didnt know U havent actually removed the Ice Dwarves from the OP.

      Are u gonna do it since they are no longer in this mod :(
      I need to change the picture too :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on April 28, 2011, 03:56:08 am
      What is The Lobsterworked? A Saga In Multiple Dimensions!

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: arghy on April 28, 2011, 05:04:00 am
      The manager makes equipping your army such a breeze i was so retarded to not use it before haha. Smelting is usually just like my hauling so i just dig out a shitload of ore and get my magma forges up then after i get a ton of the proper metal i just queue up a full suit of armor+weapons and set the forges to proficient+ and BAM! my mass militia is now ready to face the world! It also helps to have 2 obstacle courses, weight benches, librarys with only your militia selected repeating their commands.

      Did you guys tweak enemy bowmen? i know in 40d they could shoot you through fortifications but then they couldent again but now they can once again shoot through fortifications. I'm hoping its once again like 40d and a channeled gap will ruin their angle or atleast help out but either way my bowsquads had better be ready for counter fire!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Cheese on April 28, 2011, 07:49:49 am
      Do Dwarves dislike the Dwarven black grog? They keep going to the brook to drink instead of drinking the grog.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on April 28, 2011, 08:34:16 am
      The manager makes equipping your army such a breeze i was so retarded to not use it before haha. Smelting is usually just like my hauling so i just dig out a shitload of ore and get my magma forges up then after i get a ton of the proper metal i just queue up a full suit of armor+weapons and set the forges to proficient+ and BAM! my mass militia is now ready to face the world! It also helps to have 2 obstacle courses, weight benches, librarys with only your militia selected repeating their commands.

      Did you guys tweak enemy bowmen? i know in 40d they could shoot you through fortifications but then they couldent again but now they can once again shoot through fortifications. I'm hoping its once again like 40d and a channeled gap will ruin their angle or atleast help out but either way my bowsquads had better be ready for counter fire!
      Only elite bowmen should do it. Are you sure those were normal bowmen?

      Do Dwarves dislike the Dwarven black grog? They keep going to the brook to drink instead of drinking the grog.
      They drink (and apparently cook :P I forgot to "fix" that one) it fine. Are you sure they can path to the stockpile, it is not forbidden and you have enough barrels?

      Quote from: Tomitapio

      whaaaat a forest fire from badger chasing!! no firey pets here.
      burrows hide! both militia noobs BURNED. Must be an act of Armok!
      Are you sure you had no fire mephits? Also aspid dwarves can bite an enemy, and then it will combust from inside.

      P.S. What are BMs?

      P.P.S. I've finally decided to play my own mod :P.

      2 smiths out of 18 dwarves... First artifact! STEEL CHAINMAIL! WOOT... A season passes... Second artifact... A STEEL HALBERD!

      And I have one steel dwarf. Now I have a steel dwarf with a steel halberd artifact in an artifact steel chainmail.
      That girl kills whole werewolf squads, wow.

      P.P.P.S. Awesome. My second best warrior had his spine healed, I thought he will be crawling forever. It looks like severed nerves finally heal in this version!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on April 28, 2011, 09:05:56 am
      P.P.P.S. Awesome. My second best warrior had his spine healed, I thought he will be crawling forever. It looks like severed nerves finally heal in this version!
      Lolz, glad you enjoy your and my tunings! Spine doesn't need to heal, as crutchwalking Finally Works.

      BMs are mischievous sneakers that come to harass you!
      [DESCRIPTION:Baldur monks are masters of punching and wrestling. They are members of a holy Nord order that has decreed that wicked cheating dwarves should be punished. Sometimes they leave their clothes behind to better sneak in the grass.]
      On todo list, a kicking style only tropical areas monk.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Cheese on April 28, 2011, 09:12:09 am
      My dwarves started drinking alcohol again, must have been a phase.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Dutchling on April 28, 2011, 09:46:47 am
      There are no Ice Dwarves anymore? Why not? Not that I really care about the castes anyway, but I'd like to know what made you remove the Ive Dwarves...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on April 28, 2011, 10:04:15 am
      Ice dwarves' specialty is... nothing, now that all dwarves share the same tissues (no FIREIMMUNE(creature-level tag), no adjusting COLD DAM POINT).
      Mossers have the disease and poison resistance, so that can't go to icers.

      In my worlds all the dwarves are the same (female) agility range, so icers can't even be the fastest caste.

      Here's my current ASCII raws, with marsh owl, pekyt (cave sheep without wool), giant pekyt, giant swan. Desert animals got frequency-tuned, more eagles.
      http://dl.dropbox.com/u/8967397/Genesis_3.25c_ASCII_Tomis_Bonfires__Apr28.zip (http://dl.dropbox.com/u/8967397/Genesis_3.25c_ASCII_Tomis_Bonfires__Apr28.zip)

      Yet another fort log: mineral scarcity 400-1000 is what I would recommend. 2000 was no fun.
      Spoiler (click to show/hide)

      Photos of what 4-6 kg owls look like: http://www.carnivorabattle.proboards.com/index.cgi?board=eagles&action=display&thread=27 (http://www.carnivorabattle.proboards.com/index.cgi?board=eagles&action=display&thread=27)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on April 28, 2011, 12:07:21 pm
      Awwww... Not playing for a while reduces skill a lot...

      I thought that a 5-man military with a steel dwarf in full adamantine suit with a masterwork halberd will be enough to stop a squad of werewolves (15)... This fortress failed.

      Even adamantine armor doesn't stop them from jumping on top of you and strangling you...

      Yeah, 3 out of 5 were STRANGLED TO DEATH! Werewolves went straight for the throat...

      Well, another fault was that my Steel Dwarf decided to change his leggings just before the fight because apparently I've just forged a better pair of adamantine leggings... So she came back when 2 out of remaining 4 were already dead.

      Yeah, I play without traps, I want to master the military :P.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: arghy on April 28, 2011, 12:48:32 pm
      Traps are there for when your military fails so you dont lose the fort deon! I to used to hate traps but now i realize that they are necessary for gen atleast until your military is fully functional.

      It was multiple normal centaur bowmen who were shooting through my fortifications.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on April 28, 2011, 01:04:23 pm
      Remember that it's a huge difference between a dodging&fighting level 3 dorf and level 9. You might get two level 9 hero migrants in 55 migrants.

      And a major siege will be 3 squads of metal-armor opponents accompanied by 3 squads of beasts (which will clog up weapon traps and bite latch onto dorfs). I'm guessing the enemies will be around skill level 4-6. So a maximum trap-corridor might be like 6 x 14 cage traps (very lame, but victorious). I think wooden spiked balls are over-powerful, 30 hits per trap square, enemy gets fatigued. So I made a "wooden bludgeon" trapcomp, The Only Blunt Trapcomp.

      Bad dorf tactics, also known as "Chaaaaaarge!", lead to one dorf (the most agile one) vs 15 opponents situations. I believe "soldier defense only" is automatic tantrum spiral when enemies come with 3-6 squads.


      Edit: I believe VIEWRANGE sees through constructed and natural walls, demonstrated when you activate a squad and one dorf of squad happens to be near gobs-in-corridor. Now active soldier, sees enemies through wall, goes to them instead of where the station-order was.

      Lightbells continues, we get an interesing Forgotten Beast...
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on April 28, 2011, 01:12:21 pm
      I've started my 2nd fortress (2x2) so I already got a werewolf siege, and this time I won with 6 mid-skill recruits in steel armor with moon silver battle axes.

      The key to the victory was an entrance made of five rooms with doors between them, so fights happened in small rooms and dwarves were not surrounded easily like in the first try (and didn't CHAAARGE because they didn't see enemies because of the doors).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: arghy on April 28, 2011, 04:04:58 pm
      Doors are fun and all but when they got building destroyers everything gos to hell but thats what drop bridges are for!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: SirAaronIII on April 29, 2011, 01:28:50 am
      Put 10 rising spikes next to the door so that when the destroyer comes, it'll stand on the spikes and let itself get stabbed. Works best with a stone/metal high quality or artifact (can be wooden if artifact) door, as those take a loooong time to break down.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Jeoshua on April 29, 2011, 01:54:12 am
      I still think "landmines" work best for Building destroyers.  Simple as a floor and a support.  They see it, they destroy it, they go boom.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: adwarf on April 29, 2011, 08:35:01 pm
      I am about to start my first fortress in this any advice as to how to start ?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Renzuko on April 29, 2011, 09:26:53 pm
      alright, so, just got my first caravan, holy crap...

      EVERYTHING is so much more expensive...

      also, bought an air mephit, and i notice it has the same labor thing as a cat "this animal is not interested in your wishes"...can i train that thing as a war mephit or will it always be an air demon that...does nothing?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: ShoesandHats on April 30, 2011, 12:59:28 am
      I've been having a problem with adventure mode with this mod. Whenever I try to go back to a town to return a quest, they start attacking me for no reason.

      Although even I would try to murder someone named Urist ChildrenIncest.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Selenite on April 30, 2011, 01:08:40 am
      No!!! My new fortress fell!
      Late summer...I get seiged!

      I thought I was gonna win the battle... unfortunately, luck was not of my side.
      So I send in my military...which consists of 2 person, which I started out with. They're both proficient swordsdwarves.
      The military commander charges in and dies immediately to a headshot by the centaur crossbowman. Upon witnessing his commanders death, the soldier charges in and kills 8 centaurs (this point is when I'm like wooo!!!! I'm gonna win)...well shortly after killing 8 centaurs...he dies to a headshot as well...and
      the centaurs continue their sieging and mass murdering.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Jeoshua on April 30, 2011, 01:12:15 am
      No!!! My new fortress fell!

      Welcome to Dwarf Fortress! Been here long?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Selenite on April 30, 2011, 01:13:12 am
      No!!! My new fortress fell!

      Welcome to Dwarf Fortress! Been here long?

      Yeah, ofc. Just didn't expect a seige so soon. My earliest sieges in Genesis were either late winter or early spring 2nd year.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Jeoshua on April 30, 2011, 01:14:46 am
      I think Deon has tweaked things.  Or maybe it was Tomi.  Theres plenty of situations where sieges or ambushes happen far sooner than they were in previous versions.

      I've had to tweak it, myself, in order to survive past year 2 ;)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Selenite on April 30, 2011, 01:15:56 am
      I think Deon has tweaked things.  Or maybe it was Tomi.  Theres plenty of situations where sieges or ambushes happen far sooner than they were in previous versions.

      I've had to tweak it, myself, in order to survive past year 2 ;)

      Haha, I like the challenge. Need more !!FUN!!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Jeoshua on April 30, 2011, 01:20:43 am
      And I, sadly, am just not badass enough to have this much Fun.

      I appreciate 80% of this mod.  And it's a good 80%.  But I'm also a realism hound, and some of the things in Genesis are hard for the sake of being hard, like the Raptors.

      Speaking of Raptors, asdfgh, where are you? I'm having issues getting their populations to stay good until the year 1050 in their outdoor environments.  It is actually the case that, when examining legends mode, that I have more Dragon Raptors than Raptors!

      That's certainly unexpected and, being a realism hound, I can't abide having the special strong version being more common than the supposedly more populous normal version! What would cause a creature with [POPULATION_NUMBER:1:3] to be over 10x more common in the wild than a creature with [POPULATION_NUMBER:15:30], when by looking at the numbers it should be the other way around?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: arghy on April 30, 2011, 01:46:06 am
      Alright why do i have massive veins of blue crystal? its like normal stone and i though it would hide an adamantine spire or something but no its just leaving behind massive amounts of blue crystal.

      How are you guys losing your forts so soon? i only lose mine when i try to fight but if i wanted to the hostiles will never get in due to walls and a drawbridge which was mandatory since the orcs mod. I have 2 squads equipped with steel/bronze/masterful leather armor and some weapon/cage trap layers so the next siege is going to have some fun when my dwarves pour fourth with steel halberds and axes shining and masterful bronze breastplates gleaming while my ranged squad takes pot shots from the crenelations.

      I friggin love the bees now--i built 14 hives and now their all full of bees so i'm going to have a thriving honey economy as i retake the caverns and build impressive outposts in the depths! I plan on eventually abandoning the top layers and moving deeper into the caverns leaving behind a massive tale of wealth and eventual degradation for history to see.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Selenite on April 30, 2011, 01:52:55 am
      Alright why do i have massive veins of blue crystal? its like normal stone and i though it would hide an adamantine spire or something but no its just leaving behind massive amounts of blue crystal.

      How are you guys losing your forts so soon? i only lose mine when i try to fight but if i wanted to the hostiles will never get in due to walls and a drawbridge which was mandatory since the orcs mod. I have 2 squads equipped with steel/bronze/masterful leather armor and some weapon/cage trap layers so the next siege is going to have some fun when my dwarves pour fourth with steel halberds and axes shining and masterful bronze breastplates gleaming while my ranged squad takes pot shots from the crenelations.

      I friggin love the bees now--i built 14 hives and now their all full of bees so i'm going to have a thriving honey economy as i retake the caverns and build impressive outposts in the depths! I plan on eventually abandoning the top layers and moving deeper into the caverns leaving behind a massive tale of wealth and eventual degradation for history to see.

      Massive veins of blue crystal?
      Well, Deon said he increased the veins for future reactions.

      And I, sadly, am just not badass enough to have this much Fun.

      I appreciate 80% of this mod.  And it's a good 80%.  But I'm also a realism hound, and some of the things in Genesis are hard for the sake of being hard, like the Raptors.

      Speaking of Raptors, asdfgh, where are you? I'm having issues getting their populations to stay good until the year 1050 in their outdoor environments.  It is actually the case that, when examining legends mode, that I have more Dragon Raptors than Raptors!

      That's certainly unexpected and, being a realism hound, I can't abide having the special strong version being more common than the supposedly more populous normal version! What would cause a creature with [POPULATION_NUMBER:1:3] to be over 10x more common in the wild than a creature with [POPULATION_NUMBER:15:30], when by looking at the numbers it should be the other way around?

      Oh..man raptors...So much memories of them.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on April 30, 2011, 02:59:41 am
      I am about to start my first fortress in this any advice as to how to start ?
      Well... http://df-genesis.wikidot.com/tips-and-advice
      http://df-genesis.wikidot.com/
      prepare for early 15-goblin siege, and year 4 siege of three squads of enemies on mounts. I recommend a corridor of traps.


      No war mephits, they're disobedient pets. Their function is to cause mayhem (Noooo my beard's on fire!) (why is this acid dissolving our clothes?) now that obsidian dorfs don't throw fireballs.
      You can chain mephits like guard dogs.

      That's certainly unexpected and, being a realism hound, I can't abide having the special strong version being more common than the supposedly more populous normal version! What would cause a creature with [POPULATION_NUMBER:1:3] to be over 10x more common in the wild than a creature with [POPULATION_NUMBER:15:30], when by looking at the numbers it should be the other way around?
      If one omits the FREQUENCY tag, it is the same as freq 50 (on 1-100 scale, 100 being commonest spawn). Plus, being trainable, some civ might farm them like pigs.
      And during long history, random heroes might have slain a load of raptors, reducing their numbers.
      My raptors [FREQUENCY:14]   [POPULATION_NUMBER:3:20]   [CLUSTER_NUMBER:3:7] (might be possible that pop1 means "one clusterful", thus 3*3 to 20*7 total raptor count)
      my DR [FREQUENCY:6]    [POPULATION_NUMBER:1:3]  [CLUSTER_NUMBER:1:3]
      but indeed they are bloody dangerous, unicorn-speed crocodile-like-bite madbirds. And in DF universe, the one who gets first strike (due to faster speed) has a big advantage.

      How are you guys losing your forts so soon? i only lose mine when i try to fight but if i wanted to the hostiles will never get in due to walls and a drawbridge which was mandatory since the orcs mod. I
      Some of us want more challenge and don't want "outdoors walled off, we are safe". My forts have a fps/boredom death at 40-70 fps. Then I roll a new one and try top fine-tune the creatures I encounter there.
      Earliest fort loss this month: embark, raptors, pile of dead dorfs.


      Is it possible that due to their natural rage, they're getting themselves into trouble and getting killed off?
      It is only known to Toady what rage-param does in worldgen. Or the code for savage areas biases larger beasts.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Jeoshua on April 30, 2011, 03:06:14 am
      You've been doing work on frequency tags, Tomi.  I've been working on Population numbers.  So the Frequency tags are actually the same as the one you just released, while the population is different.

      I thought of the civ angle.  I thought that possibly, some civilization had been training and keeping all of the outdoor roaming raptors, and that's why there were so few of them in comparison to the Dragon Raptors.  But that isn't the case in that the Site populations show 0 Raptors, and 0 Deaths of Raptors in battle.  There are a few Raptor historical figs, but remarkably it seems that very few people have ever died in these worlds from a raptor attack.  Maybe 15 overall in 1050 years.

      Is it possible that due to their natural rage, they're getting themselves into trouble and getting killed off?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Elone on April 30, 2011, 04:45:37 am
      Speaking of Raptors, asdfgh, where are you?

      If you catch her, send her my way. But judging from amount of her profile visits, her PC fried; though I hope not! Hopefully she's just been busy! I even tried drawing her to lure her back, but... naaaaw. She wouldnt wanna see it, totally definitely. Yeah. Too bad. Though a bit imperfect, it was a nice one, and she's missing out. And here I had thought that she would be more curious. Oh well. I'll tuck it away somewhere that I consider safe, and hoooopefully not lose it by the time she returns; though, if she takes too long... yup. And later I will put my ming vase next to my entrance door, on the swivel side.

      Oh well, back to hoping and missing her.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Renzuko on April 30, 2011, 12:20:07 pm
      so, the blast furnace...is friggin huge, but i like it lol, streamlines steel production, whereas in vanilla i had 3 different smelters being worked by 3 guys to make steel, now i just need one lol
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on April 30, 2011, 12:25:37 pm
      does a magma blast furnace need more then one area under it with magma? i have ONE channeled tile under its massiveness with magma, but no, it still says it requires fuel...im even making more with a charcoal furnace, but still nothin
      Sometimes workshops refuse to do reactions because the components are too far (6 iron, 4 coal & 3 flux stones in this case.) Happens especially with soap-shop and alchemy-shop.

      I like to have 2 charcoal furnaces, 3 smelters, 2 hardening forges, 2 crucibles. I don't use the blast furnace much because... what if you have only 5 iron, blast furnace refuses any work.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Renzuko on April 30, 2011, 12:58:58 pm
      lol yeah, but about that, i had stockpiles for all the mats right next to my magma makin way, but after i made some extra's it finally did it
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: arghy on April 30, 2011, 02:33:47 pm
      Alright so now theres 'coarse iron' and i have alot of it but when i tell the blast furnaces to 'use bars' they cant--do i need to harden it before they'll use it to make steel?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Renzuko on April 30, 2011, 03:24:39 pm
      yup, that's something i learnt too

      also, blarg! is there something up with mastiff's?

      FIVE litters...of one puppy a piece, and each one was male
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Coco146 on April 30, 2011, 03:35:08 pm
      a question if i may.  How exactly does the ironworks work?  I'm not exactly sure, see i'm pretty much a noob, so what is the fastest way to get weapon/armour quality iron?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on April 30, 2011, 04:37:21 pm
      a question if i may.  How exactly does the ironworks work?  I'm not exactly sure, see i'm pretty much a noob, so what is the fastest way to get weapon/armour quality iron?
      Check http://df-genesis.wikidot.com/metals for reference.
      Basically, smelt the ore at smelter using charcoal, hammer/harden it at a finishing forge (this step in not in Vanilla) and there's your iron.
      If you have flux stones, make steel from iron at crucible. If re-smelt half of your iron into pig iron, hammer the iron+pigiron into steel.

      also, blarg! is there something up with mastiff's? FIVE litters...of one puppy a piece, and each one was male
      Well if you have five bitches and some males, you get five litters when it's the season for it. Just random chance you got all male puppies. Also mastiffs make fewer offspring than pigs.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: arghy on April 30, 2011, 05:22:34 pm
      Alright why the hell can void masters spew dragon fire? also holy shit DEMONS. My pastures were set alight and my honey economy went up in fire while animal after animal burned up all because a void master spewed a massive gout of dragon fire. Then a demon ambush came and instantly killed some poor sod who was collecting the centaur corpses by the weapon traps. The void master was also getting his ass handed to him by abunch of chickens until he grabbed one and sucked all the blood out of it.

      My army did a great job except i lost 4-5 to random suffocations and freezing deaths which seemed very odd.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Jeoshua on April 30, 2011, 05:30:30 pm
      Illithids are Psionic.  So I would imagine that is an example of their Pyrokinesis.

      There is a reason I don't play with Illithids, either in Genesis or in DnD.  They ruled half the multiverse for a reason, and for some reason they don't anymore? But still have all the powers they once did? I cry shenanigans!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: ShoesandHats on April 30, 2011, 06:18:47 pm
      No really, I actually kind of need help with this. Why are all the villagers attacking me after I finish a quest for them?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: SirAaronIII on April 30, 2011, 06:20:31 pm
      Was the quest to kill a demon or something? Was the target in a house?
      If so, then you, sir, have experienced the Civil War bug, thought by about 2 people to be the greatest bug of DF.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: ShoesandHats on April 30, 2011, 06:22:03 pm
      Nope, I was just sent to kill a bandit out in a regular bandit camp with regular bandit weapons and armor and announcements of who he/she killed.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: SirAaronIII on April 30, 2011, 06:24:03 pm
      Huh, then that's pretty weird. Can't help you, but maybe a more experienced adventure-mode player can.
      I'm sure it's a bug, though.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: kilakan on April 30, 2011, 06:35:39 pm
      did you get any companions from another village?  They may be at war and you are now allied with the civ they are at war with.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: ShoesandHats on April 30, 2011, 06:37:30 pm
      Well, I never seem to even be able to get companions because I get mauled by rabid villagers before I can get to a fortress.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: arghy on April 30, 2011, 07:33:02 pm
      Illithids are Psionic.  So I would imagine that is an example of their Pyrokinesis.

      There is a reason I don't play with Illithids, either in Genesis or in DnD.  They ruled half the multiverse for a reason, and for some reason they don't anymore? But still have all the powers they once did? I cry shenanigans!
      A fireball i can see but a massive swathe of dragonfire is abit much.

      They dont rule because giant green glass axe blades placed in the floors slaughter them to no end. Its comical how effective weapon traps are against centaurs and illithids, watching a centaur siege hit a mere 3 spaced lines of weapon traps with 2 blades a piece then watching them scramble back over the traps losing 90% of their numbers. I wish i could trade with them so i could gift them green glass instruments studded with centaur bones haha.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Angel Of Death on April 30, 2011, 08:20:22 pm
      Erm... Am I meant to be able to play as a vast majority of semimegabeasts on this version?

      Because it's damn awesome.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Jeoshua on April 30, 2011, 09:12:56 pm
      I think that's a doubled raw problem... because I'm not getting it.

      Bonus points: Find out which object you doubled and tell us so we can play with megaventurers, too.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: arghy on April 30, 2011, 09:24:37 pm
      HOLY SHIT the fight was going good because the demons and ilithids were having a silent battle outside my walls but when i moved to engage DRAGONFIRE! in a small little room 13 dwarves killed instantly, voidmaster wrestler is on fire also EVERYTHING IS ON FIRE.  GOOD JOB BURNING FUNGUS FLOOR.

      oh yeah immigrants just came to! welcome demons are on the job
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Angel Of Death on April 30, 2011, 09:51:56 pm
      I think that's a doubled raw problem... because I'm not getting it.

      Bonus points: Find out which object you doubled and tell us so we can play with megaventurers, too.
      It's not duplicate raws. You can play as outsiders of certain megabeast "communities"

      Everything else is normal. There are no megabeast cities.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 01, 2011, 02:53:43 am
      Alright why the hell can void masters spew dragon fire? also holy shit DEMONS. My pastures were set alight and my honey economy went up in fire while animal after animal burned up all because a void master spewed a massive gout of dragon fire. Then a demon ambush came and instantly killed some poor sod who was collecting the centaur corpses by the weapon traps. The void master was also getting his ass handed to him by abunch of chickens until he grabbed one and sucked all the blood out of it.
      My army did a great job except i lost 4-5 to random suffocations and freezing deaths which seemed very odd.
      Well.. one time I made Gray Dragons, common animals like gators but very low frequency number, so enemy army came riding on dragons.

      Void masters are about level 17 DnD wizards. And they bypass traps thanks to their force fields. (Tuning: voidmasters "[SPEED:1800] --slow for firebreath frequency" ) Dorfs with shields can block dragonfire.
      Pasture-cave is much safer for cows than The Surface. Stay indoors during the Late Months, I do.

      Random suffocations? That's paralysis toxins stopping their breathing. (Curse of the grand cross, every possible symptom at 1000%. Deon said he'd reduce it.)
      Freezing, that's "absolute zero" material breath attack. Or an Ice Mephit pet pissing in your wet-floored meeting area.

      It's not duplicate raws. You can play as outsiders of certain megabeast "communities"
      Dude, you're being very vague. Dragon, hydra, balor, colossus, roc communities? I think not.

      HOLY SHIT the fight was going good because the demons and ilithids were having a silent battle outside my walls but when i moved to engage DRAGONFIRE! in a small little room 13 dwarves killed instantly, voidmaster wrestler is on fire also EVERYTHING IS ON FIRE.  GOOD JOB BURNING FUNGUS FLOOR.
      And this is why we can not go back into Vanilla, where there's only loincloth-biting goblins.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Selenite on May 01, 2011, 03:03:58 am
      Oh mephits... I hate them, Fire Mephits causes "accidental" cavern floor fire. Ice Mephits freezing my worthless dwarfs /animals when I'm not watching. Ugh.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on May 01, 2011, 03:08:05 am
      Random suffocations? That's paralysis toxins stopping their breathing. (Curse of the grand cross, every possible symptom at 1000%. Deon said he'd reduce it.)
      Oops, I forgot about that, thanks for reminding me.


      Quote
      It's not duplicate raws. You can play as outsiders of certain megabeast "communities"
      Dude, you're being very vague. Dragon, hydra, balor, colossus, roc communities? I think not.
      The Phoebus version lacks the entity_monster.txt which was actually for a test run in adv. mode to test various mega-/semimegabeasts' strengths. You can make your own entity_monster.txt in the Phoebus /raw/objects/ folder to get the same result:
      Spoiler (click to show/hide)

      Quote
      Oh mephits... I hate them, Fire Mephits causes "accidental" cavern floor fire. Ice Mephits freezing my worthless dwarfs /animals when I'm not watching. Ugh.
      I think I will remove the ADOPTS_OWNER from Mephits so you could control their population easily :D.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Angel Of Death on May 01, 2011, 03:10:38 am
      I think the Phoebus version should stay the way it is.

      It's SO awesome playing as a balor.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: arghy on May 01, 2011, 03:34:01 am
      Can we reduce the number of voidmasters? their goddamn unstoppable in terms of attrition as you'll lose tons of dwarves just trying to kill one no matter how well equipped/trained they are. Having a voidmaster in every ambush means no matter what your going to lose dwarves.

      They should be leading armys because their basically powerful wizards who will fuck your army up.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 01, 2011, 03:59:34 am
      And even if you have many weapon traps...
      (http://dl.dropbox.com/u/8967397/Lightbells%20-%20traps%20vs.%20black%20naga.png)

      Void master popratio at 30, when basic flayer at 1100. Like 3 in 160 should be voidmasters with current numbers but I guess they do crop up more other than that.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on May 01, 2011, 04:11:25 am
      Yeah, the creatures of naga caste have four arms, which means three shields... Good luck hitting them :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: SalmonGod on May 01, 2011, 04:22:44 am
      Void Masters... shiver... I had a Void Master blow the head clean off an adamantine clad soldier once with a Grand Cross.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 01, 2011, 05:21:31 am
      Lightbells part one:
      Spoiler (click to show/hide)

      Part two:
      Spoiler (click to show/hide)

      I recommend a mineral scarcity of 900-1100, as 2000 was no fun.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Rumrusher on May 01, 2011, 07:37:21 am
      Deon I some how pick up a outpost liaison out of the blue and now I have to make a room for him.
      the weird thing is I think he was suppose to conduct a meeting but I guess thought a dwarves hold up in an abandon human fort a better place to live in? though if you guys are right I might as well hire up some Void masters to guard this fort. oh so are Fluffly wambler fluff tougher than Bronze?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Renzuko on May 01, 2011, 11:17:31 am
      so...mildly annoyed, my doctor, apparently became my expedition leader, cuz he's a jade dwarf who had time to sit around with his thumb up his ass, whereas my guy i wanted to be my leader, was doing work -.-;;

      also, do PET mephits actually burn/freeze/melt/blow? shit? if so, im thinkin they're gonna be bait for attackers then
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Fewah on May 01, 2011, 12:13:05 pm
      How well does this work with graphic mods?

      Like what doesnt show up as a graphic basicly?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Vehine on May 01, 2011, 12:27:13 pm
      I'm not sure, but I think Ice Mephits will instafreeze upon touching water.

      I know this because my favourite fortress had a river going through its courtyard to act as a moat; when goblins invaded, I shut all the gates, but not before I realized that... I'd dug a ramp down into the river, into the section which was now dammed dry, and there was another ramp dug a few meters downstream past the wall, where I'd preemptively placed it in case of some freak bridge-building drowning accident.

      Epic fight ensued; dwarf caravan at the trade depot and my one military squad were duking it out on the edge of my courtyard. Before the other goblin squad arrived I figured I'd undam the river... except it undams -really- slowly, so the fight became an epic fight in the middle of a slowly-reflooding river. An ice mephit was a pet of the militia commander, wandered into the fight... soon as it touched a 1/7 water square it froze solid and died.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: kilakan on May 01, 2011, 12:50:42 pm
      ice mephits also lower surrounding water temperatures, so if you have an ice mephit near a bunch of 1-2/7 water, anything that walks through the water freezes slowly, and then bleeds to death or freezes solid.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 01, 2011, 01:30:41 pm
      Maybe should make a semimega based on ice mephit, then. It could have an additional attack of area-dusting ichor of something, and then freezing it.
      Or a Frost Roc with the illithids' "absolute zero" breath attack.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on May 01, 2011, 01:54:40 pm
      How well does this work with graphic mods?

      Like what doesnt show up as a graphic basicly?
      There are two graphic sets integrated: Ironhand's and Phoebus. Check the first post for the appropriate download links. The game comes pre-packaged, so you just unpack it and play.

      Everything should have graphics if you mean it. The main problem is that there's no official ASCII release, but you can get one in this thread released by TomiTapio.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Vherid on May 01, 2011, 04:15:51 pm
      Any idea when we will have a 31.25 ASCII version ready?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Renzuko on May 01, 2011, 04:27:33 pm
      so...what is the point of the rockball court?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 01, 2011, 05:09:04 pm
      Any idea when we will have a 31.25 ASCII version ready?
      I have it, grab it here:
      full install without music, just unzip and run exe: http://dl.dropbox.com/u/8967397/Genesis_3.25c_ASCII_Tomis_Bonfires__Apr23.zip (http://dl.dropbox.com/u/8967397/Genesis_3.25c_ASCII_Tomis_Bonfires__Apr23.zip)
      latest ascii raws folder, recommended: http://dl.dropbox.com/u/8967397/Genesis_3.25c_ASCII_Tomis_Bonfires__Apr28.zip (http://dl.dropbox.com/u/8967397/Genesis_3.25c_ASCII_Tomis_Bonfires__Apr28.zip)
      these include Warlord255's Bonfire Mod, a workshop that starts bushfires. Install caged prisoners in grassy area, and start the bonfire nearby. Or make smoked Drunian meat the easy way!
      It is only a matter of time when Deon accepts all my tunings :´) Like, Gith illithid supermonstrosity not getting into cages.

      so...what is the point of the rockball court?
      It's decoration, and it can train the useless item-throwing skill. It's almost as pretty as the swimming pool workshop!

      ps. a megabeast may keep your cooks busy for months:
      Spoiler (click to show/hide)
      Tuning: dwarves are poor cooks, cooking xp 40%, herbalism xp 45%. Instead of general 115% xp rate. Also helps with the "ridiculously valuable meals" issue.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Renzuko on May 01, 2011, 05:27:49 pm
      alright, thanks tomi, it helps me out, because i bought some cave tortoises, so i need a free room to lock them in with nest boxes lol, and a place to lock that hen i bought in with a nestbox...get my cook makin more meals lol
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 02, 2011, 07:58:55 am
      Lightbells part three (two sessions)
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Jetriot on May 02, 2011, 01:06:33 pm
      How does the library/theater other skill train work shops work? I don't seem to see any skill increases from them. For example I have a few ranged combat books and set them to be read on repeat just by my archers. They are using the library and reading the book but I see no skill increase in Dwarf Therapist. Same goes for the theater for consoling and a few of the other skill workshops that I have tested.

      Are they limited to using only some times or maybe they only  offer a temporary bonus? Any help would be appreciated.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on May 02, 2011, 01:55:07 pm
      The theater currently produces no effect because of the way the skill gains were tweaked in the latest DF release. However the ranged warfare tomes should upgrade the "ranged combat" skill, notice that it's NOT the bow skill.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 02, 2011, 04:35:07 pm
      Hey Genesis Ironhand users! Here's my current version, in Ironhand:
      http://dl.dropbox.com/u/8967397/Genesis_3.25c_Ironhand_Tomis_Bonfires__fixes_5crea_May02.zip (http://dl.dropbox.com/u/8967397/Genesis_3.25c_Ironhand_Tomis_Bonfires__fixes_5crea_May02.zip)
      not save-compatible with versions that don't have bonfires.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Bouchart on May 02, 2011, 08:13:04 pm
      Question.

      I've noticed a few damaged things around the fort: a beer barrel and couple of wooden bolts.  Do objects take damage more easily in this mod?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: SirAaronIII on May 02, 2011, 11:19:57 pm
      Acid mephits: Do you have any?
      If so, it's their fault.
      If not, I have no clue.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Selenite on May 03, 2011, 12:07:56 am
      Any idea when we will have a 31.25 ASCII version ready?
      I have it, grab it here:
      full install without music, just unzip and run exe: http://dl.dropbox.com/u/8967397/Genesis_3.25c_ASCII_Tomis_Bonfires__Apr23.zip (http://dl.dropbox.com/u/8967397/Genesis_3.25c_ASCII_Tomis_Bonfires__Apr23.zip)
      latest ascii raws folder, recommended: http://dl.dropbox.com/u/8967397/Genesis_3.25c_ASCII_Tomis_Bonfires__Apr28.zip (http://dl.dropbox.com/u/8967397/Genesis_3.25c_ASCII_Tomis_Bonfires__Apr28.zip)
      these include Warlord255's Bonfire Mod, a workshop that starts bushfires. Install caged prisoners in grassy area, and start the bonfire nearby. Or make smoked Drunian meat the easy way!
      It is only a matter of time when Deon accepts all my tunings :´) Like, Gith illithid supermonstrosity not getting into cages.

      so...what is the point of the rockball court?
      It's decoration, and it can train the useless item-throwing skill. It's almost as pretty as the swimming pool workshop!

      ps. a megabeast may keep your cooks busy for months:
      Spoiler (click to show/hide)
      Tuning: dwarves are poor cooks, cooking xp 40%, herbalism xp 45%. Instead of general 115% xp rate. Also helps with the "ridiculously valuable meals" issue.

      How do you make a creature yield so much meat, like that wyvern?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: SirAaronIII on May 03, 2011, 12:09:59 am
      Wyverns are pretty big. Bigger = more meat, I guess.
      Or, maybe he killed multiple wyverns!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Selenite on May 03, 2011, 12:13:16 am
      Wyverns are pretty big. Bigger = more meat, I guess.
      Or, maybe he killed multiple wyverns!

      I'm not sure, started playing around with raws, made a couple of animals, and I'm wondering how he got so much meat from a creature so I can implement it in some of my creatures.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 03, 2011, 02:40:09 am
      Wyverns and dragons can grow up to 20 tons [BODY_SIZE:100:0:20000000] (year 100 day 0 20M grams/volumeunits), that's about 4 elephants. And if it was extra muscular from randomness, more "meat".
      But they die to 20 dwarves pretty quickly as 20 dwarves get 20 attacks per turn, beast gets one per turn.

      One way to increase a creature's toughness is to make it not have blood or pain, thus loss of limbs doesn't stop it. And I think commanding more muscle and fat layer thickness will protect the brain better.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Selenite on May 03, 2011, 03:04:05 am
      Wyverns and dragons can grow up to 20 tons [BODY_SIZE:100:0:20000000] (year 100 day 0 20M grams/volumeunits), that's about 4 elephants. And if it was extra muscular from randomness, more "meat".
      But they die to 20 dwarves pretty quickly as 20 dwarves get 20 attacks per turn, beast gets one per turn.

      One way to increase a creature's toughness is to make it not have blood or pain, thus loss of limbs doesn't stop it. And I think commanding more muscle and fat layer thickness will protect the brain better.

      Ah...I see, thanks.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Coco146 on May 03, 2011, 06:19:39 am
      What exactly are Moon Silver and Sun Gold?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Daff on May 03, 2011, 08:34:04 am
      They are magical happyfunmetals that are produced with alchemy, sun gold seems a bit better than iron and moon silver is slightly better / equivalent to steel.

      Atleast that's what I think someone said some pages back in this thread. Can't remember and no time to check right now.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on May 03, 2011, 10:09:52 am
      Sun gold and moon silver are similar, the only difference that the moon silver is sharp and light, so good for blades, and the sun gold is less sharp but heavier, so better for maces/hammers.

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: BakkieSloot on May 03, 2011, 10:54:52 am
      So I started playing again after a long time of no DF. Damn, my first two fortresses died quickly, 3rd is going better... but every time I get up to 100 dwarves, I get sieged, a few soldiers die and BAM! Spiral tantrum... Currently down to 6 dwarves, 5 hammer legendaries and 1 child, luckily I have 5k drinks and 5k meals... Come on immigrants!

      I always seem to lack military in the beginning, as I like to expand my fortress fast and ignore the constant threat of invaders. Now in year 10 I finally have my metal industry working (just no dwarves tho :P). All in all, I love the challenge of Genesis, and the Ironhand graphics (was forced to use it due to the lack of 3.25 ASCII :P). Keep up the good work!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on May 03, 2011, 11:27:39 am
      A good anti-tantrum thing: build  display cases with "useless" artifacts in your dining room: your dwarves' happiness will skyrocket!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 03, 2011, 11:33:50 am
      Sun gold and moon silver are similar, the only difference that the moon silver is sharp and light, so good for blades, and the sun gold is less sharp but heavier, so better for maces/hammers.
      Lightness makes it better for armor, as the ones wearing heavy armor will slow down (and have movement and attacks less often). Weightiest armors are Cobalt -> Copper -> Black Bronze

      Metals ranking order:
      http://df-genesis.wikidot.com/metals#toc5

      For Happiness I like =marble statues= and lots of engraved walls. First my novices smooth loads of walls, then the best of them do engraving. And do give 3x3 bedrooms to people who carry axes or picks for jobs.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Coco146 on May 03, 2011, 12:31:21 pm
      ok but how do i make moon silver? i found sun gold but noot moon silver.

      on a side note when/how large does everyone start of their militaries
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: BakkieSloot on May 03, 2011, 12:52:52 pm
      thanks deon. but i play without artifacts. never found them fun.

      my army is around 40% of my population, i dont use many traps or other kind of (ch)easy defenses. only steel and stone dwarfs allowed.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Ovg on May 03, 2011, 03:54:36 pm
      Deon, WHY U NO MAKE GOLD PLAITED FOR 3.25D

      ...pretty please?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 03, 2011, 04:48:55 pm
      Hay Deon,
      how about we add a few more minerals?
      Nice article http://www.uwgb.edu/DutchS/Petrology/IdentifyRxMin.htm

      these sound nice:
      celestite, epidote (green), corundum, sphene, biotite (black), zeolite,

      metamorphic: cordierite, jadeite, greenstone, amphibolite
      sedimentary: arkose, breccia, marl, argillite, lapilli
      igneous: scoria, pumice, syenite
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Renzuko on May 03, 2011, 04:59:52 pm
      so...simple copper is like, the second best material for blunt weapons in genesis right? guess id better get...removing those iron maces i made for those guys -.-;;
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: SirAaronIII on May 03, 2011, 05:23:35 pm
      Yeah, you really should. Replace them with hammers because those are apparently better than maces. Something about how maces are stronger, but also have larger contact area, so the force is spread out or whatever.
      Also, can I get a link to the 3.25a post? I don't know what to do with which things in the alchemy shop. ???
      Also also, are mephits trapavoid? I have a wild ice mephit standing over some cage traps, but no capture.   :-\
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on May 04, 2011, 01:53:53 am
      They do not avoid traps, are you sure it is not a local resident?

      Also TomiTapio, do you think you could help me to finetune another project? I don't know how can I pull it without you :P. I will use most of Genesis tweaks for mundane animals, but Awakened animals will need a lot of work.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 04, 2011, 03:15:46 am
      Also TomiTapio, do you think you could help me to finetune another project? I don't know how can I pull it without you :P. I will use most of Genesis tweaks for mundane animals, but Awakened animals will need a lot of work.
      Well I do have lots of time on my hands... give me a link to that project's thread. Most of the Genesis tunings I've based on playing experience, like "soldiers shouldn't be able to run faster than pigeons".
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on May 04, 2011, 03:30:38 am
      Okay, I've made a thread about that, so maybe more people will join and help:
      http://www.bay12forums.com/smf/index.php?topic=83877.0

      It will be based on Genesis gathered knowledge too, because a lot of stuff we use will be very handy there (Shadowrun has centaurs and naga as tribes, as well as many animals which we already made for Genesis). Also it will benefit Genesis because I am developing a lot of new monsters which will perfectly fit the fantasy universe. I've got three large bestiary rulebooks so I have something to work with.

      The main difference will be guns, some  old technology and a single race with humans/dwarves/elves/orcs as castes.

      The enemies will be goblins, gatherers, ghouls and other HMHVV subjects (HMHVV stands for "Human metahuman vampiric virus").

      P.S. I've uploaded some files in that thread, and biomes and population numbers may require "TomiTapio scalpel" :). I want to have more herbivores/rodents than predators, with rodents dominant.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 04, 2011, 03:53:27 am
      About the http://www.bay12forums.com/smf/index.php?topic=83768.0  beehive-dwarves...
      maybe Genesis gloomer learn rates should be like 20%, and shroomer 40%.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on May 04, 2011, 03:56:08 am
      I also though about removing gloomers' nerves, to compensate for their weakness.
      I don't consider them to be stupid, just mischievious.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 04, 2011, 04:04:03 am
      Well then, gloomers learn as normal, but tantrum / go insane / have unhappiness much more than average. Set their stress tolerance low and anxiety high. (does it now, and steelers get automatic swimming skill)

      Shroomers were on the stupid side. How about a total doofus/moron caste that has really much trouble learning (15-25% rate). Then people later finding out "dammit, was trying to teach three morons to lead my military!" "and the sole survivor of the battle was... Urist the Moronic."

      But the morons might be faster haulers, since they don't get distracted by pretty engravings and cute pets! And stronger, because they spend time with physical things not mental things.

      The revised gloomers:
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Selenite on May 04, 2011, 04:35:15 am
      Alright...so I'm trying to make it so you can make adamantine bed.

      What do i put for the Reagent line?
      Since I think for the bar line it uses bar and not wafer, because the wafers would be labeled as bars if I'm correct.
      If using admantine for building furniture, would it use the wafers or the raw stone itself?

      Spoiler (click to show/hide)
      So if it was stone, would it be something like
      Spoiler (click to show/hide)
      Also...I'm using the CUT_OBSIDIAN_GEM as a base for cutting adamantine into a gem
      Spoiler (click to show/hide)

      How would I go about as to make it be able to cut adamantine?
      is that right?

      EDIT: So I was looking through raws. And I think I found out where I messed up, but I still need help with the cut adamantine.
      I think it was suppose to be like this

      Spoiler (click to show/hide)

      Is it possible to add/change reactions in an existing workshops? Like add/change stuff in a Craftdwarves workshop, or would you have to add a new workshop in order for reactions to work?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Torgan on May 04, 2011, 07:21:06 am
      Um, daft question maybe but can't you make most furniture using adamantine bars at a forge and with a blacksmith?  I know I've made statues before but I've always saved the rest of it for my military every other time so I've never actually tried.  Guess you can't make adamantine beds that way though without modding.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Selenite on May 04, 2011, 12:41:38 pm
      Um, daft question maybe but can't you make most furniture using adamantine bars at a forge and with a blacksmith?  I know I've made statues before but I've always saved the rest of it for my military every other time so I've never actually tried.  Guess you can't make adamantine beds that way though without modding.

      Ah...yes yes. I remember seeing that in the forge. I only thought it was chains,cages, etc. Well then, beds out of adamantine, need to know. When you made the statue out of adamantine, it used a bar right?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Vehine on May 04, 2011, 12:59:21 pm
      Last I remember, all the Blacksmithing products, even though they'd ordinarily demand multiple bars (depending on product) will only take/consume 1 bar of a metal.

      I have a sun gold statue in my barracks, of my militia commander admiring honey badgers. I like to imagine all the dwarves snickering over it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on May 04, 2011, 01:48:04 pm
      In Genesis armor takes different amount of bars. The statues and other furniture should take just one bar.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Renzuko on May 04, 2011, 02:31:17 pm
      alrighty then!

      i got a possessed armorsmith (yay boo)

      he made some steel lamellar armor...is that a shaped piece of armor? can i put it on over my mail shirt?

      also, sandworms...are they trap avoid, i saw one, and i wanna capture it...and use it as live training for my archer's
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: mars7a on May 04, 2011, 03:14:48 pm
      How do I install this? And does the ASCII mod have less content and is buggier than the graphical pack ones? I don't want a graphical pack but I want the full, latest, updated mod.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Selenite on May 04, 2011, 03:21:46 pm
      alrighty then!

      i got a possessed armorsmith (yay boo)

      he made some steel lamellar armor...is that a shaped piece of armor? can i put it on over my mail shirt?

      also, sandworms...are they trap avoid, i saw one, and i wanna capture it...and use it as live training for my archer's

      I'm pretty sure they aren't trap avoid, so you can capture it.

      How do I install this? And does the ASCII mod have less content and is buggier than the graphical pack ones? I don't want a graphical pack but I want the full, latest, updated mod.

      The ASCII mod by Tomi, has the same content. And extra content, I think. I'm pretty sure there was a
      Spoiler (click to show/hide)
      in there, maybe some other content. And some of the raws are modified so it's more balanced.
      To install...Just download the zip, and unzip it, then run Dwarf Fortress.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on May 04, 2011, 03:28:22 pm
      How do I install this? And does the ASCII mod have less content and is buggier than the graphical pack ones? I don't want a graphical pack but I want the full, latest, updated mod.
      The older version (in the first post) is not that nice. Use the latest ASCII merge with additions and tweaks by TomiTapio, it's a page or two back.

      alrighty then!

      i got a possessed armorsmith (yay boo)

      he made some steel lamellar armor...is that a shaped piece of armor? can i put it on over my mail shirt?

      also, sandworms...are they trap avoid, i saw one, and i wanna capture it...and use it as live training for my archer's
      Lamellar armor can be worn on top of chainmails (it's not shaped, but it's armor level 2 and it has enough space permit for that).
      It's also much better than a breastplate because it covers upper legs and upper arms (like a chainmail). You cannot normally produce it (it's an orcish armor), but you are lucky to get an artifact one.

      The sandworm is trapavoid, it's really huge and it tunnels past traps :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Renzuko on May 04, 2011, 03:54:15 pm
      ...well there goes my plan to use it for live fire training...i still want it, it has twice the meat as an elephant...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 04, 2011, 04:43:57 pm
      Yay for sandworm tuning! And it'll be a nice polite guest coming to your dining room, past the traps that were keeping mephits and ghouls out...

      Quote
      In my worlds all the dwarves are the same (female) agility range, so icers can't even be the fastest caste.

      Here's my current ASCII raws, with marsh owl, pekyt (cave sheep without wool), giant pekyt, giant swan. Desert animals got frequency-tuned, more eagles.
      http://dl.dropbox.com/u/8967397/Genesis_3.25c_ASCII_Tomis_Bonfires__Apr28.zip
      if you need a full install, it's slightly older but still okay: http://dl.dropbox.com/u/8967397/Genesis_3.25c_ASCII_Tomis_Bonfires__Apr23.zip (http://dl.dropbox.com/u/8967397/Genesis_3.25c_ASCII_Tomis_Bonfires__Apr23.zip)
      mineral scarcity 400-1000 is what I would recommend. 2000 was no fun.

      offtopic: Not quite a capybara but close:
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Renzuko on May 04, 2011, 05:08:13 pm
      ...it cant actually tunnel places right, cuz...that'd blow -.-;;
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: SirAaronIII on May 04, 2011, 05:48:50 pm
      Nope, luckily. Currently, it's impossible to do stuff like that, but Toady says in the future, it will be possible.
      Or was that for Minecraft?  ???
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Morwaul on May 04, 2011, 07:00:11 pm
      Wow, can you imagine defending against tunnelers....  <Imagines how to go about making a magma walls around and under entire fort.>  Maybe have them to where they can't tunnel through certain materials...crystal, iron, etc...  still, gak.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Bouchart on May 04, 2011, 07:08:34 pm
      Is anyone else having trouble with press cakes?  I think in vanilla they can be cooked but they don't seem to do anything here.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Morwaul on May 04, 2011, 07:52:37 pm
      Tomi

      Is there a reason you are still using 3.25c instead of 3.25d?  As there were not many changes made I am guessing I can drop your files over the 3.25d without trouble.  At least I hope so.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 05, 2011, 02:29:17 am
      Well my "releases" have the changes of 3.25d, but they're not save-compatible with Deon's, due to Warlord255's Bonfire Workshop and it's two hot materials in my releases.
      Maybe I'll add a few more non-ore minerals, found some nice ones.

      ps. added a few military tips to http://df-genesis.wikidot.com/tips-and-advice

      pps. if you mod your own creatures, here's some lines for copy-paste use:
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on May 05, 2011, 03:22:37 am
      Is anyone else having trouble with press cakes?  I think in vanilla they can be cooked but they don't seem to do anything here.
      I will check it although I am not sure what is the problem. Do you mean those which come from honeycomb pressing? I have the same raws for honey/wax as in vanilla.

      P.S. Looking at raws, the press cakes should be from wax. The wax is not cookable. How could you cook a wax? :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: RaidSoft on May 05, 2011, 05:05:47 am
      Random suffocations? That's paralysis toxins stopping their breathing. (Curse of the grand cross, every possible symptom at 1000%. Deon said he'd reduce it.)
      Oops, I forgot about that, thanks for reminding me.

      Any idea when that will happen? Kind of hesitant at starting a fortress when I know that this might happen to me and I know it would frustrate the hell out of me :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on May 05, 2011, 05:15:20 am
      You can change it yourself any moment if you are afraid of it :). Just replace all 1000 numbers with 10 or 50 in their "grand cross" syndrome. Right now I make new creatures which I need for Shadowrun mod, and once I'm done with them I will add them to genesis too (zebras, beavers, hyenas, armadillos etc.).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: RaidSoft on May 05, 2011, 05:17:20 am
      hmm, how would that change work with a current fortress? Or would that require a new game to make a difference?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on May 05, 2011, 05:21:47 am
      http://www.pastebin.ca/2054163

      So you need to replace the contents of creature_illithid.txt in /raw/objects/ for all the new worlds to be okay.

      To fix a running world, change the same file in /data/save/region1/raw/objects/ (provided your save is region1, otherwise make it in any region you need).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: RaidSoft on May 05, 2011, 05:28:40 am
      I knew about having to change the savegame's raws :) Though what I was wondering about was like with the trample fix where it didn't affect any current creatures, I assume it's the same with this change that only new creatures with that will be affected by the change and any old ones would retain the old values until they die/despawn?

      Tnx btw ;D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on May 05, 2011, 05:34:56 am
      Yeah, those on the map COULD have the old toxin (while I highly doubt it), but all the new invasions will be fixed.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 05, 2011, 08:35:50 am
      I'll do some
      Quote
      add a few more minerals?
      Nice article http://www.uwgb.edu/DutchS/Petrology/IdentifyRxMin.htm

      these sound nice: celestite, epidote (green), corundum, sphene, biotite (black), zeolite,

      metamorphic: cordierite, jadeite, greenstone, amphibolite
      sedimentary: arkose, breccia, marl, argillite, lapilli
      igneous: scoria, pumice, syenite
      now, probably takes a while, looking up how rare/layerlike they are,
      and roll a new fort...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on May 05, 2011, 08:52:54 am
      I saw that post and I will include them in the next release. If you have suggestions on their allocation, it's awesome.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Vorthon on May 05, 2011, 08:56:10 am
      What about Azurite? (IIRC, it's found with Malachite most of the time.)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 05, 2011, 09:33:35 am
      working on the new minerals...
      oooh aaah http://www.graniteland.com/stone/type/migmatite
      "This type of partially melted metamorphic rock, with its pretty swirling texture"
      migmatite gets value 3 from me. Looking forward to Migmatite Statues

      (looks up azurite) hmm, by weathering, thus small cluster. Okay. value 3 also.


      Phew, done for this session, medium-hard work! (1h45m)
      result at http://dl.dropbox.com/u/8967397/DF%20add%20minerals.txt (http://dl.dropbox.com/u/8967397/DF%20add%20minerals.txt)
      I should do Ironhand testing later today... now frozen pizza into oven.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Bouchart on May 05, 2011, 09:44:37 pm
      Is anyone else having trouble with press cakes?  I think in vanilla they can be cooked but they don't seem to do anything here.
      I will check it although I am not sure what is the problem. Do you mean those which come from honeycomb pressing? I have the same raws for honey/wax as in vanilla.

      P.S. Looking at raws, the press cakes should be from wax. The wax is not cookable. How could you cook a wax? :)

      I thought in Vanilla that a rock nut press cake could be cooked.  Maybe I'm mistaken.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on May 05, 2011, 09:54:25 pm
      The only difference I have is that in vanilla rock nuts are edible raw and in Genesis they are only edible cooked (I don't want dwarves to eat all your seeds). Are you sure you can't cook the paste/press cake? I will check it for the next release.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Jeoshua on May 05, 2011, 10:20:35 pm
      Wax IS edible, tho, so you know.  Ever had Wax-Lip Candy before? And Honeycomb is edible raw.  Good for ya, too.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on May 05, 2011, 10:22:16 pm
      Wax IS edible, tho, so you know.  Ever had Wax-Lip Candy before?
      I didn't have wax-lip candies, but I can definitely add wax candy making into genesis :).

      And yeah, honeycombs are tasty.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Jeoshua on May 05, 2011, 10:33:11 pm
      Anything that gives more cooking ingredients, and ways to logically use the stuff we have already, is a good thing  :D

      If it were [EDIBLE_COOKED], it would end up in dishes (Minced Wax, anyone?).  Isn't there supposed to be a tag where it can only be an "improvement" to a meal? Actually most candy has wax in it, to begin with (Caranuba Wax or stuff like that, so it can come from plants or bees).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on May 05, 2011, 10:46:43 pm
      To be minced it should be EDIBLE_COOKED. EDIBLE_RAW foods are eaten without any ingredients :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: SirAaronIII on May 05, 2011, 11:05:38 pm
      Just noticed while playing the succession: you can grind clay for goodies. Is that supposed to happen?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on May 05, 2011, 11:07:33 pm
      Not really, the clay boulders are quite a new mechanic, thanks for noting, I will add another check for the stone :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Renzuko on May 05, 2011, 11:38:26 pm
      Wax IS edible, tho, so you know.  Ever had Wax-Lip Candy before? And Honeycomb is edible raw.  Good for ya, too.

      motherf*ckin wax lips were disgusting! hated that candy...and those little brown squares with the skulls on the wrapper...i cant remember the name right now, but they were SUPER hard and gross...

      and on topic...

      all the other forms of hats, the spiked, and coif thing...is there an armor difference to the spiky helmets? and can a coif be worn with a cap helmet and hood?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 06, 2011, 02:03:23 am
      Test-embarks re: my new minerals...

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on May 06, 2011, 02:23:14 am
      Wax IS edible, tho, so you know.  Ever had Wax-Lip Candy before? And Honeycomb is edible raw.  Good for ya, too.

      motherf*ckin wax lips were disgusting! hated that candy...and those little brown squares with the skulls on the wrapper...i cant remember the name right now, but they were SUPER hard and gross...

      and on topic...

      all the other forms of hats, the spiked, and coif thing...is there an armor difference to the spiky helmets? and can a coif be worn with a cap helmet and hood?
      There are no real armor difference between helmets. I could make some of them to cover less area though, but it would be really deadly to dwarves :).

      And you can wear coifs under helmets.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Jeoshua on May 06, 2011, 02:39:06 am
      There are no real armor difference between helmets. I could make some of them to cover less area though, but it would be really deadly to dwarves :).

      Really there should be a difference, if you think about it.  A cap does not cover as much as a helm, and the helm not as much as a closed faced helmet.  If it's just juggling a few numbers, what's the harm.  The key would be to lower some, increase others, and leave the average score the same.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on May 06, 2011, 02:49:43 am
      The caps are always 50%, it means 1 in 2 hits goes right pass it.

      The problem is that all helmets always were 100%. Now if you make some less than that, it will mean that they will not be used (and randomly turkeys will kill your adamantine-clad warriors).

      Also it will make danger rooms impossible to make.

      All in all, it will decrease the usefulness of some helms (read - remove from the game; everyone wants to be able to protect their heads) without adding anything.


      So it was my reasoning for not doing anything about that.


      P.S. However it may be FUN to see your adamantine-clad champion catching a single stray wooden bolt in his eye and dying, so I may consider it :P. Also it will make spiders much deadlier. Right now they paralyze you and try to bite you in the head, so a single good helm makes you immune to them. If I make it so helmets have some holes, everyone will be spiders' food :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Jeoshua on May 06, 2011, 02:56:42 am
      Well 100% is one thing, but 95% would be a -1 in DnD terms.  And -1 isn't too much at all.  It means they need to "crit" you to hit you.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on May 06, 2011, 03:00:04 am
      It would make sense for most helms to have 70-80% and for full helms to have 90-95%. I may go with it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: RaidSoft on May 06, 2011, 03:29:19 am
      Well 100% is one thing, but 95% would be a -1 in DnD terms.  And -1 isn't too much at all.  It means they need to "crit" you to hit you.

      Well, the difference is that one hit to the head in DF is MUCH more effective then any hit in DnD terms would be.. Wouldn't it need to be balanced so that you don't instantly die from getting hit once in the head?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 06, 2011, 03:53:07 am
      Isn't COIF flexible and thus lets blunt force through? (looks at raws) well, it lacks shaped so I guess it stacks. Wish Toady would let us give prices/values to items. So chainmail would be slow to make and expensive.

      I suppose could have one "masked helm" 100% coverage, more material. And all other helms 70-85%. Especially kettle hat should be crap 60%.

      Bleh hood is 100% way too good. Why haven't I read these over earlier??

      My proposal: rename one-horned to horned, horned helm into masked helm 100%.
      Spoiler (click to show/hide)
      Spoiler (click to show/hide)

      Spoiler (click to show/hide)

      And the motherbearding CLOAK and ROBE now come down from the ultimate superhero gear's 100% down to 70%. For far too long they have been good blunt defense. (you fail to hammer his head, since HE HAS A CLOAK CUSHIONING THE BLOWS) (one may arena-test iron-chainmail dudes vs. three-leather-cloaks dudes)

      Well, the difference is that one hit to the head in DF is MUCH more effective then any hit in DnD terms would be.. Wouldn't it need to be balanced so that you don't instantly die from getting hit once in the head?
      If the enemy is skilled enough to get a head hit, and target fails to parry/dodge/block, target deserves stab or hammer to the face. Not all head hits are fatal, and hmm guess 90% of brain hits are fatal.
      I think I'll be giving my dorfs coif+maskedhelm+hood+cloak+robe - oh that feels like cheating, since cloak and robe are way too good defense AFAIK.


      Here's my current raws, incl bonfires(not save-compatible with Deon's releases), creatures, new minerals, helm/cloak/robe tunings.
      http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand_Bonfires__newminerals_May06.zip (http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand_Bonfires__newminerals_May06.zip)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: userpay on May 06, 2011, 09:31:34 am
      Wait do any of the helmets currently in the game cover the face? I may have not noticed... Either way I'm also favorable towards making masks for my dwarves anyway.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 06, 2011, 09:34:09 am
      I think the current helms all cover 100% (but not ears and nose which "stick out" / are external). Mouth being [EMBEDDED][APERTURE] I think it's covered, unless there's a rule apertures can't be armor-protected...

      From what I can judge in the raws, masks are exactly the same 50% coverage as "cap". They do not go on the "face", just on the head.
      So helm+mask is exactly same as helm+cap. Coif Coif helm hood combo seems better. Also, cloaks and robes extend to cover head too.


      Deon, next time you break save compatibility, might want to create [BODY:2EARS_EMBEDDED] bodypart some for cave animals.
      And perhaps [BODY:GUTS_SMALLER_NOPRESSURE].
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Renzuko on May 06, 2011, 12:34:44 pm
      i THINK goblin's masks do give face coverage, i remember getting one as an artifact...but it was made out of cloth so i never bothered using it...and the wiki doesnt have its raw info, its a goblin only piece of armor

      found the raw's...doesnt say anything about being goblin only...and coverage says its 50
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on May 06, 2011, 01:09:16 pm
      I think the current helms all cover 100% (but not ears and nose which "stick out" / are external). Mouth being [EMBEDDED][APERTURE] I think it's covered, unless there's a rule apertures can't be armor-protected...

      From what I can judge in the raws, masks are exactly the same 50% coverage as "cap". They do not go on the "face", just on the head.
      So helm+mask is exactly same as helm+cap. Coif Coif helm hood combo seems better. Also, cloaks and robes extend to cover head too.


      Deon, next time you break save compatibility, might want to create [BODY:2EARS_EMBEDDED] bodypart some for cave animals.
      And perhaps [BODY:GUTS_SMALLER_NOPRESSURE].
      Why do you think nose/ears are not protected? They should be, it should've been fixed in the same DF release where we've got our genitals protected by the armor.

      Also good idea about cloaks/robes. They bothered me too much too.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Jeoshua on May 06, 2011, 01:24:17 pm
      Well, the difference is that one hit to the head in DF is MUCH more effective then any hit in DnD terms would be.. Wouldn't it need to be balanced so that you don't instantly die from getting hit once in the head?

      You never played DnD with location-based damage rules? Because a blow to the head was always a massive blow in those rules, with a percentile chance of Instant Death.  I wasn't talking about 4th edition.  3.5e or 2e Skills and Powers/Unearthed Arcana.

      Quote from: TomiTapio
      I made awesome stuff

      I'm happy this is being looked at.  DF combat is already the most realistic combat I've seen, any anything that makes it more internally cohesive gets modded in.  Why, I haven't actually played a full game for a while because new stuff keeps coming out that I NEED... like this.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 07, 2011, 05:24:38 am
      This thread sounds quiet.

      Bin Laden's (Fictional) Mountain Fortress
      http://www.boston.com/bostonglobe/ideas/brainiac/2011/05/bin_ladens_fict.html (http://www.boston.com/bostonglobe/ideas/brainiac/2011/05/bin_ladens_fict.html)

      Todo creatures: "Dread Shrub", "Deather"(opposite of Birther).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Angel Of Death on May 07, 2011, 06:16:46 am
      Errm... Deon, you didn't happen to make steel non magma-safe, did you?

      My steel floodgate just melted.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on May 07, 2011, 06:55:36 am
      No, our steel has the same melting point as vanilla: 12718 urists.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Angel Of Death on May 07, 2011, 07:02:35 am
      Really?

      I think it must have just been the mechanisms. I had 2 gabbro mechanisms.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on May 07, 2011, 07:05:56 am
      True story.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: gzoker on May 07, 2011, 07:37:56 am
      Hello, I was wondering about hostile dwarf civs, so I have a few questions about dark dwarfs. Do they siege, or are they like those animalmen in the caverns? (never seen them, and i usually win my fort after three years[ i mean FUN of course] ) If they do, do they come from underground? That would be cool. :D
      Also if they don't, then how can i make them an enemy civ? I'm completly clueless about modding, but i like to tinker with stuff.

      Also this is a very good mod, so keep up the good work. Thank you for all the fun.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on May 07, 2011, 07:52:48 am
      If you mean the "dark dwarves", they are right now like tribal animal-men in the caverns. I really hope we get some expansion to undergound civilizations in future DF versions soon enough :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Morwaul on May 07, 2011, 11:07:40 am
      Tomi

      Weren't you going to add in some extra minerals a few pages back?  I went ahead and added Fluorite because I am getting tired of trying to find flux and hope one more will make it a little more common.  Honestly not sure if it works that way.  Anyway, don't remember if Fluorite was one you were going to add.  In case not, here is the info.

      Fluorite (also called fluorspar)
      http://en.wikipedia.org/wiki/Fluorite (http://en.wikipedia.org/wiki/Fluorite)
      Industrially, fluorite is used as a flux for smelting, and in the production of certain glasses and enamels.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Vorthon on May 07, 2011, 01:33:29 pm
      I noticed an error in the floater raws: The syndrome associated with the fluid lists the numbness effect three times, when it should only be listed once. The second and third effects should be oozing and blisters, respectively. I still can't figure out how I missed that before submitting them.

      Also, Deon, you got that text for the sylvan elves off of TvTropes, didn't you? From the fairfolk article?

      (We Tropers are everywhere... you will be assimilated... :P )


      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: SirAaronIII on May 07, 2011, 03:12:38 pm
      Yeah, he did. He said so a few (like 12 or so? couldn't be buggered to find it) pages ago. He also wanted to add the Wild Hunt.
      Actually, a Wild Hunt civ might be pretty nice. But then it'd kinda be weird, too.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Vorthon on May 07, 2011, 03:17:44 pm
      Yeah, he did. He said so a few (like 12 or so? couldn't be buggered to find it) pages ago. He also wanted to add the Wild Hunt.
      Actually, a Wild Hunt civ might be pretty nice. But then it'd kinda be weird, too.

      Maybe the interactions/curses in the next verision could be used?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 07, 2011, 03:29:52 pm
      Adding Fluorspar now. Fixed Floater toxins, and also the [SYN_IMMUNE_CREATURE:FLOATER:ALL] lines still had giantcavejelly.
      Someone else wanted the Wild Hunt, not me. I want a tiny ent called "dread shrub".

      Spoiler (click to show/hide)
      Edit: done adding more environments to it.
      Edit2: Now adding http://en.wikipedia.org/wiki/Barite as it seems reasonably common.

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: SirAaronIII on May 07, 2011, 03:36:08 pm
      Yeah, I was talking about Deon.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Morwaul on May 07, 2011, 04:05:28 pm
      Tomi

      Very Cool.  Say, while you are tweaking minerals.  Is there anything you can do to cut back the Feldspar.  It seems like it is or is in half the Z levels on every embark I do.  Maybe just keep it from showing up as a vein.  If not I'll live but it is bugging me for some reason.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 07, 2011, 04:12:45 pm
      I guess I'll reduce feldspar from
         [ENVIRONMENT:IGNEOUS_EXTRUSIVE:VEIN:50]
         [ENVIRONMENT:IGNEOUS_INTRUSIVE:VEIN:50]
      to 25 freq.
      (actually "microcline and orthoclase belong to the feldspar group of aluminum silicates")

      Considering adding http://en.wikipedia.org/wiki/Pegmatite

      Spoiler (click to show/hide)

      Feldspar is very useful though, so I would think twice before removing it :).
      yeah it is a super common group of stuff, feldspar is. And its name basically means "it ain't ore".

      Here you go every Genesis user who is going to roll a new world: http://dl.dropbox.com/u/8967397/inorganic_stone_genesis.txt (http://dl.dropbox.com/u/8967397/inorganic_stone_genesis.txt)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on May 07, 2011, 04:18:32 pm
      Feldspar is very useful though, so I would think twice before removing it :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: SirAaronIII on May 07, 2011, 06:46:55 pm
      What does it do? I remember hearing it could be used as a glaze or something...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on May 07, 2011, 07:05:53 pm
      It is a glaze.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Patchouli on May 07, 2011, 07:13:47 pm
      When can we expect the next version of Genesis to come out?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on May 07, 2011, 08:02:32 pm
      When can we expect the next version of Genesis to come out?
      I was going to finish the first version of Shadowrun tonight, but I was caught by One F Jef's streaming, so I will take a nap, fiddle with Shadowrun and then add multiple creatures which I've made for Shadowrun into Genesis. Then I will look into TomiTapio's tweaks and include them. So it should be it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Morwaul on May 07, 2011, 09:53:36 pm
      Hey Tomi

      Don't know if you have seen this but if not I thought you might like it.
      http://www.minerals.net/MineralMain.aspx (http://www.minerals.net/MineralMain.aspx)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 08, 2011, 03:35:38 am
      My current Ironhand raws for Deon: http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand_Bonfires__newmineralsmore_May07.zip (http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand_Bonfires__newmineralsmore_May07.zip)
      also added some skills to badgers, giantbadgers, badgermen. And there's the Floater fix and Voidmaster's Grand Cross nerfing.
      Don't know if I should add some ALLUVIAL minerals, there's none in vanilla but some minerals are coded to appear in alluvial layers (water placed recent sedimentary). Nah, not gonna.

      test fort's start:
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: kendo on May 08, 2011, 06:10:07 am
      No experience using halberds for dwarfs, and my Smith has just made an artifact platinum one.

      Would this be good to use?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Morwaul on May 08, 2011, 11:03:31 am
      Speaking of which, I am assigning skills in the Embark Screen and want to start with a pikeman but I do not see it in the list.  Does Lasher = Pikeman now?  What about Halbardier?  Is that different?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on May 08, 2011, 11:18:48 am
      There's no lasher skill now, and the dwarves do not have pikes (normally), and never had.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Morwaul on May 08, 2011, 01:04:51 pm
      So Lasher = Halberdier then?  Or is one of the other skills Halberdier?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: SirAaronIII on May 08, 2011, 01:16:57 pm
      Yeah, lasher is now halberdier. Halberds are much cooler anyway, in my opinion.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 08, 2011, 01:33:20 pm
      Indeed halberds are cool, being a combo of pike and poleaxe. But the game doesn't count weapon's reach or how crowded the battlefield is. (daggers should be the best while wrestling at the same time, but they aren't.)
      I think of the basic square (corridor width) as 2 to 2.5 meters. Size of bed, size of table. That would make workshops and small 3x3 rooms 6-7.5m wide.

      I am tempted to add moron caste (slow slow learning, steady 800-1000 speed range) and warrior caste (learns fighting faster, less thickness boost than stoner, above-average str/end, slower tactical speed 850-1100, more common than steel caste)
      Ohwell, I'll add them now.

      Edit: Here they are preliminarily, hope I guessed skill tags right.
      Spoiler (click to show/hide)
      (Updated my sig.)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on May 08, 2011, 02:58:51 pm
      Don't you think "warrior stone dwarf" sounds a bit... I don't know, too long? Bulky?

      What about Shield dwarves?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 08, 2011, 04:02:22 pm
      Feel free to rename them.
      Now running a test fort, so far no morons or shielders in 13 dorfs.

      FINALLY with scarcity 900 I have bituminous. Haven't seen it in ages. (gold galena cassi tetra are the others on this map.)


      Edit2: 2nd wave of migrants, and here is the first ever Domple Dwarf!
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Alkhemia on May 08, 2011, 05:18:58 pm
      Not sure if you know this but the rock tip arrow and bolt won't store in Ammo stockpile unless I'm doing something wrong
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: darkflagrance on May 08, 2011, 07:14:20 pm
      Why even name the warrior stone dwarves or moron stone dwarves different things? Let them pass invisibly into the rest of the stone dwarf population - the player can distinguish them from their physical and mental traits, or from how incompetent they appear to be.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 09, 2011, 12:13:36 am
      Why even name the warrior stone dwarves or moron stone dwarves different things? Let them pass invisibly into the rest of the stone dwarf population - the player can distinguish them from their physical and mental traits, or from how incompetent they appear to be.
      Stone dwarf learns at 115% xp, moron dorf at 12% xp. That is not visible to the player unless they deduce it from their initial migrant skills, or from slow skill gains. (This dorf of 150 dorfs seems to be learning slowly, is he a moron or isn't he?)

      Stone has tissue boosts, warrior less boost, moron none. Not visible unless super-analyze how deeply they get injured.

      Stone has greater variability in agility -- player needs to judge their movement speed by eye, as the agility descriptions are relative to the caste's agility-range (which one-sixth they belong to). And even after knowing exact speed, they're similar.

      The player can't distinguish them without caste name, unless track and analyze each of their 150 dorfs. And having a known simpleton rise to be mayor or psychiatrist makes for better role-playing / stories.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: darkflagrance on May 09, 2011, 12:24:18 am
      Maybe you should give stone dwarves specific stone names. Genesis already has obsidian and jade dwarves. You could use Chalcedon or Flint (other stones that can be used as blades) for Warrior Stone Dwarves and Lead for moron dwarves.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 09, 2011, 01:09:35 am
      what common stone has thick layers and heals bones faster? And should moss dwarf be what chemical-resistant mineral?

      Can't call Domples "lead", they're not slow of movement. Guess I'll give them some fat layer thickness. "Shale" has been used for lies/trickery/precarious...
      Do we need a kiss-ass fat lazy type, glib of tongue and poor at work? Nah, warrior and domple in now that ice is out.

      What if domples were "sand dwarves"... hmm. Knowledge and learning just falling like grains of sand from their grasp.

      Edit: revised Domples to have 40-60% in a few skills:
      Code: [Select]
      [SKILL_RATES:12:100:6:14] --most awful at learning, 12% xp. Perhaps they migrate with "dabbling" in many skills.
      [SKILL_LEARN_RATE:MINING:22]
      [SKILL_LEARN_RATE:ANIMALCARE:50] animal affinity
      [SKILL_LEARN_RATE:MILK:70] animal affinity
      [SKILL_LEARN_RATE:CHEESEMAKING:60]
      [SKILL_LEARN_RATE:EXTRACT_STRAND:60] patience-oriented task
      [SKILL_LEARN_RATE:LYE_MAKING:40]
      [SKILL_LEARN_RATE:POTASH_MAKING:40]
      [SKILL_LEARN_RATE:WOOD_BURNING:40]

      [SKILL_LEARN_RATE:FLATTERY:65]
      [SKILL_LEARN_RATE:PACIFY:75]
      [SKILL_LEARN_RATE:CONSOLE:90]

      [SKILL_LEARN_RATE:BITE:60]
      [SKILL_LEARN_RATE:GRASP_STRIKE:35]
      [SKILL_LEARN_RATE:SHIELD:45]
      [SKILL_LEARN_RATE:MACE:50] --hit with any surface of round globe, simpler than hammer or dagger.

      Also I'll make stone caste dodge a little less -- their tissue layer thickness thus making them clumsier.

      revised jade caste to not be super learners of military... reduce str/tuf...
      Code: [Select]
      [SKILL_RATES:180:60:12:120]
      [SKILL_RATE:COOK:70:60:12:120] --dwarves aren't good cooks. They should be exporting metal items, not chef salads.

      --jades should not have spent teen years as cheeser/potasher/othercrap, they're smarter than that
      [SKILL_LEARN_RATE:ANIMALCARE:90]
      [SKILL_LEARN_RATE:MILK:90]
      [SKILL_LEARN_RATE:CHEESEMAKING:90]
      [SKILL_LEARN_RATE:EXTRACT_STRAND:120] patience-oriented task
      [SKILL_LEARN_RATE:LYE_MAKING:80]
      [SKILL_LEARN_RATE:POTASH_MAKING:80]
      [SKILL_LEARN_RATE:WOOD_BURNING:80]

      --todo not gigasuper social talents

      --jades should not be kung-fu masters and elite platemail-wearers.
      [SKILL_RATE:DODGING:90:60:12:120]
      [SKILL_RATE:MELEE_COMBAT:110:60:12:120] --the primary xp points of combat.
      [SKILL_RATE:SNEAK:150:60:12:120] --for hunters
      [SKILL_RATE:CRUTCH_WALK:220:60:12:120]

      [SKILL_RATE:ARMOR:80:60:12:120]
      [SKILL_RATE:SHIELD:110:60:12:120]

      [SKILL_RATE:DAGGER:145:60:12:120]
      [SKILL_RATE:CROSSBOW:125:60:12:120]
      [SKILL_RATE:BOW:125:60:12:120]

      [SKILL_RATE:AXE:90:60:12:120]
      [SKILL_RATE:BITE:90:60:12:120]
      [SKILL_RATE:BLOWGUN:90:60:12:120]
      [SKILL_RATE:GRASP_STRIKE:80:60:12:120]
      [SKILL_RATE:HAMMER:90:60:12:120]
      [SKILL_RATE:MACE:90:60:12:120]
      [SKILL_RATE:MILITARY_TACTICS:170:60:12:120] plans
      [SKILL_RATE:MISC_WEAPON:90:60:12:120]
      [SKILL_RATE:PIKE:90:60:12:120]
      [SKILL_RATE:RANGED_COMBAT:90:60:12:120]
      [SKILL_RATE:SIEGEOPERATE:90:60:12:120]
      [SKILL_RATE:SITUATIONAL_AWARENESS:90:60:12:120]
      [SKILL_RATE:SPEAR:90:60:12:120]
      [SKILL_RATE:STANCE_STRIKE:80:60:12:120]
      [SKILL_RATE:SWORD:90:60:12:120]
      [SKILL_RATE:THROW:90:60:12:120]
      [SKILL_RATE:WHIP:90:60:12:120]
      [SKILL_RATE:WRESTLING:90:60:12:120]

      Further discussion: pairs are
      jade - domple
      obsidian(fire) - deleted ice
      steel - jade? (flimsy)
      warrior - jade? (flimsy)
      moss - jade? (flimsy)
      shroomer (happy) -- gloomer
      aspid - steel?

      Aaaaand gave aspids [SKILL_LEARN_RATE:FLATTERY:160] [SKILL_LEARN_RATE:PERSUASION:160].
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 09, 2011, 08:38:27 am
      A test fort's log.
      Spoiler (click to show/hide)

      Images:
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Torgan on May 10, 2011, 05:30:14 am
      Just saw my first scavenger in dwarf mode!  But he was a diplomat that came to speak to my baron, just the usual stuff about what a pleasant place I've carved out, then he left to run into a demon ambush and die.  I haven't really played much since the Scavengers got added but this is the first time I've seen them, has anyone else seen much of them?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 10, 2011, 11:08:03 am
      Haven't seen much scavengers. Their caves should be interesting in adventurer mode.

      Trying to put some rock occurrences into aquifer soils...
      Spoiler (click to show/hide)

      Thread sure is quiet... saw my first biotite today. It's black.

      Is anyone testing my new minerals? The colours need testing, and some of them might appear too often. Is fine if Migmatite appears too often. http://www.graniteland.com/stone/type/migmatite (http://www.graniteland.com/stone/type/migmatite)

      Updated Tetrahedrite... because it was in PEAT where it isn't supposed to be. No, it wasn't in peat, but on border of mica and peat.
      Spoiler (click to show/hide)

      Here are my current Ironhand raws, especially for Deon. http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand_Bonfires__newmineralsmore_May10.zip (http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand_Bonfires__newmineralsmore_May10.zip)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Torgan on May 10, 2011, 12:44:06 pm
      I've just been using the standard download from Deon, it's nice to have a bit of time to build a fortress before updating again. :P  Saw more scavengers after they turned up to siege me but they were easy as they were naked apart from a weapon and shield/quiver.  I've never seen any thieves or snatchers from them, I just assumed they were always hostile so couldn't send diplomats.

      I've captured a Nith from my cage traps at the cavern entrances, are they just another pet once tamed?  From the description it sounded like they should be intelligent but you're allowed to slaughter them from the animals menu.

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Dachande on May 10, 2011, 03:27:06 pm
      Is there any place where you can get a more in depth description of the races, and what they can do in adventure mode? I realize this is a huge mod, so writing a complete manual would be really annoying, but yeah, I'm really curious as to what the heck I'm doing.

      And what injecting "doom" means as an illithid. And, yeah, awesome mode. :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 10, 2011, 03:45:38 pm
      Thanks for digging Genesis!
      Every humanoid can do basically the same things as adventurer, as there is no "use breath attack" command. Most of the combat is "wait until enemy walks to you, hit them, fall back using superior speed".

      Aspid dorf and many serpentfolk castes have a poison bite, but an axe is usually more effective than an aimed bite attack. Nagas have four arms so they might use 3 shields at once. Centaurs shouldn't wear pants.

      The best place for info is http://df-genesis.wikidot.com/ and the "Genesis Manual.CHM" file that comes with the mod, and for hard to find info there is this superlong thread.
      I'm sort of the helpdesk here, as I have more free time than Deon and I can read and tune the raws.

      (Flayers' "doom" is [CE_PARALYSIS:SEV:300:PROB:100:START:0:PEAK:10], 300% paralysis at 100% chance, not resistable, not diluted by size, guaranteed death by suffocation.)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Dachande on May 10, 2011, 04:05:34 pm
      Cheers mate! :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Morwaul on May 10, 2011, 04:41:51 pm
      Can't call Domples "lead", they're not slow of movement. Guess I'll give them some fat layer thickness. "Shale" has been used for lies/trickery/precarious...

      Not sure that I like the idea of having a moron dwarf class unless it is offset by something but then isn't that what the Shroom Dwarves are for?  Is there an advantage to being strong and tough other than for military?  If so they could be dumb as rocks but strong and tough.  There low learning rates would make them useless to the military but maybe beneficial in some way. 

      As far as names go I can't really think of any stone type name that is good.  Baby Huey Dwarf is to long.  What does Domple mean?  Domple Dwarf has a nice ring to it.

      Oh yeah, been using your stones.  No problems so far really.  Obsidian, Gabbro, Diorite, and Mica look identical.

      Not sure if this has anything to do with Genesis (kind of doubt it) but I removed the [Is Stone] tag from many of the junk stones as I was told that if I did this mining would stop dropping boulders.  Unfortunately the boulders still drop.  They are unusable though and not listed in any of the menus. 
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on May 10, 2011, 05:41:48 pm
      You would have to use [SOIL], also they wouldn't be smoothable then.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: kragnoth on May 10, 2011, 05:59:43 pm
      Tried looking on the wiki, but is it possible to set the skill to mine a stone?  If so, you could set it so high that you never get boulders from it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Morwaul on May 10, 2011, 08:34:43 pm
      I figure this is known but my super snazzy pet Mutant Faedog is an "f".  I'm using Tomi's files so I'm betting the tile hasn't made it into Genesis proper yet.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Garbles on May 10, 2011, 09:38:38 pm
      Just started running Genesis and it's been much fun, good job guys! I think my favorite part has been the Steel dwarfs, it's nice to be 100% certain that a migrant will be awesome in the militia. That and my fort has two Steel babies that I nicknamed Zena and Hercules. Pretty much the only thing I want to do in that fort is see them grow up and put them in the militia.

      A couple problems though:
      What tile are demons supposed to be? They only show up as black squares for me, which makes them hard to see depending on what they're standing on. I'm using Tomi's ASCII files.

      I can't seem to put on any gauntlets that I craft myself in adventure mode. The ones I "liberate" from shops and bandit camps work fine, but the ones I made from dragon raptors didn't do anything but eventually bruise the upper body of a bandit.

      Speaking of bone gauntlets, I saw that certain creatures (like, say, dragon raptors) make for better weapons and armor than normal bone, how do their bones compare to metals blade/hammer/armor-wise?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: highkoo on May 10, 2011, 09:43:25 pm
      This is awesome Deon thank you, now i can have even more fun!  ;D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on May 10, 2011, 10:32:23 pm
      Just started running Genesis and it's been much fun, good job guys! I think my favorite part has been the Steel dwarfs, it's nice to be 100% certain that a migrant will be awesome in the militia. That and my fort has two Steel babies that I nicknamed Zena and Hercules. Pretty much the only thing I want to do in that fort is see them grow up and put them in the militia.

      A couple problems though:
      What tile are demons supposed to be? They only show up as black squares for me, which makes them hard to see depending on what they're standing on. I'm using Tomi's ASCII files.

      I can't seem to put on any gauntlets that I craft myself in adventure mode. The ones I "liberate" from shops and bandit camps work fine, but the ones I made from dragon raptors didn't do anything but eventually bruise the upper body of a bandit.

      Speaking of bone gauntlets, I saw that certain creatures (like, say, dragon raptors) make for better weapons and armor than normal bone, how do their bones compare to metals blade/hammer/armor-wise?
      Ah, Tomi probably forgot to change their creature tile. Go into creature_genesis.txt and replace CREATURE_TILE:255 with something else (like, 'Z', because if you make it D, you will confuse it with donkeys and dragons :P).

      A page or two back I've answered this. Gauntlets from reactions lack the left/right definition, so they are not usable (a DF bug). Also the strong bones are still worse than copper, so it's only good for a Play Now! character, or for roleplaying reasons.

      I figure this is known but my super snazzy pet Mutant Faedog is an "f".  I'm using Tomi's files so I'm betting the tile hasn't made it into Genesis proper yet.
      Yeah, faedogs are non-canone yet :P. Although mostly because of my slow involvment lately, and I will integrate most of TomiTapio's cool stuff for the next release :).

      Tried looking on the wiki, but is it possible to set the skill to mine a stone?  If so, you could set it so high that you never get boulders from it.
      No, it depends on the skill total, and if you make it slow, you will get very low drop from metal and gem tiles as well.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 11, 2011, 04:00:25 am
      I figure this is known but my super snazzy pet Mutant Faedog is an "f".  I'm using Tomi's files so I'm betting the tile hasn't made it into Genesis proper yet.
      Yeah I leave the icon-drawing to Deon. My raws are the pre-release or experimental versions. Faedogs I imagine to be green/cyan/yellow spotted.

      Oh yeah, been using your stones.  No problems so far really.  Obsidian, Gabbro, Diorite, and Mica look identical.
      Thanks for the testing help. I didn't change the existing stones or their graphics. Need to encounter my new minerals to see if their colours&tilechoice look okay in their surroundings.

      Toughbone vs. metals, frequently asked, see http://df-genesis.wikidot.com/tips-and-advice (http://df-genesis.wikidot.com/tips-and-advice) short version: worse than copper. (farm some Pekyts for toughmaterials)

      I think I'll make another ASCII release after Deon's next Ironhand release. Unless Deon beats me to it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Torgan on May 11, 2011, 05:50:08 am
      I've been sieged by illithids, fought them off apart from two void masters that are now flying about above my entrance scaring all my civilians so half my population are milling about outside.  They don't seem to want to come down to fight and my marksdwarves don't seem able to seriously injure them when they manage to hit them at all.  Anyone got any suggestions on what to do, it's more irritating than anything else, I was just wondering if there's something in the raws for them that makes them act like that, I've only seen them do it in the 3.23-5 versions I think.  Usually enemy AI seems to consist of heading towards the nearest hostile and attacking it.

      Also I tamed a carrior crawler that was a mount for the illithids, released it only to have it kill a dwarf and two dogs before getting caged again.  Will this just be because it killed a dwarf or pet during the illithid attack?  I've tamed some dralthas from the caverns without any problems.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Coco146 on May 11, 2011, 05:52:19 am
      Does making steel at a crucible work? I have coarse iron, flux(marble) and coke.  Do I need something else?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 11, 2011, 06:38:25 am
      Does making steel at a crucible work? I have coarse iron, flux(marble) and coke.  Do I need something else?
      First must hammer coarse iron at finishing forge into iron (a low-grade steel actually). I recommend having 3 smelters 2 finishing forges 2 crucibles.

      I've been sieged by illithids, fought them off apart from two void masters that are now flying about above my entrance scaring all my civilians so half my population are milling about outside.  They don't seem to want to come down to fight and my marksdwarves don't seem able to seriously injure them

      Also I tamed a carrior crawler that was a mount for the illithids, released it only to have it kill a dwarf
      Void masters are wizards with forcefields (something like steel skin). You've got a challenge there!
      Don't try to tame enemy mounts. Slay them instead (by drag-to-pasture-where-soldiers-wait)


      Having fun with new test fort... embarked with 160 logs (32 tons of wood IRL...), and that's mighty great for furniture and fuel!
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Coco146 on May 11, 2011, 07:17:22 am
      think ill skip that and use a blast furnace to go straight from ore
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 11, 2011, 08:21:17 am
      Oh yes, shiny caves!

      Spoiler (click to show/hide)
      black biotite clusters in red migmatite layer. (mig value 3, so pretty)

      Edit: hee hee, should I add http://en.wikipedia.org/wiki/Tapiolite (http://en.wikipedia.org/wiki/Tapiolite) ? My middle name is Tapio (the Finnish forest deity).
      Fiddling with ilmenite, sylvite, satinspar and quartzite(silica)..
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Rumrusher on May 11, 2011, 03:20:01 pm
      crazy news for any one wanting dwarfwolves I found a way to get Dfusion to search through the game race raws and change the creature's race though name alone.
      though the issue that comes up is that these new werewolves outside of arena mode will still crash the game in battle if you don't save into their new bodies.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on May 11, 2011, 03:28:44 pm
      What is the point in the "race change" when you can just give them custom bodies?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Bouchart on May 11, 2011, 05:16:18 pm
      Do mandrake seeds actually do anything, or do you need a specific biome?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 11, 2011, 05:22:15 pm
      Mandrake's raws say it requires [WET][BIOME:ANY_WETLAND]. Hey, maybe some other plants need biome restrictions. Hmm.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Rumrusher on May 11, 2011, 07:39:01 pm
      What is the point in the "race change" when you can just give them custom bodies?
      to convert creatures over to the werewolf race and to make fighting them a little harder knowing you might end up having your surviving armies turn into snarling beasts.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: highkoo on May 11, 2011, 11:06:48 pm
      Can i use this with the legacy version of DF? and if so how do i go about doing that hehe.

      i have to use legacy otherwise i cant see animations
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: vhappylurker on May 11, 2011, 11:51:16 pm
      Having a small issue with flux in my current game. Basically, I'm getting stone that's called "-FLUX STONE-", so far the only flux stone I've found in two game years, which appears to be unusable in making steel. I had a crucible built, had both plenty of charcoal, pig iron, and iron bars, but was still not able to do anything. I've also had something called "-SPECIAL STONE-" showing up in all my modded forts. I've got both this mod and the LFR one modded in, if that might make a difference. (Though LFR only adds on more civs and equipment, not any changes to stone raws that I can find...) I haven't done any other mods to my stone raws, so I'm not sure what's going on.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on May 12, 2011, 12:20:17 am
      Can i use this with the legacy version of DF? and if so how do i go about doing that hehe.

      i have to use legacy otherwise i cant see animations

      You need the /raw/, as well as /data/art/, /data/sound/ and /data/speech/ folders. You also have to manually specify the tileset sheet (i.e. ironhand_text.png) in data/init/init.txt.

      Having a small issue with flux in my current game. Basically, I'm getting stone that's called "-FLUX STONE-", so far the only flux stone I've found in two game years, which appears to be unusable in making steel. I had a crucible built, had both plenty of charcoal, pig iron, and iron bars, but was still not able to do anything. I've also had something called "-SPECIAL STONE-" showing up in all my modded forts. I've got both this mod and the LFR one modded in, if that might make a difference. (Though LFR only adds on more civs and equipment, not any changes to stone raws that I can find...) I haven't done any other mods to my stone raws, so I'm not sure what's going on.
      How did you get this "stone"? Those are leaf types and only used for the "Stones" menu under Z.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: highkoo on May 12, 2011, 12:40:43 am
      Legacy only supports BMP, can i just convert them?

      Am i the only one that has to run legacy to actually see animations in DF...
      You know like thrown objects, knockbacks, blood splatter and such.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on May 12, 2011, 02:35:21 am
      Oops, if it only supports BMP, you'd better be with ASCII version with ASCII tileset (or the one of common BMPs) and graphical tiles for creatures (if you use graphics). Because the graphical versions heavily use transparency from PNGs.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: highkoo on May 12, 2011, 02:58:25 am
      Oops, if it only supports BMP, you'd better be with ASCII version with ASCII tileset (or the one of common BMPs) and graphical tiles for creatures (if you use graphics). Because the graphical versions heavily use transparency from PNGs.

      Ill give that a shot, thank you
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: soyweiser on May 12, 2011, 04:57:25 am
      I played around with this mod a bit, and I had some questions. (All about adventure mode).

      So, why didn't my swimming increase anymore? Did the mod put a max on that?

      I found some frostbreath items. I think that was not supposed to happen right? I "might" also have fled from that frost giant letting him bleed to death. That was loads of fun btw. Look a giant, sneaks over, readies bow, shoots. Army charges dragon. Frostbreath. "you are freezing to death"x20

      Also bone arrowheads are a valid target for crafting bone arrowheads, so you can use these to bootstrap yourself into very high bonecrafting skill.

      Also it is normal that you only get 1 bundle of arrowheads even if you use frostdragon bones x 800?

      Also nice, the first thing I try to kill with my Demigod Steel Dwarf with red steel shield and axe is a Cowlike being, who promptly rushes me knocks me down, and breaks a few bones.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 12, 2011, 05:13:41 am
      So, why didn't my swimming increase anymore? Did the mod put a max on that?

      Also it is normal that you only get 1 bundle of arrowheads even if you use frostdragon bones x 800?

      Also nice, the first thing I try to kill with my Demigod Steel Dwarf with red steel shield and axe is a Cowlike being, who promptly rushes me knocks me down, and breaks a few bones.
      1) There is no maximum other than legendary+10. Adventurers should start with some swimming skill as a drowning death is embarrassing. If you're using my raws, domple-morons can never swim.
      2) Yes. We modders can't fix that. Also, copper is better than toughbones.
      3) There's combat tactics options, "C" key, set to dodge, and begin with dodging skill.


      Testing more minerals... uploaded a save, super slow (one-seventh) test embark (underworld magma leaks), people might like to see this: http://dffd.wimbli.com/file.php?id=4365 (http://dffd.wimbli.com/file.php?id=4365)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: soyweiser on May 12, 2011, 07:21:27 am
      1) There is no maximum other than legendary+10. Adventurers should start with some swimming skill as a drowning death is embarrassing. If you're using my raws, domple-morons can never swim.
      2) Yes. We modders can't fix that. Also, copper is better than toughbones.

      Thanks for the quick reply.

      Well, I never got any swimming experience. (sneaky swimming for double the exp!). I gave my dwarf 2 levels of swimming from the start and that is what he still has now). So that looked rather odd. According to the raws he [SWIMS_INNATE][SWIM_SPEED:2500] dunno what that means.

      I knew copper is better, I have been getting a lot of steel equipment, to replace my sun gold equip. (Not going to do that anymore probably, as my adventurer got a rather nasty hand wound, not good for legendary axedwarf, no more nerves... Do not sleep outside, even if you can instantly kill bogymen. Embarassing, a skinlessfreak almost killing a legendary dwarf in his sleep)). But making boots/etc out of the dragonleather would be better than normal right?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 12, 2011, 08:45:41 am
      Right, you're playing as one of the elite castes who know automatically how to swim (innate vs. learned). Super steel dwarf (and my new Warrior caste) should learn how to swim in childhood, so she won't drown in a random no-ramps forest pool. Or in a random flooding-trap accident.

      Yeah the toughleather/hide (dragons, trolls, my pekyt (farm them for toughmaterials), sandworm, dire bear, werewolf, hippo, elephant, rhino and many underground beasts)
      is significantly better than regular leather. Haven't really tested them in arena, how 30 toughleather armored ones fare vs. 30 kitten elfleather ones.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Torgan on May 12, 2011, 09:44:50 am
      Just noticed something cool (I think).  I had a caged acid mephit and it managed to break out, I guess by dissolving the cage.  I think the cage was wooden but it's gone now so I can't check.  I was just surprised as I thought once stuff is caged that's it there forever until you let it out.

      Also - having sieging armies mounted on dragon raptors is awesome as my military are now equipped with dragonscale cloaks!  Although had a few already from the two red dragons that appeared one after another but more is always good.  Now if only those void masters flying about would leave, they seem determined to just float about above my entrance.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: MADDOGmjb on May 12, 2011, 12:50:48 pm
      So I know that greaves give better protection than chain leggings, but would iron greaves be better than black steel chain leggings? Anyone got any info on this?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 12, 2011, 01:53:48 pm
      if only those void masters flying about would leave, they seem determined to just float about above my entrance.
      Build a platform to reach them :´) Or try chaining up a puppy for them to blast.

      So I know that greaves give better protection than chain leggings, but would iron greaves be better than black steel chain leggings? Anyone got any info on this?
      The only way to know is to run many arena tests. Versus many kinds of weapons of many materials. Iron cuts iron, BS cuts BS and iron. Greaves and other stiff armors supposedly protect better from blunt. Like 6*6*6 tests and then analyze which team won.
      Just wear both if want great armor. Or dig adamantine. Mind you the weight (materialsize 6, same as mail shirt) of the greaves slows your military down a little. So ironclad dorf of high agility might be totally superior (first strike disarm) to redsteel-clad average-speed dorf.


      Edit: haha, THREE of my initial seven are morons! Domple digger and domple leather/stonecrafter... Well they'll be seeing some military action.
      And our war giantrat bit digger-domple's leg nerve off!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: vhappylurker on May 12, 2011, 05:36:06 pm
      Having a small issue with flux in my current game. Basically, I'm getting stone that's called "-FLUX STONE-", so far the only flux stone I've found in two game years, which appears to be unusable in making steel. I had a crucible built, had both plenty of charcoal, pig iron, and iron bars, but was still not able to do anything. I've also had something called "-SPECIAL STONE-" showing up in all my modded forts. I've got both this mod and the LFR one modded in, if that might make a difference. (Though LFR only adds on more civs and equipment, not any changes to stone raws that I can find...) I haven't done any other mods to my stone raws, so I'm not sure what's going on.
      How did you get this "stone"? Those are leaf types and only used for the "Stones" menu under Z.

       Didn't have time to do caps last night, but I've got some from my current fort to illustrate. I've got no idea how I got them. All I know is that they showed up in my current forts like so:

      Cap One: Flux Stone header (All of them are switchable from Economic to Non-economic, btw.)
      Spoiler (click to show/hide)

      Which seems normal, since the ores and everything else appear to be working fine.

      Cap Two: Stockpile lists them as this:
      Spoiler (click to show/hide)

      Cap Three: And this is how they're showing up in view. I'm thinking that might be obsidian, but it's not showing up. Another stone,  ilmenite if I'm recalling it right, is showing up just fine in both the list and in-game.
      Spoiler (click to show/hide)

      I've also checked the errorlog and didn't see anything related to rock layers or some such being messed up, so I'm just completely puzzled now. It's really not a pressing matter, since I'm able to make steel using the pig iron-worked iron method. Just thought I'd mention this because it's a bit weird.

      Edit: Also, I forgot to add that I am able to build with both the -FLUX STONE- and -SPECIAL STONE-. It's just using them in reactions that I'm having troubles with. Haven't run across any other stone in either list besides the ilmenite.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Selenite on May 12, 2011, 05:44:54 pm
      Did you modify the raws in any way?
      I get those "-FLUX STONE-" "-SPECIAL STONE-" and such whenever something isn't right with my raws.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: vhappylurker on May 12, 2011, 06:25:01 pm
      Did you modify the raws in any way?
      I get those "-FLUX STONE-" "-SPECIAL STONE-" and such whenever something isn't right with my raws.

      The only major changes was adding the Legends of Forgotten Realms mod and some modding in the ethics to allow my dwarfs to fully utilize the corpse of invaders (both as trade goods and an alternative foodstock). There were some additional inorganic raws from the LFR pack, but I'm not 100% certain if that's the problem or not since everything else is fine.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Selenite on May 12, 2011, 07:38:19 pm
      Did you modify the raws in any way?
      I get those "-FLUX STONE-" "-SPECIAL STONE-" and such whenever something isn't right with my raws.

      The only major changes was adding the Legends of Forgotten Realms mod and some modding in the ethics to allow my dwarfs to fully utilize the corpse of invaders (both as trade goods and an alternative foodstock). There were some additional inorganic raws from the LFR pack, but I'm not 100% certain if that's the problem or not since everything else is fine.

      Yeah, something isn't right with your raws. I know..because I have a bunch of different mods in mine, and everytime something is amiss, those stupid -FLUX STONE- and whatnot appear. Not sure which ones exactly, but its one of them. You'll just have to double check your raws if it doesn't say in errorlog. Or if you have an errorlog, post it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Rumrusher on May 12, 2011, 10:24:40 pm
      Well finally going to test what happens when you get a bunch of dwarves in the caverns and have no access to the surface by traveling through the caverns in adventure mode with every one from the site as a companion and bring them to the embark zone.
      I'll drop a save for those wanting to play with this through or set up a nice community game. this is version 3.25c and not 3.25d
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: vhappylurker on May 12, 2011, 10:48:09 pm
      Did you modify the raws in any way?
      I get those "-FLUX STONE-" "-SPECIAL STONE-" and such whenever something isn't right with my raws.

      The only major changes was adding the Legends of Forgotten Realms mod and some modding in the ethics to allow my dwarfs to fully utilize the corpse of invaders (both as trade goods and an alternative foodstock). There were some additional inorganic raws from the LFR pack, but I'm not 100% certain if that's the problem or not since everything else is fine.

      Yeah, something isn't right with your raws. I know..because I have a bunch of different mods in mine, and everytime something is amiss, those stupid -FLUX STONE- and whatnot appear. Not sure which ones exactly, but its one of them. You'll just have to double check your raws if it doesn't say in errorlog. Or if you have an errorlog, post it.

      Here's the errorlog. I did notice it shows mithril as being duplicated, but I'm not sure if that's were the problem is or not.

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: SirAaronIII on May 13, 2011, 12:16:36 am
      That's probably it, then. Even a small duplicate (one entry) can throw off everything. You gotta stick with the groove, man.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 13, 2011, 05:06:41 am
      Minerals progress... hunted down densities / specific gravities for my additions,
      and split hornfels into (common darkmica) "hornfels" and yellow-white "lime hornfels", both value 3 because pretty and durable and no disturbances in the stripy layers.

      Yeah, nothing in the errorlog is the way to go. And even then, a funnymaterials ghost-like creature can crash the worldgen if set to large_predator.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: soyweiser on May 13, 2011, 05:20:55 am
      Thanks for the innate swimmer info. I put it on the wiki.

      What do these workshops do:
      - Anatomical Theatre
      - Chess Table
      - Display Case
      - Gaming Table
      - Gateball Field
      - Training Crutch
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 13, 2011, 05:31:52 am
      (quickly does "find in all files" through the raws)
      Anatomical, train wound dressing, train suturing, train bone setting, train surgery.
      Chess table is decorative. Does not train military tactics skill.
      Case, decorative, build it out of nice artifact for happy citizens.
      Gamingtable, decorative.
      Gateball field, decorative (but did train (rock-)throwing skill in the past)
      T.C., train crutchwalking.

      But Deon's CHM helpfile is more up to date than the wiki. It's a bad wiki when only a select few can edit. But then again, no vandalism there.


      Edit: Further reduced occurrence of gems, and boosted all value 2 gems (similar to marble and other flux stones) to value 4.
      Put some quartzite veins in common layer rocks to spice them up. (googled "veins in phyllite" for example)
      I also have encountered a bug, I tried to render cat fat, and I got: needs unrotten FAT RENDER_MAT-producing glob.
      Totally not a bug. It's just a report of "not enough materials for the job."
      The fat just rotted or was in a hauling state right before the auto-generated job tried to use it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: soyweiser on May 13, 2011, 05:37:11 am
      Well you can just make an account for the wiki. I'll search for that help file. (The help file included with the program? Documentation? Who does that nowadays ;) ).

      I also have encountered a bug, I tried to render cat fat, and I got: needs unrotten FAT RENDER_MAT-producing glob.

      I have the same problem with the Kiln, it needs FIRED_MAT and CAN_GLAZE GLAZE. I understand that there is some problem in the raws. But I only downloaded the 3.25d IRONHAND version and did no modding of my own.

      More: BREAD_MAT, CANDY_MAT, TAN_MAT. (odd, tanning a hide did work earlier...). OR did I make a mistake and does it all work properly and do I currently lack the correct stuff? Or right I see you edited your post above! Thanks!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Torgan on May 13, 2011, 07:42:06 am
      I'm using the same version as you and all those things are working fine for me.  FIRED MAT and CAN GLAZE will require lumps of clay (gathered using a kiln and a designated clay zone or from a trader) and a glazing material (bar of ash, cassiterite, feldspar, probably more) respectively.

      Bread needs you to have flour from a quern/millstone, candy needs you to have sugar from the same.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 13, 2011, 10:17:56 am
      Got a minor inspiration. Two more fae-animals; perhaps swift war goat, perhaps has troll genes in it, gores with horns, and swift house-lizard, claws, minor poison bite. Swift meaning "outruns horses and greyhounds and cheetahs". But they must be expensive so can't easily embark with one, and feel joy when a migrant brings a "fantastic guard goat".

      A middle material FAIRWOOD (value 2) between basic wood and GOODWOOD (value 3). Making spreadsheet... which will be user docs. Now to decide/research what trees IRL are "acceptable" furniture quality but not "excellent".

      Edit: added Cherry, Walnut, Hickory, Teak and Beech trees...
      http://thewellcard.com/DT-Wood/painting-tips-and-techniques/
      http://www.engineeringtoolbox.com/wood-density-d_40.html
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: soyweiser on May 13, 2011, 11:43:55 am
      Why is the obstacle course shaped like a swastika?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: FluidDynamite on May 13, 2011, 12:21:29 pm
      Chiming in to say I really enjoy the new alchemy reactions. I like how you can convert copper --> gold --> sungold to actually have a fighting chance against sieges in those copper-only embarks, and the process is expensive enough for you to consider whether or not it's worth it. 4 Copper bars + Fuel to smelt it and multiple slow jobs for 1 steel-like bar...

      That, and "Moon Silver Serrated Disk" just sounds absolutely awesome, I love the mental image of it. :P

      On a completely unrelated note, my new embark started off with some leeches in the river. A while later I saw messages about "The Gargoyle is no longer enraged". Apparently the Gargoyles dived into the river and ripped those leeches apart for teh lulz, and now there's leech ichor messing up my river. I love silly terrifying embarks. :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 13, 2011, 01:17:02 pm
      Chiming in to say I really enjoy the new alchemy reactions. I like how you can convert copper --> gold --> sungold to actually have a fighting chance against sieges in those copper-only embarks

      On a completely unrelated note, my new embark started off with some leeches in the river. A while later I saw messages about "The Gargoyle is no longer enraged". Apparently the Gargoyles dived into the river and ripped those leeches apart for teh lulz, and now there's leech ichor messing up my river. I love silly terrifying embarks. :D
      A fighting chance? Ten weapon traps takes 100 wooden trapcomp and 10 mechanisms. Recommend high-quality(oak mahogany ash etc.) wood spikes. Then again the biggest sieges will clog up your traps nicely with animals and front-line trolls. --- Also, alchemy up some tin from junk metal and make bronzes. And copper+silver+gold=black bronze.

      Cool gargoyles, hope to see similar things in my forts.

      Edit: Trees spreadsheet in progress.. class 1 is normal wood, 2 is my new fairwood, 3 is Goodwood (elite hardwoods)
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Torgan on May 13, 2011, 01:38:34 pm
      Have elands got awfully high spawn rates?  I keep getting massive herds of them around my fort (around 20-30) quite often.  Not really a big deal, they just seemed a lot more common than anything else.  I do now have massive herds of them tamed in my underground pastures too, they worked as a good distraction when a red dragon broke down my gates before my military were ready to defend the fort!

      I think rabbits are appearing as cavern creatures as well, sort of makes sense as they live underground I guess but I wasn't sure if they should be so just thought I would mention it.

      I forgot all about the alchemy reactions, I've just been using my usual tactic of metal bars/meltable goods and armour/weapons from trade plus any I can take from attackers, level up my armour and weaponsmith using bars and the library then dig out adamantine, profit.  The only metal on my embark being silver was not a great discovery :<
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 13, 2011, 01:49:29 pm
      Hmm currentfort 4 of 37 are domples.. seems reasonable. 3 steel 1 gloom 1 asp 1 obsi 1 warri 4 jade, the rest stone moss shroom. Two jade caste peasants, odd, they should have learned much while growing up.

      Have elands got awfully high spawn rates?  I keep getting massive herds of them around my fort (around 20-30) quite often.  Not really a big deal, they just seemed a lot more common than anything else.  I do now have massive herds of them tamed in my underground pastures too, they worked as a good distraction when a red dragon broke down my gates before my military were ready to defend the fort!
      I think rabbits are appearing as cavern creatures as well, sort of makes sense as they live underground I guess but I wasn't sure if they should be so just thought I would mention it.
      Eland... freq 32 [CLUSTER_NUMBER:20:30] [POPULATION_NUMBER:14:50], STILL I don't know if that number is "14-50 groups" or "14-50 individuals." Maybe if you let one eland group live and wander off, same group comes to you later.
      But it's cool that some embarks get big herds of animals, right?

      Rabbits are on purpose there, so the cave beasts have something "easy" to catch. Well, rabbits dig tunnels/burrows and eat grass near the entrance.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: LonelyZues on May 13, 2011, 07:45:56 pm
      How do I actually use this mod? I downloaded it now what? Does it work with the lazynewb package?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: SirAaronIII on May 13, 2011, 08:23:24 pm
      POPULATION_NUMBER means groups, I think, while cluster number is how many in each group.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: vhappylurker on May 13, 2011, 11:50:46 pm
      How do I actually use this mod? I downloaded it now what? Does it work with the lazynewb package?

      You just copy it over to the raws in your DF folder. I had no trouble using this mod with the lazynewb pack.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: LonelyZues on May 14, 2011, 12:36:33 am
      What do you mean just cover it over the raw? Like delete the raw and Pluck it in?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 14, 2011, 03:44:44 am
      Without the lazynewb pack goes like this: download http://dffd.wimbli.com/file.php?id=4106 (http://dffd.wimbli.com/file.php?id=4106) (Ironhand tileset)
      or http://dl.dropbox.com/u/8967397/Genesis_3.25c_ASCII_Tomis_Bonfires__Apr23.zip (http://dl.dropbox.com/u/8967397/Genesis_3.25c_ASCII_Tomis_Bonfires__Apr23.zip) (ascii tileset)
      or http://dffd.wimbli.com/file.php?id=4149 (http://dffd.wimbli.com/file.php?id=4149) (Phoebus tileset)
      then unzip the archive, and run the Dwarf Fortress Executable.

      Latest experimental Ironhand raws folder: http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand_Bonfires__newmineralsmore_May13.zip (http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand_Bonfires__newmineralsmore_May13.zip)
      And the reason for different raws for different tilesets: each plant, tree, mineral, gem, ore tile has been chosen, and they're different and in different places of the tileset's 16x16 grid.

      With lazynewb... select ironhand graphics in its configuration-exe and use abovementioned experimental raws by moving your old raws folder elsewhere, and putting the new freshly unzipped raws folder in its place. Then generate a new world.

      Edit: OH WOW A SCAVENGER DIPLOMAT! From The Pear of Craziness, peaceful civ. Year 88 (so maybe they die out in later years). Or more diplomats not that have a Barony.


      Edit2: six embarks to find out the ranges of "shallow" and "deep" metals:
      deep/shallow metals charting: world quickgen "frequent" minerals. My new minerals and tunings.
      flux & DMs: native silver -29 in granite, tetra&native copper -33 in mica&marble, tetra in marble -34 -32, cassi in schist -55
      flux & DMs, flux & DMs: tetra -17 -18, tetra -38, nativegold -36, ada -39, gold & plat -40,
      flux & DMs: lignite -3 -5, tetra -19-21-22 -52-53-54 -56-57-58!, galena -19 -21, cassi -26 -27 -28, cobalt -29 -59-60-61!,
      is -61 the hard limit? maybe -17 to -61 is deep.

      noflux & SMs: sphalerite -7, gold -10 -11, cassi -12, -4 spha,
      flux & SMs: tetra -19 tetra -20 nativesilver lots -27, tetra, maybe -29 lowest silver.
      flux & SMs: garni -27 to -30 -34, limo -3 -4 -5 -6,  cassi -41 -56 -60, plat -46,
      SMs: -3 to -60 seen.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: LonelyZues on May 14, 2011, 11:42:09 am
      Sorry guys, I'm kind of confusing about everything. So when you said to unzip the archive, are you talking about the dwarf fortress folder or what? When I download the genesis mod i got a rar file. What do I do from that? I guess what I'm asking is if you guy can talk in a more... simple kid like way. I'm pretty... slow.  :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: D_E on May 14, 2011, 12:44:02 pm
      A rar is a type of compressed file, like zip.  Windows doesn't know what to do with them by default, so you need to download a program that can extract rars, like 7zip (http://www.7-zip.org/download.html).  You probably want the first download link on that page, Win 32 .exe. 

      Once you install 7zip, right click on the rar, select 7zip, and then select extract.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: soyweiser on May 14, 2011, 04:54:41 pm
      Also the rar file is the archive file. People sometimes call zip, rar, and other "store a lot of files in one file" files archives. It stores all your files in a compressed way (takes up less space). But they are harder to access, just like a normal archive. So to open this archive you need the stuff described by D_E.

      In the Genesis archive, (yeah, the .rar file you guessed it!). There are some folders. You need to copy these into your current dwarf fortress installation. I think only the 'raw' folder is needed.

      I do not know if you need to delete your old raw folder first. Somebody with more experience in DF modding should answer that.

      Also, if you already have a savegame in your current folder I think this will destroy your current game. So if you already have a running game you need to do something else. I assume this is currently not the case. If it is, post here and we will help. (Which never hurts).

      Does this and D_E's post help you?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Rumrusher on May 14, 2011, 05:56:55 pm
      you could rename the save folder so that the game doesn't copy over the one your playing with.
      oh and I finally got that Cavern only fort save on DffD (http://dffd.wimbli.com/file.php?id=4383).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 14, 2011, 06:49:56 pm
      I do not know if you need to delete your old raw folder first. Somebody with more experience in DF modding should answer that.
      Also, if you already have a savegame in your current folder I think this will destroy your current game. So if you already have a running game you need to do something else. I assume this is currently not the case. If it is, post here and we will help. (Which never hurts).
      Windows XP, Vista and 7 have built-in support for zip archives, they show up as "compressed folders". http://www.uwec.edu/help/winxp/exp-compress.htm (http://www.uwec.edu/help/winxp/exp-compress.htm)
      One needs to delete the previous raws-folder or preferably move it elsewhere. Otherwise the new raws will collide and crash with the old ones.
      Each save-folder carries its own raws-folder, so you can change at will the main raws-folder (from which worlds are generated).
      No need to rename save folders as DF will detect existing save folders.

      The ascii and Ironhand raws I provide are in zip format so they can be theoretically used without WinRAR or 7zip or WinZip. But it's no fun working with windows' "compressed folders" and serious users turn that feature off.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Music on May 14, 2011, 07:33:23 pm
      Does this make it easier or harder to play?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: LonelyZues on May 14, 2011, 08:00:59 pm
      Thank you so much. You guy are life saver. This help a lot.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: SirAaronIII on May 14, 2011, 08:18:04 pm
      Does this make it easier or harder to play?
      Well, there's a bunch of new enemies and megabeasts, plus a bunch of new metals (learning them might take a bit of time). But then there are other changes, like most dwarves recovering a LOT faster (due to being stone dwarves). So it's kind of hardeasy.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Music on May 14, 2011, 08:20:49 pm
      Maybe I should finish learning how to play the not modded game. =)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: soyweiser on May 14, 2011, 09:07:08 pm
      Also jade dwarf immigrants have a crazy amount of skills. "Hi! I can do all the food jobs."","Legendary carpenter reporting for duty" etc.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Daff on May 15, 2011, 01:51:36 am
      I just had a run in with a voidmaster... I had a squad of 6 axedwarves in cobalt gear, 2 of them legendary in skill and a high master with the rest between skilled and professional.

      I managed to hurt the voidmaster enough for it to fly away. Now I have one legendary axedwarf left with frostbite on her right arm and the rest frozen to death after some absolute zero got splashed around.

      So how to treat frostbite caused by the illithid spewing freezing cold stuff around? Any tips on dealing with these bastards?
      Also any idea why the single dwarf survived with just her arm getting frostbite while the rest got it all over their bodies and died?

      EDIT: Seems like the frostbite is spreading on the surviving dwarf, just taking a bit longer than on the others.

      EDIT2: A low skilled armorsmith claims a forge in a fey mood... I get rather exited when he drags one of my few mithril wafers there amongst other things and I hope for some kickass artifact armor. The result: "Fikukison Atham Tharnas, Fieldplan the focus of Slayers, a mithril shoe"

      A shoe... hooray.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: FluidDynamite on May 15, 2011, 06:22:34 am
      I just had a run in with a voidmaster... I had a squad of 6 axedwarves in cobalt gear, 2 of them legendary in skill and a high master with the rest between skilled and professional.

      I managed to hurt the voidmaster enough for it to fly away. Now I have one legendary axedwarf left with frostbite on her right arm and the rest frozen to death after some absolute zero got splashed around.

      So how to treat frostbite caused by the illithid spewing freezing cold stuff around? Any tips on dealing with these bastards?
      Also any idea why the single dwarf survived with just her arm getting frostbite while the rest got it all over their bodies and died?
      *snip*

      When I see voidmasters I send all dorfs underground and marksdorfs to my dwarven AA batteries--Towers with fortifications and a sealed ceiling so voidmasters can't get in from above. I believe creatures don't use their breath attacks if they can't path to them, so your machinegundorfs can shoot them from safety and eventually drive them away. Or I just throw a couple of soap makers in front of them to distract them before my meleedorfs close in, they don't seem to use their breath attacks as much when they're already in melee contact. Shields block dragonfire, I don't think anything blocks absolute zero vapor.

      Speaking of voidmasters, try playing as one in adventure mode. Although you can't use the breath attacks but you can fly above unsuspecting elfs and drop fireball arrows on their heads. :P Crazy fun.

      EDIT: Grammar fail!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: soyweiser on May 15, 2011, 06:24:39 am
      I think that frostbite damage is unhealable. I hope you build a suicide booth.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Daff on May 15, 2011, 11:49:35 am
      The one legendary dwarf had the frostbite damage spread to his left lower arm, left hand, right hand, right lower leg and the right foot and all assorted fingers and toes. The damage seems to have stopped there and has not spread for atleast 6 months now but neither does it seem to heal.
      The others exposed to the absolute zero attacks died shortly after, I have no idea why this one survived. He was completely covered in the liquid thingy that the attack sprays around and seems to have washed himself sometime after the attack but I don't think the washing was what saved him since it didn't happen fast enough...

      Sorry if I'm ranting. I'd just love to be able to repeat whatever did protect the one survivor.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: soyweiser on May 15, 2011, 12:28:23 pm
      My adventure dude is retired after getting a few runins with some frostbreath and a few other permanent internal afflictions. Sad, but that is how it goes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Torgan on May 16, 2011, 06:33:29 am
      Maybe it would have something to do with the toughness or speed of healing of the dwarf?

      I had a couple of melee dwarfs fall unconscious after getting sprayed with the stuff but they seemed to recover - I am on a hot embark so maybe the ambient temperature had an affect?  More vague conjecture and guesses to come later!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: soyweiser on May 16, 2011, 06:52:08 am
      Omg, the ambushes get totally crazy. Constant goblins, demons on the map. An now, a voidmaster invasion force. I also have a snakemen enemy, but not seen them yet. And waiting on the werewolves. Perhaps this is a bit to much.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 16, 2011, 07:20:49 am
      Omg, the ambushes get totally crazy. Constant goblins, demons on the map. An now, a voidmaster invasion force. I also have a snakemen enemy, but not seen them yet. And waiting on the werewolves. Perhaps this is a bit to much.
      Yeah it's pretty far from "goblins come once a year". But no worries, enemy civs' attacks can be turned off very easily if want only, say, snakemen and flayers. (by deleting their progress triggers)
      I see way too few snakemen..
      I recommend having many fine weapon traps :´)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: soyweiser on May 16, 2011, 07:31:22 am
      I was using cage traps. Those are now filled to capacity...

      Edit:
      Those mephit pets are pretty frustrating, at least I think it is them. Somehow stuff tends to get damaged by them walking around over it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Daff on May 16, 2011, 08:06:17 am
      I usually just butcher any mephits I get. Naturally that only works if they're not pets, in those situations you need to be more creative. ;)

      Also about the whole absolute zero thing.
      The survivor was a jade dwarf with "She is very rarely sick and quick to heal" in her stats, but there was atleast one legendary steel dwarf amongs the dead and I think atleast one moss dwarf, so... Well I have no idea what the difference in healing rate etc is between a a steel dwarf and a quick to heal jade dwarf.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: soyweiser on May 16, 2011, 09:35:27 am
      Sure, but I just lost a lot of masterwork bins. Getting mephits as pets is very frustrating. Editing the raws to make them exotic pets should fix this right? And during a running game I will not get any new ones then right?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 16, 2011, 10:01:47 am
      have no idea what the difference in healing rate etc is between a a steel dwarf and a quick to heal jade dwarf.
      jader with one step better than average is 1350 in recuperation (next up 1550). Average steeler has 3500. Steelers are just superheroes.

      Having fun with my Brook Trolls, they're like a punch&wrestle kobold ambush squad, but they just won't flee! They keep harassing and must be dealt with.

      Sure, but I just lost a lot of masterwork bins. Getting mephits as pets is very frustrating. Editing the raws to make them exotic pets should fix this right? And during a running game I will not get any new ones then right?
      IRL rabbits and cats and whatnot can chew your tasty electrical and other cables... what would a pet elephant do in a furniture storage if it go spooked..
      Yeah you make them pet_exotic and remove common_domestic. For your worlds.

      One class of NoPain: skin,fat,muscle feels no pain, but the creature hurts and faints from organ & eye & hoof damage... well hearts and lungs get bruised quite often anyways.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: soyweiser on May 16, 2011, 11:01:25 am
      Sure, but I just lost a lot of masterwork bins. Getting mephits as pets is very frustrating. Editing the raws to make them exotic pets should fix this right? And during a running game I will not get any new ones then right?
      IRL rabbits and cats and whatnot can chew your tasty electrical and other cables... what would a pet elephant do in a furniture storage if it go spooked..
      Yeah you make them pet_exotic and remove common_domestic. For your worlds.

      IRL rabbits and cats do not throw fireballs into my tasty electrical cables. Nor do they produce heat/cold by themselves. First forest fire was fun. Second not so much. Seeing that the pet didn't follow his adopted master so I could not even kill it made it horrible. (And while I type this I finally see where there weak spot is. The Master. Kill the master and the pet becomes uncontrolled, and can be butchered. Finally :D).

      Edit Looking at the Raws, I think the ice mephits are the problem. They always cause temp drops around them. While the others just have dangerous attacks.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Siquo on May 16, 2011, 01:43:13 pm
      oooh, an ascii version! Thanks Tomi!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: FluidDynamite on May 16, 2011, 08:39:25 pm
      Something to keep in mind when dealing with mephits is that while pets cannot be pitted, they can be pastured. I just pasture all my mephits behind a door in a single tile, forbid the door and laugh at the combat reports. :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 17, 2011, 04:11:23 am
      Something to keep in mind when dealing with mephits is that while pets cannot be pitted, they can be pastured. I just pasture all my mephits behind a door in a single tile, forbid the door and laugh at the combat reports. :P
      Added to the tips section at http://df-genesis.wikidot.com/tips-and-advice
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Siquo on May 17, 2011, 04:16:12 am
      Hm, I wasn't able to embark with either picks or anvils (using tomi's ascii mod). The caravan in fall did have them, luckily.

      It sure made for a different play style than I used to have...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: soyweiser on May 17, 2011, 05:12:16 am
      Something to keep in mind when dealing with mephits is that while pets cannot be pitted, they can be pastured. I just pasture all my mephits behind a door in a single tile, forbid the door and laugh at the combat reports. :P

      You are my hero! :)

      Finally a way to assign guard animals without pesky chains etc. (This feels a bit like a bug).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 17, 2011, 11:54:55 am
      Hm, I wasn't able to embark with either picks or anvils (using tomi's ascii mod). The caravan in fall did have them, luckily.
      Parent civ didn't have copper or cobalt or iron? That's rare. Usually they have copper or cobalt. (Press "n" for new item, in the embark items selection, type search for "pick")

      Finally a way to assign guard animals without pesky chains etc. (This feels a bit like a bug).
      Chained animal can't flee from it's assigned post, pastured chicken can. It's like having the geese/yappyspaniels in your farm raise a ruckus when a stranger shows up.

      Heh, there's a "Genesis game add-on" for Mass Effect 2, a comicbook backstory.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Siquo on May 17, 2011, 12:08:02 pm
      Parent civ didn't have copper or cobalt or iron? That's rare. Usually they have copper or cobalt. (Press "n" for new item, in the embark items selection, type search for "pick")
      Nope, I've looked everywhere in there. Ahwell, 't was a challenge, which is a good thing :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 17, 2011, 04:57:36 pm
      ~~~~~ Here are my current raws in ASCII tiles: ~~~~~
      http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_ASCII_Bonfires__newmineralsmore_May18.zip (http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_ASCII_Bonfires__newmineralsmore_May18.zip)

      funky new minerals, especially epidote, biotite (dark mica, iron mica, http://en.wikipedia.org/wiki/Annite ) and http://en.wikipedia.org/wiki/Rapakivi_granite (http://en.wikipedia.org/wiki/Rapakivi_granite) are common
      with less gem frequency
      masked helm is 100% coverage, all others 85% (except kettle hat 60%)
      robes and cloaks coverage nerfed as discussed earlier
      bears fight better
      giant badgers and badgermen finally have combat skills
      and my new animals like the Nord Baldur Dwarf-Hating Monk, lynx, spirit raven and toughmaterials-farmable pekyt.

      wood material "fairwood", intermediate between regular value 1 and goodwood value 3.
      new trees which are popular IRL
      Spoiler (click to show/hide)

      Edit: also the domple caste and warrior caste.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: vaderflag on May 18, 2011, 11:46:29 am
      I quite like this mod so far.


      Regarding gelatinous cubes. I like that they are difficult. However, I had one recently eliminate 40 adamantite-clad legendary dwarfs with various weapon types. Are they unkillable? I have yet to accomplish it -- merely wait for them to leave (and carry for adamantite weapons!). If they can be killed, please, someone share the secret recipe. (I am currently attempting to cage one to perform such an experiment)

      It is true that gelatinous cubes are easily avoided -- by civilians. If any patrolling military dwarf happens upon one, though, they will simply die. This poses a problem for cavern patrols especially, as it will slowly pick them off without constant micromangement removal of the patrol entirely.


      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 18, 2011, 12:17:44 pm
      Yeah they're stupidly difficult. Tougher than dragons, stone golems, level 15 wizards (void master) and bronze colossi.
      It's the skin [RELATIVE_THICKNESS:5000] (normally 1-3). They're only 60kg (120 lbs). But Deon likes them in their current state.
      I had one once in my main stairwell, between surface and home.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Crux on May 18, 2011, 02:03:27 pm
      Pit a Gelatenous Cube against a Voidmaster in the arena, endless battle ensues.

      Besides, can siegers riding cave swallows actually path to your fort when flying is the only possible way? Cause it never seems to happen that they fly over my walls.
      But enemies riding toads take a dive and kill their riders.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TheDarkBolt on May 18, 2011, 06:09:01 pm
       :'( I have shrine an two Balor a little ways from my base...I didn't think you could embark on those
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Garbles on May 19, 2011, 11:18:40 am
      Currently melding Genesis with Fortress Defense and Monster Hunter Universe. I want to see if I can get my settlers killed by hostiles and giant flaming wyverns before they actually make it to the fort.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: soyweiser on May 19, 2011, 06:03:47 pm
      Lol, bargests can ride cave crocs into battle. Bargests do not swim cave crocks do. The crocks path through water, drowing the riders.

      Of course, less LOL is that this was their commander and I now have a large group of bargest archers on a large hill overlooking my entrance.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: SirAaronIII on May 19, 2011, 06:53:31 pm
      The whole "invaders who don't swim riding animals that do swim like cave crocs and giant toads" thing is a vanilla bug. So I don't think it's really possible to fix it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: soyweiser on May 19, 2011, 07:21:23 pm
      You can tame a jabberer, who then still tries to kill everybody...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Garbles on May 19, 2011, 08:36:01 pm
      Yeah it kinda sucks that you can't hotwire goblin rides.

      First year in Irongorge was pretty quiet, with only vanilla roaming creatures. In the middle of winter I had a harmless but jarring invasion of mosswines, who were the advance wave for baggis, who killed all my ferrets. Next spring I got sieged by goblins. Now in summer I just broke the beak dog siege, only to be ambushed by goblins again. I have a feeling I'm going to have more corpses than I know what to do with.

      EDIT: Two gravioses wandered into the fort (!!!) and decided to camp out in the (currently empty) barracks. I hadn't finished WTFing before a frost wyrm showed up. This might be bad.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: SirAaronIII on May 20, 2011, 01:14:50 am
      2 gravioses? I have a feeling we're not using the same MHU pack. I'm using the Normal Mode pack because I am too wimpy to deal with Hard Mode.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Torgan on May 20, 2011, 04:53:41 am
      You can tame a jabberer, who then still tries to kill everybody...
      I tried that with a voracious cave crawler that was previously used as a mount for a goblin, Tomi said there's no point taming them as they remain hostile. 

      I think it's always been an issue that if you tame a creature that's killed one of your dwarfs he'll still be hostile after being tamed.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Garbles on May 20, 2011, 09:56:54 am
      2 gravioses? I have a feeling we're not using the same MHU pack. I'm using the Normal Mode pack because I am too wimpy to deal with Hard Mode.
      Yeah, I installed the hard modes of MHU and FD, because, why not? Fortunately they stayed in the barracks breaking all the stone furniture long enough for my two militiatauri to finish getting sutured in the hospital. The white one got decapitated on his way to the dining room, but the black one lasered them both. Fortunately he was passing out from pain, and an unarmed engraver was able to gore it to death. I started to think that perhaps giving playable races gore attacks removed too much !!fun!!, but then a moody minotaur I had forgotten about went insane and killed four of his friends.
      You can tame a jabberer, who then still tries to kill everybody...
      I tried that with a voracious cave crawler that was previously used as a mount for a goblin, Tomi said there's no point taming them as they remain hostile. 

      I think it's always been an issue that if you tame a creature that's killed one of your dwarfs he'll still be hostile after being tamed.
      I think the problem is that they are still members of the enemy civilization. Usually when I capture mounts it's because I let them get inside to keep their archer riders from being effective, so they haven't even seen anyone from my fort till they get dragged to the cage pile.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: vaderflag on May 20, 2011, 04:04:39 pm
      An update on the gelatinous cubes that wreaked havoc on my cavern patrollers.

      They were successfully caged and (!!) tamed, and chained up topside to keep an eye out for ambushes.

      After fighting over several sieges without any help from the military, my militia commander, in a fit of jealousy, had them both pitted into a pool of lava.

      And there, for the last two seasons, they have remained. Alive. Burning, eternally(?). Will check back periodically to see whether they are ever consumed by the flames. Armok help the fortress if they ever find their way out.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Garbles on May 20, 2011, 06:54:41 pm
      An update on the gelatinous cubes that wreaked havoc on my cavern patrollers.

      They were successfully caged and (!!) tamed, and chained up topside to keep an eye out for ambushes.

      After fighting over several sieges without any help from the military, my militia commander, in a fit of jealousy, had them both pitted into a pool of lava.

      And there, for the last two seasons, they have remained. Alive. Burning, eternally(?). Will check back periodically to see whether they are ever consumed by the flames. Armok help the fortress if they ever find their way out.

      Damn. That's a pretty harsh punishment. It sounds like one of those Greek myths where some mortal blasphemes and claims to be the best at something, only to suffer eternally at the hands of the patron god/goddess responsible for that something.

      Don't let the Dwarf Mode forums find out about this if they turn out to be magma-proof, they'll throw a hissy.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 20, 2011, 07:41:03 pm
      Someone might want to try a magic dwarf caste with that same 5000 thickness of skin, and toss them in the volcano. ([SELECT_TISSUE:SKIN][RELATIVE_THICKNESS:5000] is the code)


      I'm researching more new trees to add... really gotta have Elm, Ebony, Sycamore! Ebony density 1.2 instead of cheap wood's 0.45. http://www.engineeringtoolbox.com/wood-density-d_40.html (http://www.engineeringtoolbox.com/wood-density-d_40.html)
      Need to know how elite the tree is for furniture, how dense, and what biomes approximately. I've reduced the elite trees' frequency significantly, I'd like some incentive for "separate stockpile of this area's elite hardwood for the carpenter".
      Spoiler (click to show/hide)
      Title: Gelatinous Cubes R Munchkin & Bodark is TOUGH Stuff
      Post by: Thundercraft on May 20, 2011, 08:30:45 pm
      An update on the gelatinous cubes that wreaked havoc on my cavern patrollers.

      They were successfully caged and (!!) tamed... [snip]
      [snip]...in a fit of jealousy, had them both pitted into a pool of lava.

      And there, for the last two seasons, they have remained. Alive. Burning, eternally(?).

      To me, this clearly illustrates a case where a creature has been made so invulnerable to the point of being munchkin or ridiculously over-the-top. Blob-types are usually tough enough to kill already (no head, vunerable areas, etc.) without such thick skin.

      I'm researching more new trees to add... really gotta have Elm, Ebony, Sycamore! Ebony density 1.2 instead of cheap wood's 0.45. http://www.engineeringtoolbox.com/wood-density-d_40.html (http://www.engineeringtoolbox.com/wood-density-d_40.html)
      Need to know how elite the tree is for furniture, how dense, and what biomes approximately.

      I realize that Genesis already has Ironwood. And I'm not sure what new trees have been added recently. But have you considered adding Bodark (also known as Osage-orange, Horse-apple, and Bois D'Arc) (http://en.wikipedia.org/wiki/Maclura_pomifera) ?

      Quote
      The heavy, close-grained yellow-orange wood is very dense and is prized for tool handles, treenails, fence posts, electrical insulators, and other applications requiring a strong dimensionally stable wood that withstands rot. Straight-grained osage timber (most is knotty and twisted) makes very good bows. In Arkansas, in the early 19th century, a good Osage bow was worth a horse and a blanket...

      This tree grows around here and I can tell from first hand experience that it is one of the toughest natural materials on the planet! Seriously, locals here know that it would be pointless to try to use a chainsaw on a well-seasoned piece of bodark. You'd just be ruining a good chain. Farmers here often cut down bodark trees when they're still green in order to make fence posts. And these posts last for many decades. The saying goes that a bodark post will outlast your fence. The only problem is that bodark trees are naturally twisted and knotted, so getting even 1 straight fence post may not be possible.

      In fact, the material is so tough that there is a company which uses bodark wood to make bearings for huge rollers - the type which is used to flatten recently plowed fields. These rollers can weight about a ton... literally. And steel bearings just wear out too fast!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Morwaul on May 20, 2011, 10:35:52 pm
      For Tomi

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 21, 2011, 07:11:40 am
      No, didn't consider Osage as I didn't encounter it on the "best woods explained" sites.
      Yep, Osage-orange seems pretty tough, and 935 density is double that of regular wood. IRL it's not used for furniture due to the twisted trunks. So it won't make elite whiskey barrels for dorfs.
      http://www.wood-database.com/lumber-identification/hardwoods/osage-orange/
      "Osage Orange trees are a magnet for every squirrel in the neighborhood. " hehee

      Thanks for the charts Morwaul, but I won't be adding per-tree armor durability numbers. Almost all of that toughness chart seems to be Goodwoods. I got three categories: vanilla DF's wood (pine, fir etc), fairwood (cypress redcedar beech), goodwood (furniture makers' favorites). I think I'll put OO in the Goodwood category but only value2, fine but not mahogany. Should make great bolts and trapcomps.
      Spoiler (click to show/hide)

      Edit: some more additions... tree colours and tiles are whatever and ascii:
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TheIcelandicManiac on May 21, 2011, 03:15:12 pm
      I need help with Blast furnices.

      I have 217 coke bars 300 iron bars and loads of limonite(fluxstone) and yet it wont let me make 6 steel bar reaction.
      am i doing something wrong?

      it just says reqiers fule
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Morwaul on May 21, 2011, 05:19:57 pm
      uhm...limonite is iron....limestone is flux
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Ahrimahn on May 21, 2011, 07:11:23 pm
      Are there any people planning to start up a genesis succession game because i was thinking of starting or joining a young one.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TheIcelandicManiac on May 21, 2011, 07:24:15 pm
      uhm...limonite is iron....limestone is flux

      I got Chalk for Fluxstone
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Ahrimahn on May 21, 2011, 07:27:36 pm
      uhm...limonite is iron....limestone is flux

      How is a magma safe material forged into something that in real life has less heat than lava?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TheIcelandicManiac on May 21, 2011, 07:31:04 pm
      So the blast furnice is a magma blastfurnice?
      wtf?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Ahrimahn on May 21, 2011, 07:48:04 pm
      So the blast furnice is a magma blastfurnice?
      wtf?
      Im talking about the finishing forge which turns can make steel from pig iron
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Thundercraft on May 21, 2011, 11:53:47 pm
      I think I'll put OO in the Goodwood category but only value2, fine but not mahogany. Should make great bolts and trapcomps.

      Nice. :) I learned some more things about OO from your info. A couple questions come to mind: Will we be able to extract yellow dye from it? Also, what color will the wood appear in-game? In real life it is yellow-orange and I think it would be nice to see more wood that is other than brown.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 22, 2011, 09:30:53 am
      I got Chalk for Fluxstone
      Make sure the ingredients (fuel, flux, ore/bars) are near the workshop... if the flux is say 100 steps away on lower level, it might refuse to do the task. Put a flux stone stockpile. Sam with soapmaker's and alchemy workshops.

      A couple questions come to mind: Will we be able to extract yellow dye from it? Also, what color will the wood appear in-game? In real life it is yellow-orange and I think it would be nice to see more wood that is other than brown.
      Well, if one made a reaction that takes that bodark wood in... I think "no reactions from logs" is what I'll stick to. Although might be fun to have a fantasy tree from which you extract "bone" or "horn/hoof" crafting material. Haha, even herbalism plants that are reactioned to dragonbone! (you have collected bone_piles from the ancient battlefield.)

      Colors are seriously limited to _16_ by the ascii origins of the game. See http://df.magmawiki.com/index.php/DF2010:Color  and I've set goodwood to dark red, fairwood to basic wood's brown.
      These new trees are still much under work, as Deon hasn't had his say yet. It's pretty hard awkward to figure out the biome+wet/dry for lots of species. Is there even "dry+marsh" in the game...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Tiruin on May 22, 2011, 09:46:46 am
      Tested out the mod, it was EPIC.
      I don't know how to work the Library though, got the tomes ready and the idle people waiting to read them but do they need a job to read the tomes?

      And I think I've found a bug (?)

      I had two of my master swordsdwarves clad in full red steel versus a Frost Wyrm in DF. They killed it pretty easy but then caught frostbite by one of the clouds and then froze to death.

      Temperature was enabled and it was a warm summer's day...

      They were part of the Steel caste :(


      On a side note, could it be patched so that things like frostbite and other new symptoms can be cured in the hospital by a surgeon or someone else?

      And on a completely unrelated note. Why do the "human" (the ones that replace the vanilla) races have king and queen monsters?!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TheIcelandicManiac on May 22, 2011, 10:28:22 am
      I got Chalk for Fluxstone
      Make sure the ingredients (fuel, flux, ore/bars) are near the workshop... if the flux is say 100 steps away on lower level, it might refuse to do the task. Put a flux stone stockpile. Sam with soapmaker's and alchemy workshops.

      Well the workshop is swarming with coke, iron and chalk but it still allways says that it requers fule even tough i got loads of fule.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 22, 2011, 11:04:57 am
      I don't know how to work the Library though, got the tomes ready and the idle people waiting to read them but do they need a job to read the tomes?
      I had two of my master swordsdwarves clad in full red steel versus a Frost Wyrm in DF. They killed it pretty easy but then caught frostbite by one of the clouds and then froze to death.

      And on a completely unrelated note. Why do the "human" (the ones that replace the vanilla) races have king and queen monsters?!
      Library like any workshop needs a job/task before anyone will use it. try "j-m-q study" to see what you can add to the jobs-queue.

      Poison monsters are poisonous. Magic frostbite is awful, it's a to-be-thought-about balance issue (like GelCube and LostAdventurer and Mummy and VoidMaster.) Sometimes it's better to send out Expandable Dwarves! (Note: it is proper that your heroes should die to dragons.)

      DF lets demons and other Powers (giant, dragon etc.) pretend to be gods or Gods' avatars and thus trick/force themselves into a leadership position.


      Well the workshop is swarming with coke, iron and chalk but it still allways says that it requers fule even tough i got loads of fule.
      Might be older version of Genesis, have "iron ore" but reaction requires "coarse iron ore" issue (or vice versa). Use my latest Genesis sub-releases.

      ps. new 7-dorf fort: one nightwing of normal size. Almost all die, damn that superman-ly nightwing! And mystery bushfire after first group of migrants battle the monster. Abandon, Reclaim. Harpies & giant lions, many die, last two died of no-water lions-dominate-outdoors-barrels.
      pps. embark elsewhere joyouswilds, aquifer, and finally find a way through aquifer! (but not with help of my new minerals :( try loads of channel-here from sandy rooms...) But then there's 2nd aquifer..
      hmm make clayloam appear in all aquifer sands... give that a try... want a chance of random get-past-aquifer (without silly "collapse 20 floor tiles past aquifer")
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Cave Man on May 22, 2011, 02:26:29 pm
      This post on Russian, because we are living in Russia with Deon and so will be easy to undersand with us. If he will want to translate then he will do this, because my English not so good.

      Привет, Deon!
      Прежде всего, хочу поблагодарить за огромную работу, которую ты проделал. В твоем  моде  много свежих, неординарных идей. Очень понравились необычные мастерские и всякого  рода мелочи вроде садов, игровых площадок и тренажеров. Все продумано до мелочей, даже  компоненты каждого строения не просто взяты с потолка.  С умом ты подошел и к  визуализации - в каждой мастерской видны различные инструменты, столы и прочие - не  столь схематично как в оригинале. Конечно же, спасибо и за живность и за различные расы,  которые делают мир разнообразнее. К сожалению, не могу такого же сказать о вмешательстве в оригинальные граф пакеты. Я использую тайлсет  Ironhand и уже порядком привык к нему, хотя и тоже довольно много заменил в нем под себя. В первую очередь, я полностью согласен с тобой, что в Ironhand гуманоиды гораздо хуже, менее информативны, чем в Phoebus. Ты правильно сделал ,что заменил их, хотя кобольды,  имхо, лучше в  Ironhand. Земли и камней у тебя больше и я вполне одобряю то, что ты многие тайлы в ней заменил. Я не спец по почвам и камням, поэтому меня вполне устраивают все варианты.А вот животные меня разочаровали. Я знаю, что ты хороший художник и ты наверное понимаешь, что животные в оригинальном Ironhand НАМНОГО лучше, информативнее и красивее, чем те, которые ты поставил вместо них. В Ironhand живность более объемная, имеет тени,  более богатые цвета. Было бы точнее назвать это не Ironhand, а ремейком Ironhand-а, тк от оригинала в нем, в итоге, немного. В общем, чтобы вернуть живность, мне пришлось потратить около 2х часов. В результате, я получил старый добрый Ironhand+новые фишки и живность. Только вот пугает, что однажды выйдет обновление и снова придется все переделывать.  Своими наработками, могу поделиться, если интересует. Вообще, думаю, что было бы лучше  если бы доп фишки к оригинальному Ironhand прилагались бы опционально, доп комплектом.
      Кстати, пока копался, обнаружил один баг – в версии Ironhand не отображается badger_giant, тк для него не прописаны тайлы.
      graphics_animal_mestalidae.txt
      [CREATURE_GRAPHICS:BADGER_GIANT]
              [DEFAULT:MUSTELIDAE:0:1:AS_IS:DEFAULT]
              [CHILD:MUSTELIDAE:1:1:AS_IS:DEFAULT]
      В целом твой мод мне очень нравится и я немного размечтался, о том, что еще можно к нему добавить. Вот пара идей, возможно они будут интересны.
      Общие (эстетика):
      Тайл трупа
      После того как существо погибает, его труп продолжает отображаться своей иконкой,  только поворачиваются на 90 градусов и зафильтровывается цветом, как это делается для  дварфа.  Далее два варинта.
      1 осуществить, конечно же, сложно, хотя это и очень круто - гниющий труп показывается как  повернутый на 90 градусов тайл зомби данного вида, а скелет как – скелет данного вида.
      2 труп продолжает отображаться своей иконкой, под 90 градусов и зафильтровывается 
      зеленым цветом. Когда труп сгнил, показывается красная иконка первой буквы в имени, как  раньше.
      Тайл существа в клетке
      Когда существо попадает в клетку, и его приносят на склад, оно отображается как тайл существа и клетки поочередно. И это хорошо. Однако, когда клетку устанавливают, оно отображается тайлом скелета и клетки. Я предлагаю сделать так, чтобы в установленной клетке существо выглядело также, как тогда, когда его только принесли на склад (не кости а его иконка).
      Бой:
      Использование огня
      Зажигательные болты делаются у алхимика из любых или только деревянных болтов
      Траву, которую можно собирать (gathering) можно выкладывать охапками, на определенной площади, для поджога осаждающих. 
      Стены
      Все стены, кроме естественных, разрушаемы разрушителями строений. Путь они разрушают  их долго, дольше чем это делает каменщик, чтобы можно было строить новую стену с другой  стороны, но они могут это сделать. Никакого читерства с воротами, никаких абсолютно  неприступных крепостей.
      Огненная ловушка
      Алхимик из многих компонентов производит порох, заряжая им ловушку. Наступивший на ловушку и ближайшая растительность подвергается атаке огнем.

      Производство
      Реалистичные фермы
      Фермерство в игре читерское. Ведь даже наземное фермерство - одно из наименее  эффективных производств. А тем более - подземное. А в игре получается, что  растениеводство (особенно ткацкое) является одним из наиболее прибыльных. Реалистичное  фермерство - это когда рост урожая дольше (раз в год в морозных регионах, полгода в  нормальных  или более, если климат жаркий) с фермы большей площади (примерно раза в  два).

      Алтари
      Алтарю природы жертвуют еду за что в крепости рождается животное или дварф.
      Если порох не подходит к концепции средневековья, то можно организовать жертвоприношение дерева или драг металлов за бочки нефти, которые используются в огненных ловушках.

      Алтарю Армока, бога крови жертвуют труп существа, за что он дает немного магмы. Это  более простой способ получить магму для кузницы или рва, чем качать лаву насосами снизу,  но лава идет по-чуть-чуть и нерегулярно, так что это не будет обманом. Лава вытекакет  из алтаря неравномерно, поэтому рядом с алтарем нужно прокопать ямку или канал. Процент  удачи должен быть < 40% и давать за раз столько магмы, чтобы заполнить 1 тайл на  1/7. Нужно как-то защитить жертвователей от ожогов.Можно жертвовать кровь животных Армоку, за что он дарит редкие компонеты для алхимии или зачарования. 
      Зачарование
      У эльфов можно купить магический фиал (довольно дорогой), с помощью которого,  алхимик может наложить чары на оружие улучшая его характеристики (вес и тд). Шанс  успеха зависит от навыка.


      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 22, 2011, 02:44:31 pm
      Perchance, my current fort had a frost wyrm attack. and the armors are now cursed/soiled/contactpoison... it's quite horrible. Really hard to find and ban the cursed armors. Dorfs have no survival instinct vs. poisoned pants... I guess best thing to do is "forbid own death items" the moment a poisoner/froster comes.

      (runs prev post through google translate...
      'good work on the ironhand workshop gfx' 'should rotate corpse tiles 90deg' 'fire bolts' 'gunpowder explosive fire traps' 'sacrifice corpse on alter to get magma' 'buy enchant weapon potions from elves')
      Thanks for the ideas, but Deon probably won't implement most of them.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Cave Man on May 22, 2011, 03:00:36 pm
      Quote
      Thanks for the ideas, but Deon probably won't implement most of them.
      Why do you think so? He is very busy?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 22, 2011, 03:08:03 pm
      Yes, he's doing the Shadowrun mod now. And there's been plenty of opportunity in the past to attempt to do gunpowder and explosives. And I think a reaction can't make magma. No fort mode fire arrows, but we have fire-baseball and cold-baseball in adventurer mode. Your graphics suggestions seem much more likely to get done.

      "Wagon toppled by Ogress."

      `Ush dexmtr', Swordsdwarf has frozen to death.
      `Adil moss', lowbie has frozen to death.
      Domas Kolgireth, Speardwarf has frozen to death.
      Vabok Kulalkol, Speardwarf has frozen to death.
      The Speardwarf falls over.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on May 22, 2011, 03:29:01 pm
      I am writing my diploma this week, I will look what I can do later.

      Многое невыполнимо пока, однако попробую реализовать, я отпишусь попозже на неделе, сейчас диплом :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Cave Man on May 22, 2011, 03:51:38 pm
      Quote
      And I think a reaction can't make magma.
      How about take reaction creation of magma from testing-arena ? 
      Quote
      Your graphics suggestions seem much more likely to get done.
      This will be great!

      Желаю удачи и в том и в другом, Deon ;)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on May 22, 2011, 05:33:07 pm
      Okay, responding after I've properly read that comment:
      Spoiler: russian (click to show/hide)

      P.S. This mostly includes me denying suggestions because DF has a lot of awesome customizability in the raws, yet at the same times it has a lot of hardcoded functions not possible through modding (births through reactions, magma spawning etc.).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: FluidDynamite on May 22, 2011, 08:37:30 pm
      Woo, got on the wiki! ;)

      Tested out the mod, it was EPIC.
      I don't know how to work the Library though, got the tomes ready and the idle people waiting to read them but do they need a job to read the tomes?
      *snip*

      The library confused me at first as well, for normal jobs (masonry, metalsmithing, etc) the dorf must have the respective job enabled (So metalsmithing enabled to read metalsmithing tomes). For the other skills (ranged combat and so) any idle dorf will perform the job, so manage with workshop profile.

      --

      Completely off topic, but

      *awesome russian*
      badger_giant,
      *more russian*

      I love how the only words I understand are these :P

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: SirAaronIII on May 22, 2011, 08:42:44 pm
      The only word I understood was "TomiTapio". That's gotta mean something.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on May 22, 2011, 09:41:51 pm
      Yeah, apparently giant badgers don't have a tile, my bad. When I decide to release a patch I will fix it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Cave Man on May 23, 2011, 01:05:21 am
      Woo, got on the wiki! ;)

      Tested out the mod, it was EPIC.
      I don't know how to work the Library though, got the tomes ready and the idle people waiting to read them but do they need a job to read the tomes?
      *snip*

      The library confused me at first as well, for normal jobs (masonry, metalsmithing, etc) the dorf must have the respective job enabled (So metalsmithing enabled to read metalsmithing tomes). For the other skills (ranged combat and so) any idle dorf will perform the job, so manage with workshop profile.

      --

      Completely off topic, but

      *awesome russian*
      badger_giant,
      *more russian*

      I love how the only words I understand are these :P
      Sorry, guys. :D
      I translate it for you with Google.:

      Spoiler (click to show/hide)
      Quote
      3) Огненные болты - нереально, потому что они сожгут колчан и того, кто их носит.
      Проблема в том, что в игре слабо реализован огневой бой, хотя его активно применяли в ходе человеческой истории.  Вообще, болты – это лишь решение проблемы поджигания какого либо объекта. Не важно как поджигать - хоть рычагом. Может быть ты придумаешь решение лучше.
      Может и BonFire, я не знаю. Что это за мод, где можно узнать больше о нем?


      Жаль, ну тогда может осуществишь выполнимые идеи с алтарями.

      Может быть глупый вопрос, но алтарь природы может давать животных в клетках? Если да, то это тоже вариант.

      Если реализации алтарей тоже невозможна, могу предложить такой прицип:
      Алтарь природы дает дерево за еду.  В регионах, имеющих дефицит дерева и во время осад, это может быть полезным. Дело в том, что обычно я не использую жертвование золы за дерево, тк чтобы ее получить, как я понимаю, нужно потрать дерево на поджог.

      Алтарь Армока за трупы дает немного боевого опыта или алхимические компоненты. А за кровь дает камни красного цвета – от realgar до рубинов и тд. Появляется смысл в Extract from dead animal.
      Предлагаю примерный дизайн кровавого алтаря Армока (закрытый с северной стороны)
      (http://linkme.ufanet.ru/images/b738aefbb55125d74af575928fa76c77.png)
      Как ты относишься к тому, чтобы увеличить площадь алтарей.  Как правило религия подразумевает некоторую зависимость величины благословления от размера алтаря или храма. Может быть сделать их 4х4 или даже 5х5? Или лучше добавить новое строение - храм, который больше и дороже, но и процент успеха у него больше. Еще, возможно, следует добавить использование драгоценных металлов и камней при строительстве, чтобы эта постройка была достойна своего божества.

      Еще пара идей:
      Возможно ли реализовать печь для расплавления льда. Она будет полезна для холодных регионов.
      Предлагаю создать мастерскую травника (http://linkme.ufanet.ru/images/970c55de9ced6da2cd88471e670ae5e2.jpg)
      Либо добавить доп функции в мастерскую алхимика. Суть в том, что из собраных трав (предположительно диких) можно делать лекарства для лечения повреждений нервов (как успокоительные препараты в реальности) и лечения повреждений зрения и т.д. Возможно ли это?

      Если реализовать охапки травы возможно, то могу предложить вариант, чтобы также животные могли питаться ею. Можно будет заготавливать траву впрок на случай осады, если нет подземных пастбищ.
      GateBall – тренирует ловкость

      Еще есть предложения по Anatomical Theatre.
      В первую очередь, хочу предложить новый дизайн (стол, статуя, скелет, шкаф, гнездо) (http://linkme.ufanet.ru/images/1092005d1cdd7be5b209be31bbab2036.jpg)
      Здесь медики препарируют трупы, обучаясь медицине на практике. Соответственно, чтобы это обучене не было совсем халявным, предлагаю использовать как ресурс трупы и части тел. Медик приносит часть тела, режет, перевязывает ее, снова режет и разбирает по косточкам и она становится непригодной к использованию.


      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on May 23, 2011, 09:13:02 am
      Spoiler: russian (click to show/hide)

      Tranlation:
      Medics now learn without corpses, because skill gain is too slow; you wouldn't have enough corpses to train it even a bit.

      You cannot get creatures through reactions, only vermin, otherwise I would make a golem workshop long time ago.

      You cannot make medicines yet.

      Ash for altars right now is easy to get in kiln through the burn vermin/bodyparts reaction.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 23, 2011, 09:57:39 am
      Tuning creature counts once again. In my ASCII raws. For example, way too few hippos in the world due to "tropical rivers only" biome. (realistic but boring)
      Spoiler (click to show/hide)
      Also from those numbers, detected that Donkey and Pig lacked "[POPULATION_NUMBER:1:3] per map square,   [CLUSTER_NUMBER:1:4]". And that the world in question is very low on tropics.
      Now giving dragons and elephants more skin thickness.

      Quote
      You cannot make medicines yet.
      Hmm with the upcoming super-infectious-syndromes, maybe a benevolent animal (fairy, satyr, unicorn) could increase "infected" person's healing rates...

      Here's my latest ascii raws, I love them. New trees hooray!   Magical IRONWOOD (metal-tough wood logs) is now cyan/cerulean. Thicker dragon skin. Nerfed GelCubes.
      http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_ASCII_Bonfires__newmineral_newwood_May23.zip (http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_ASCII_Bonfires__newmineral_newwood_May23.zip)

      ps. oh, one can embark on top of a non-mountain cave! Neat. ... apparently deep in there, a troll is raging, and some giant moles die.
      OHWOW a giant mole pup, wild, in the caves! A wildlife child!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Cave Man on May 24, 2011, 09:52:54 am
      Spoiler: russian (click to show/hide)

      Tranlation:
      Medics now learn without corpses, because skill gain is too slow; you wouldn't have enough corpses to train it even a bit.

      You cannot get creatures through reactions, only vermin, otherwise I would make a golem workshop long time ago.

      You cannot make medicines yet.

      Ash for altars right now is easy to get in kiln through the burn vermin/bodyparts reaction.
      What about other suggestions?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on May 24, 2011, 09:58:36 am
      Those which are doable are nice. Bigger altars seem fine, I didn't focus on altars yet, they are almost placeholders for the idea.

      You cannot store food for animals, and bonfire mod is a reply to all questions about burning grass and fire traps :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 24, 2011, 02:35:14 pm
      Yeah I can see nice 6x6 and 8x8 altars getting built... out of sphalerite. And executing the evil murderers by collapsing a 8x8 altar on top of them (by deconstructing a support).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Morwaul on May 24, 2011, 08:44:07 pm
      Would be really cool if the altar could have a reaction that turned the captured enemies you drag to it into fertilizer or bone jewelry or something.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: FluidDynamite on May 25, 2011, 12:05:27 am
      Would be really cool if the altar could have a reaction that turned the captured enemies you drag to it into fertilizer or bone jewelry or something.

      Yeah, but reactions don't support input or output of creatures right now. Or else we could have

      Goblin Grinder: Grind Worthless Goblins (10)

      :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Ahrimahn on May 25, 2011, 07:40:12 am
      http://www.bay12forums.com/smf/index.php?topic=85284.0 (http://www.bay12forums.com/smf/index.php?topic=85284.0)

      A new genesis game succession game has been started! /end self promotion.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 25, 2011, 05:32:37 pm
      Here's my two embark profiles, one for 1300 points, one for 3200 points.

      Spoiler (click to show/hide)
      And I've decided that it's silly if the dorfs bring 70 logs. Max 4 logs I say.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: DrKillPatient on May 25, 2011, 06:31:29 pm
      The mod seems quite nice, but I dislike graphics packs and the ASCII version is rather out of date. Is there a way I can manually change a graphics version to use ASCII?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 25, 2011, 06:35:38 pm
      The mod seems quite nice, but I dislike graphics packs and the ASCII version is rather out of date. Is there a way I can manually change a graphics version to use ASCII?
      It's a lot of tile changes, between ironhand and ascii. Every tree and plant and creature and workshop.
      I provide the cutting-edge ascii version:
      Genesis in ASCII tiles: http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_ASCII_Bonfires__newmineral_newwood_May23.zip
      probably most of my new things (animals, minerals, trees, balance tunings) will make it into the Official Genesis.
      (install by installing the official ascii genesis, then replacing the raws folder with my raws folder. Or just use your existing .25 install and replace raws folder)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on May 26, 2011, 01:36:53 pm
      Tomi, I love you :3. I am not even going to comment what it means, cause there ain't everything double-barreled about me ever.

      This weekend is close, and my supervisor should be away for a week. It means MOAR MODDING TIME :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 26, 2011, 02:17:04 pm
      I still haven't helped you Deon with the Shadowrun mod :´)
      I got a long list of might-todo additions to Genesis however.

      Edit: Hmm I think acid mephits start fires too. Not sure.
      Current fort had almost total wipeout from first siege (weres, super Whitemane). But elite steel dorf vanquished all foes! Only other survivor was a bedrester. Really ought to put cage traps at hospital entrance. Fort recovered and now have 3 steel 2 othercaste heroes. Out of 64 citizens. Oddly two of 3 steelers are animal trainers. Maybe their mindset leads them to Stare Down Tigers.
      -- have a bituminous coal cluster, rare but oh so nice.
      -- Noo a bronze statue pounded a random planter to bits! In caves1.
      -- changed fuel-stones to 248, degree-symbol. No "gray boulder" from coal mining for me.

      Right, want a reaction from 3 1 lead to 1 gold, with two exotic non-ore non-layer non-flux minerals as additional ingredients..
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Morwaul on May 26, 2011, 06:50:34 pm
      LoL, I was attacked by Whomakes'upthesefreakingnamesanyway The Giant Blob composed of Fire.  I thought "Oh crap, this is going to be ugly!"  Then it started raining.  It made it half way to my front door before it was just a giant cloud of steam.  Fun!

      Say, where do you guys go to pull up the detailed reports on what is happening.  I would love to see how the demise of my giant blob was noted.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Selenite on May 26, 2011, 08:34:18 pm
      I still haven't helped you Deon with the Shadowrun mod :´)
      I got a long list of might-todo additions to Genesis however.

      Edit: Hmm I think acid mephits start fires too. Not sure.
      Current fort had almost total wipeout from first siege (weres, super Whitemane). But elite steel dorf vanquished all foes! Only other survivor was a bedrester. Really ought to put cage traps at hospital entrance. Fort recovered and now have 3 steel 2 othercaste heroes. Out of 64 citizens. Oddly two of 3 steelers are animal trainers. Maybe their mindset leads them to Stare Down Tigers.
      -- have a bituminous coal cluster, rare but oh so nice.
      -- Noo a bronze statue pounded a random planter to bits! In caves1.
      -- changed fuel-stones to 248, degree-symbol. No "gray boulder" from coal mining for me.

      Right, want a reaction from 3 1 lead to 1 gold, with two exotic non-ore non-layer non-flux minerals as additional ingredients..

      Yeah, Acid Mephits as well as Aspid dwarves starts fire.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Jacob/Lee on May 26, 2011, 10:23:32 pm
      The Keeper Civ The Musical Confederacy worshipped a deity named Calvaria, the sphere of control?

      Suicide  ::)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 26, 2011, 10:24:18 pm
      Say, where do you guys go to pull up the detailed reports on what is happening.  I would love to see how the demise of my giant blob was noted.
      Press "r" for Reports of Combat for each creature.
      Events are in chronological order in gamelog.txt. (in texteditor, ctrl-f name of your blob)

      Gamelog can be spiced up with commas or tabs, and opened as a CSV/TSV spreadsheet for all kinds of nice sorting and grouping.
      Example: http://dl.dropbox.com/u/8967397/Genesis311__30dagg-vs-30spear_analysis.xls (http://dl.dropbox.com/u/8967397/Genesis311__30dagg-vs-30spear_analysis.xls)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Trapezohedron on May 27, 2011, 01:47:38 am
      I still haven't helped you Deon with the Shadowrun mod :´)
      I got a long list of might-todo additions to Genesis however.

      Edit: Hmm I think acid mephits start fires too. Not sure.
      Current fort had almost total wipeout from first siege (weres, super Whitemane). But elite steel dorf vanquished all foes! Only other survivor was a bedrester. Really ought to put cage traps at hospital entrance. Fort recovered and now have 3 steel 2 othercaste heroes. Out of 64 citizens. Oddly two of 3 steelers are animal trainers. Maybe their mindset leads them to Stare Down Tigers.
      -- have a bituminous coal cluster, rare but oh so nice.
      -- Noo a bronze statue pounded a random planter to bits! In caves1.
      -- changed fuel-stones to 248, degree-symbol. No "gray boulder" from coal mining for me.

      Right, want a reaction from 3 1 lead to 1 gold, with two exotic non-ore non-layer non-flux minerals as additional ingredients..

      Yeah, Acid Mephits as well as Aspid dwarves starts fire.

      The Aspid dwarves' bites melts enemies for me.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: killerbees1218 on May 27, 2011, 02:15:53 am
      It possible to play as the keepers in your mod? I already switched to CIV_CONTROLLABLE, and it seemed to work - however when I go to the miltiary screen, none of the Keepers are listed, it's impossible to enlist them if they arn't there.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Torgan on May 27, 2011, 02:43:43 am
      The Aspid dwarves' bites melts enemies for me.
      Yep, I noticed this after I released some naked goblins into a room for my training axe equipped recruits to practice on.  One of the recruits was an aspid dwarf and eventually bit a goblin, causing him to burn.  The room filled with smoke which was my first clue on what had happened, then my militia commander melted :(  I guess he was standing on the burning corpse/remains, it was a small room.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Selenite on May 27, 2011, 03:05:46 am
      I still haven't helped you Deon with the Shadowrun mod :´)
      I got a long list of might-todo additions to Genesis however.

      Edit: Hmm I think acid mephits start fires too. Not sure.
      Current fort had almost total wipeout from first siege (weres, super Whitemane). But elite steel dorf vanquished all foes! Only other survivor was a bedrester. Really ought to put cage traps at hospital entrance. Fort recovered and now have 3 steel 2 othercaste heroes. Out of 64 citizens. Oddly two of 3 steelers are animal trainers. Maybe their mindset leads them to Stare Down Tigers.
      -- have a bituminous coal cluster, rare but oh so nice.
      -- Noo a bronze statue pounded a random planter to bits! In caves1.
      -- changed fuel-stones to 248, degree-symbol. No "gray boulder" from coal mining for me.

      Right, want a reaction from 3 1 lead to 1 gold, with two exotic non-ore non-layer non-flux minerals as additional ingredients..

      Yeah, Acid Mephits as well as Aspid dwarves starts fire.

      The Aspid dwarves' bites melts enemies for me.

      Yes, of course they melt, but fires will start as well, not sure what the chance of is though.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: dpara on May 27, 2011, 04:18:23 am
      I have a Discworld feature request.

      Is it possible to mod in stone layers of bone and fat?

      And more uses for fat than uh rancid fat statues.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 27, 2011, 09:30:51 am
      I have a Discworld feature request. Is it possible to mod in stone layers of bone and fat? And more uses for fat than uh rancid fat statues.
      Well, it would have to be a mineral (IS_STONE) or soil for it to be diggable. It would be a mineral with the properties copied from fat (or bone). A "bone conglomerate layer" is semi-reasonable. And please don't harvest the world-supporting elephants.

      Also, can't control that TurtleFat would be the bottommost, unless give it the bottomness tag [DEEP_SURFACE] from Slade. So can't dictate "bottom two layers are TurtleShell and WorldTurtleFat". Also, no magma veins. Fat is cookable after it's rendered in the kitchen into tallow. You want some fat magic workshop reactions for Bombs and Gnus? Nah. Nah, I say. No "poisonous blade coating" either.

      I think the idea for Genesis is "the same fantasy world as vanilla DF, but more variety in everything". And fixes like.. whips not being "goes through any armor because it's blunt" lightsabers.
      This week I had a goblin siege last over a season and.. Another Goblin Siege came to support them!
      ps. updated http://df-genesis.wikidot.com/dwarf a little
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Valience on May 27, 2011, 02:00:25 pm
      Dear sirs,

      I am enjoying the mod thus far, been using it for about a week. Fun times.

      However, I find that the blast furnace is.... pretty lacking in usefulness if you aren't heavy on steel materials. My current fort is swimming in an ocean of galena however, and I would find it most awesome if the blast furnace were made into a generic "smelt a stack of anything" building instead of just steel. Are there any plans for such a change, or would it go against what you have planned for the building?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on May 27, 2011, 02:19:53 pm
      Hmm, it will require me to add reactions for every metal, but being able to smelt more ore at once with it sounds reasonable.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Elu on May 27, 2011, 07:37:45 pm
      Good evening gentlemen.
      First of all, thank you for keeping up the good work!
      Genesis is by far my preferred mod, but only for dedicating your free time to modding and tweaking, you deserve a big thanks...
      secondly, i have noticed that DF tend to freeze on embark, although not always, is there any known "lethal" conditions?
      i've uploaded(at least i hope so) a save for reference(http://dffd.wimbli.com/file.php?id=4450), where an embark in the noted area will lead to a freeze, everywhere else will instead be fine...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 27, 2011, 09:27:39 pm
      Thanks for digging the Genesis worlds!
      How long have you let it run when it appears to freeze? Hopefully several minutes.
      There might be a cave-in deep in the caves, or ice-ponds melting right away, which might cause lag at first.

      (downloads, tries to embark there) Yep, most odd, nothing happens after press "e" from embark items screen. No disk activity. 4x4 embark on same area, also freeze. 3x3 lower right corner of marked 5x5 area, instant crash (good for Toady to see). Should try to get that crash again with next DF version (he'll be interested in crashes)


      7pm edit: bored, starting new ascii fort. Want to balance stuff, leave gobs flayers weres out of the world, gonna meet demons and serpentfolk and the rare secretive scavengers. Zero cavern layers for higher fps and different digging. Later.... skeletal cows and cougars (some of them "110" gigantic...) killed everybody!

      Hey guys, which caste should be 10-25% better at carpentry/coopering? Or does that specialty too fall to the supersmart Jaders?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Valience on May 28, 2011, 02:19:43 pm
      Thanks for digging the Genesis worlds!
      How long have you let it run when it appears to freeze? Hopefully several minutes.
      There might be a cave-in deep in the caves, or ice-ponds melting right away, which might cause lag at first.

      (downloads, tries to embark there) Yep, most odd, nothing happens after press "e" from embark items screen. No disk activity. 4x4 embark on same area, also freeze. 3x3 lower right corner of marked 5x5 area, instant crash (good for Toady to see). Should try to get that crash again with next DF version (he'll be interested in crashes)


      7pm edit: bored, starting new ascii fort. Want to balance stuff, leave gobs flayers weres out of the world, gonna meet demons and serpentfolk and the rare secretive scavengers. Zero cavern layers for higher fps and different digging. Later.... skeletal cows and cougars (some of them "110" gigantic...) killed everybody!

      Hey guys, which caste should be 10-25% better at carpentry/coopering? Or does that specialty too fall to the supersmart Jaders?


      Would you be adding it to an existing or a new caste? I'd almost like to see a new caste that's good at working with their hands, and gets slight bonuses to carpentry, masonry, and the x-crafting skills.

      Jade dwarves could be better at gem cutting/setting? Since jade is a gem and all that...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 28, 2011, 03:37:42 pm
      The jaders are fast learners at everything. (my tuning: except martial skills and cooking and boring milk/potash skills.)
      They have 180% learning rate and almost everyone else has 115%. (Vanilla's 100% is better suited for forts that survive 7-20 years, because there are only gobboes.)

      I was thinking if drop jaders' 180 masonry and 180 carpentry down some, maybe to 140, and give some other caste 190 carpentry. But which caste?
      Obsidians work with fire, metals, hammers (boost to military hammer skill I gave). Aspids got Flattery and Persuasion (toadying). Mossers got medicine. Shroomers, slighty stupid, good at farming stuff. Gloomers got nothing but worries.

      Yeah might be logical to have a "crafter" caste of carpentry, masonry, woodcrafting, bone- and stonecarving, engraving. But... probably way too much high-quality items would result, ultimate expensive items without anyone getting a mood. Yup, should nerf jade-smarties' 180% crafting somewhat. to 140. And are the smartypants supposed to learn social skills exceptionally quickly?

      I shall give gloomers carpentry and masonry 150, 10 better than jaders. "Gloomers feel they can trust stone and wood and bones."
      Spoiler (click to show/hide)
      And my current for jaders:
      Spoiler (click to show/hide)
      And now I give social talents boost to steelers. Intimidation & charisma
      and as a further result, gloomers become much worse at partying and consoling!
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Tiruin on May 29, 2011, 03:33:36 am
      Played through my fifth genesis fort.

      And I can say, the Genesis Mod brings life to it all. I could say that you creators just made a sequel to DF or something.

      The caste system works beautifully here along with the new monsters and challenges although I'm noticing a bug with the Obsidian caste not using their fire against the enemy as stated before.

      And could I suggest a "Noble" caste? For those who would be elected to nobility who would at least give useful mandates and such and have more patience and not order everyone to be jailed/beaten to death because they exported something useless?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Sirdrake on May 29, 2011, 07:18:11 am
      Played through my fifth genesis fort.

      And I can say, the Genesis Mod brings life to it all. I could say that you creators just made a sequel to DF or something.

      The caste system works beautifully here along with the new monsters and challenges although I'm noticing a bug with the Obsidian caste not using their fire against the enemy as stated before.

      And could I suggest a "Noble" caste? For those who would be elected to nobility who would at least give useful mandates and such and have more patience and not order everyone to be jailed/beaten to death because they exported something useless?

      i think that can not be done with the nobles

      and Deon is the only creator he just gets help because he is got his diploma to do
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 29, 2011, 08:01:09 am
      The caste system works beautifully here along with the new monsters and challenges although I'm noticing a bug with the Obsidian caste not using their fire against the enemy as stated before.
      And could I suggest a "Noble" caste? For those who would be elected to nobility who would at least give useful mandates and such and have more patience and not order everyone to be jailed/beaten to death because they exported something useless?
      Yeah it's Deon's mod, and it was once called "Dwarf Fortress Complete" mod (back in DF 40d, May 2009 and earlier. http://dffd.wimbli.com/file.php?id=1021 ) I just add a few shrooms and creatures and try to balance things. My cutting-edge sub-version has mucho new minerals and trees; because on some days the metagame is more fun than the game.

      The steel caste are the natural-born leaders (they have the lobes for it), and I don't think mandates can be ever made useful since the dwarves' preferences are very random.
      It'll be worse with my new minerals and trees! Does patience really prevent them from issuing a punishment?
      Obsidians' firebreath was removed, it wasn't fun after Nth time the fires killed a pile of people (and early aspid's area effect paralyzing 15 war dogs to death in melee). Now you got random fire mephit pet to cause trouble. That first-post documentation is really old but cool.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: dpara on May 29, 2011, 01:38:52 pm
      I have a Discworld feature request. Is it possible to mod in stone layers of bone and fat? And more uses for fat than uh rancid fat statues.
      Well, it would have to be a mineral (IS_STONE) or soil for it to be diggable. It would be a mineral with the properties copied from fat (or bone). A "bone conglomerate layer" is semi-reasonable. And please don't harvest the world-supporting elephants.

      Also, can't control that TurtleFat would be the bottommost, unless give it the bottomness tag [DEEP_SURFACE] from Slade. So can't dictate "bottom two layers are TurtleShell and WorldTurtleFat". Also, no magma veins. Fat is cookable after it's rendered in the kitchen into tallow. You want some fat magic workshop reactions for Bombs and Gnus? Nah. Nah, I say. No "poisonous blade coating" either.

      I think the idea for Genesis is "the same fantasy world as vanilla DF, but more variety in everything". And fixes like.. whips not being "goes through any armor because it's blunt" lightsabers.
      This week I had a goblin siege last over a season and.. Another Goblin Siege came to support them!
      ps. updated http://df-genesis.wikidot.com/dwarf a little


      Oh no I was more thinking, of finding the bones/corpses of (gigantic) creatures trapped in stone.

      Things like layers of fossilized giant cave slugs, giant earthworm cartilage,.. crystallized dragon eye.

      Or a workshop that allows bones to be pressed into bone blocks?

      My fortress entrace, grave chambers, noble rooms and pyramid of doom kinda demand bones as building material ^^

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Valience on May 29, 2011, 08:57:27 pm
      And now I give social talents boost to steelers. Intimidation & charisma
      and as a further result, gloomers become much worse at partying and consoling!
      Hmm. Is there any particular reason gloomers have such a low ability to lie? I'd think that someone who was ridiculed all their life and treated as an outcast would be very good at telling lies and hiding their true thoughts and intentions.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 29, 2011, 11:20:53 pm
      In my opinion..
      Gloomers are paranoid, nervous wrecks. Sometimes depressed and suicidal. Sometimes plotting the death and shaving of others. Their brains aren't built right. Very anti-social, probably autistic, total outcasts.
      Aspids are more scheming and kiss-beard. They flatter and lie and persuade.
      Steelers are great leaders, inspire others, and bytheway olympic medal winners and war heroes. In crafting, writing and trading, totally average, except "refined tastes".
      Jaders are the opposite of steelers, but they learn damn fast and craft exceptional items.

      ps. check out Creeper World, the different tower defense. http://knucklecracker.com/ (http://knucklecracker.com/)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Cave Man on May 30, 2011, 01:52:21 am
      Good idea with nobles cast I think. I have many asocial dwarves and they are very slow rising social talents. Maybe it will be interesting. They must be a weak, bad workers, good social workers and very rare. They will be good psychiatrist, Teachers (will whiting books for library), traders, politics and etc.

      We also don`t need crafters cast I think. Now we have very good Jaders. They are very talented guys. And we have a many very professional migrants. I think migrants are needed to set less professionalism. Let them learning in our fortress.

      If we want more variety of settlers, let`s take underground humanoids to tame for haul work. My migrants so good and professional and I have trouble with bad workers for haul goods.  Our underground humanoids will have not so much our control, because they are stupid. They can`t create something beautiful.  Maybe they will can to do simple work like Small animal dissection, pressing, fishing, fish cleaning, cleaning and hauling. They are stupid and so we can`t to choose task for them. They are doing choice randomly.
      Some of they like troglodyte are sleeping on floor, eating normal food and body parts.  They love bones and body parts, so they take them from garbage dump and drop it everywhere.   Other is more civilized.

      1 Can we take it only for simple works, not for crafts and etc.? 

      2 And another question.
      Now I have a very bad breeding in fortress. We having 102 women and only 24 men and 3 children. This is very strange situation. What`s wrong?

      3 Ok, if we can`t to destruct walls, can we set risen bridge to wall grate, not wall.
      I hate wall-bridges because it can stop any mighty army of hell or gods. This is not right.


      Quote
      Oh no I was more thinking, of finding the bones/corpses of (gigantic) creatures trapped in stone.
      It`s not so much useful and just decorative, but interesting idea.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Valience on May 30, 2011, 01:54:46 am
      Ah. Gotcha about the gloomers. I had them pictured as outcasts who were at least trying to fit in a little and so they would just lie about liking/thinking about stuff normal dwarves would frown upon.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: FluidDynamite on May 30, 2011, 08:17:05 am
      *snip*
      3 Ok, if we can`t to destruct walls, can we set risen bridge to wall grate, not wall.
      I hate wall-bridges because it can stop any mighty army of hell or gods. This is not right.
      *snip*

      Raised bridges being invincible to building destroyers is only temporary. They used to be breakable, but trolls often killed themselves by destroying the bridge they're standing on and plummet 20-something-z levels to their splattery deaths. :P So Toady changed it that building destroyers don't target bridges, at least until their AI gets fixed.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 30, 2011, 09:08:48 am
      If we want more variety of settlers, let`s take underground humanoids to tame for haul work. My migrants so good and professional and I have trouble with bad workers for haul goods.  Our underground humanoids will have not so much our control, because they are stupid. They can`t create something beautiful. 
      You can rename my Domple Dwarf moron caste to Trogs and make them have a higher popratio than stone dwarves.
      Aspid and Steel are the very social in my current plan. Maybe even make moss caste very good at some social skill, like pacifying.

      2 And another question. Now I have a very bad breeding in fortress. We having 102 women and only 24 men and 3 children. This is very strange situation. What`s wrong?

      3 Ok, if we can`t to destruct walls, can we set risen bridge to wall grate, not wall. I hate wall-bridges because it can stop any mighty army of hell or gods. This is not right.
      2) they need to party and socialise to get married. You get babies only from married female dwarves. In d_init.txt I have [BABY_CHILD_CAP:3:4] , 3 kids max, or 4%. Set your preferences there.
      3) I too hate stopping an invading army with bridge or build-a-wall. So I don't do it. Also, having entrace corridor 40 cage traps or 12 elite weapon traps (120 wooden spikes) seems too easy also. So I don't put that many traps, unless previous siege almost killed everybody. I wish Toady would program "TrapAvoid: X% chance" instead of 0% / 100%.

      Gloomers are so messed up in the head that others detect their lies easily.. or do they? Anyways, lying is a skill that can be practised, and gloomers have no talent for social skills.

      Edit: my cavernless (= high-FPS) world... dorfs go extinct as they can't do cave farming. Fix: allow outdoor farming.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: SirAaronIII on May 30, 2011, 04:07:04 pm
      1 cavern layer doesn't cause that much lag, does it? Is having no layers at all noticeably WAAAAAY faster?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Rumrusher on May 30, 2011, 04:14:23 pm
      I have to ask deon will there be different workshops for every race?
      Like goblins get the ability to make obsidian ware, elves with a blessing tree workshop, or humans with their flat panel TV's and jacuzzi's?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Thundercraft on May 30, 2011, 06:19:14 pm
      This weekend is close, and my supervisor should be away for a week. It means MOAR MODDING TIME :).

      I was wondering if you remember these old posts:
      I kind of thought no one would actually care about my mod...
      [snip]...should I nerf... [snip] some of the slimes I kind of made them designed to cause A WHOLE lot of fun when pissed off. Oh and Thank you Thundercraft for the cool suggestion... [snip] and Deon for the support you guys are GREAT :D.
      They are really cool. Why would you think other people won't need it?
      I personally plan to nerf Gelatinous Cube a bit and add some jellies too now, you inspired me :).
      (Emphasis added.)

      I see that TomiTapio has recently nerfed the GelGubes slightly:

      Here's my latest ascii raws, I love them...
      Thicker dragon skin. Nerfed GelCubes.
      http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_ASCII_Bonfires__newmineral_newwood_May23.zip (http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_ASCII_Bonfires__newmineral_newwood_May23.zip)

      But I could not find many "Jelly" creatures. The only one I could find was:
      [CREATURE:FLOATER] --"Giant Cavejelly" by Vorthon (2011 March)

      Just wanted to ask Deon if he still plans to add more jellies to Genesis...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: shoobs on May 30, 2011, 07:09:07 pm
      I'm going to make a single, annoyed post about the fact that this mod has NOT been updated for the ASCII base version of the mod.  I do not like the style of the graphical and there unfortunately is no easy conversion back to the base view that is Vanilla.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 30, 2011, 08:45:53 pm
      I'm going to make a single, annoyed post about the fact that this mod has NOT been updated for the ASCII base version of the mod.  I do not like the style of the graphical and there unfortunately is no easy conversion back to the base view that is Vanilla.
      Oh yes it has been updated; by me. It just lacks the official stamp from busy-at-university Deon. Ironhand version lacks a few creature tiles (beasts I've added).
      And Deon loves me :´)


      The mod seems quite nice, but I dislike graphics packs and the ASCII version is rather out of date. Is there a way I can manually change a graphics version to use ASCII?
      It's a lot of tile changes, between ironhand and ascii. Every tree and plant and creature and workshop.
      I provide the cutting-edge ascii version:
      Genesis in ASCII tiles: http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_ASCII_Bonfires__newmineral_newwood_May23.zip
      probably most of my new things (animals, minerals, trees, balance tunings) will make it into the Official Genesis.
      (install by installing the official ascii genesis, then replacing the raws folder with my raws folder. Or just use your existing .25 install and replace raws folder)

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Ahrimahn on May 30, 2011, 11:34:48 pm
      I may have found a bug, when i was playing the succesion game i just started (Daggerbleeding) Scavengers attacked but when the siege left   the game still acted as if i was under siege it is still technically under siege which means that most likely no migrants or caravans will arive how would i fix this.

      EDIT: I post this here because this has happened before but only in sieges against scavengers.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Torgan on May 31, 2011, 03:30:03 am
      I'm going to make a single, annoyed post about the fact that this mod has NOT been updated for the ASCII base version of the mod.  I do not like the style of the graphical and there unfortunately is no easy conversion back to the base view that is Vanilla.
      I agree, it's just ridiculous that Deon and Tomi aren't spending their unpaid free time doing exactly what I want...

      Sense of entitlement much?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Siquo on May 31, 2011, 03:49:39 am
      I agree, it's just ridiculous that Deon and Tomi aren't spending their unpaid free time doing exactly what I want...
      It's even funnier because Tomi did exactly what he wants.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Garbles on May 31, 2011, 08:19:03 am
      I may have found a bug, when i was playing the succesion game i just started (Daggerbleeding) Scavengers attacked but when the siege left   the game still acted as if i was under siege it is still technically under siege which means that most likely no migrants or caravans will arive how would i fix this.

      EDIT: I post this here because this has happened before but only in sieges against scavengers.

      Are you sure all of them left the map? I remember once I had a hard time ending a siege because there were a few illithid fliers that wouldn't run, presumably because of a pathfinding bug. Check the units screen and see if anyone got trapped.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TheIcelandicManiac on May 31, 2011, 12:13:08 pm
      Yet again like the last time i will not be making a wall of text as a question but i am going to ask this.

      What is the diffrence between a pile of mud and a dusting of mud?

      what am i suppose to do with all these troglodytes?

      and what are lost adventurers?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Garbles on May 31, 2011, 12:37:15 pm
      Yet again like the last time i will not be making a wall of text as a question but i am going to ask this.

      What is the diffrence between a pile of mud and a dusting of mud?

      what am i suppose to do with all these troglodytes?

      and what are lost adventurers?

      Not much, I think it indicates how much water flow was there.

      Drop them into a 20 z-level deep pit.

      Adventurers that got lost in the deep caverns, went insane, and now want to do fun things with your dwarves. (Aren't actually adventurers, just regular mobs from the deep)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TheIcelandicManiac on May 31, 2011, 12:56:42 pm


      Adventurers that got lost in the deep caverns, went insane, and now want to do fun things with your dwarves. (Aren't actually adventurers, just regular mobs from the deep)
      how much effort do you need to kill one?
      for i have 2 on screen right now and i only rememeber from PlumpHelmetPunks comment in one of his advenutres .
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Ahrimahn on May 31, 2011, 01:03:18 pm
      I may have found a bug, when i was playing the succesion game i just started (Daggerbleeding) Scavengers attacked but when the siege left   the game still acted as if i was under siege it is still technically under siege which means that most likely no migrants or caravans will arive how would i fix this.

      EDIT: I post this here because this has happened before but only in sieges against scavengers.

      Are you sure all of them left the map? I remember once I had a hard time ending a siege because there were a few illithid fliers that wouldn't run, presumably because of a pathfinding bug. Check the units screen and see if anyone got trapped.

      I Checked in Runesmith there are no invaders left. is there a Utility to end a siege.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TheIcelandicManiac on May 31, 2011, 01:05:34 pm
      Oh yea i allso had that problome.

      wait a few years and you will get this
      umm any chance i can change the amount of century bowmen that come at the first seige?

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Ahrimahn on May 31, 2011, 01:07:47 pm
      Oh yea i allso had that problome.

      wait a few years and you will get this
      umm any chance i can change the amount of century bowmen that come at the first seige?

      Spoiler (click to show/hide)
      How do you make it end now because its a succesion game and we aren't getting migrants any time soon if the siege doesnt end we also have 16 dwarves left.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TheIcelandicManiac on May 31, 2011, 01:09:58 pm
      well i was forced with my game to wait 10 years and i only had 1 dwarf left but the massive army took time for me to come.
      i have noidea what happend and why it happend but i just had to wait for a long time(+ side is that the FPS is around 100 at the time  :P)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on May 31, 2011, 01:50:48 pm
      Adventurers that got lost in the deep caverns, went insane, and now want to do fun things with your dwarves. (Aren't actually adventurers, just regular mobs from the deep)
      how much effort do you need to kill one? for i have 2 on screen right now and i only remember from PlumpHelmetPunks comment in one of his advenutres .
      Lost Adv are about as fierce as one lion or troglodyte, they should die quickly to axes. But as they are insane half-mummified aggressors, their poison(rotten flies) is NASTY. So send "the expendable lye makers union Squad" to kill them. Oh and if you have older version of Genesis, their "3000% paralysis" will stop dorfs from breathing. That paralysis makes them kill more than two dragons combined :´)  (aspids and steelers are immune)

      How do you make it end now because its a succession game and we aren't getting migrants any time soon if the siege doesnt end we also have 16 dwarves left.
      I have no idea. Maybe put a squad to patrol the outdoors in a circle, see if they detect anyone (I don't think stealthers show up in unit list). Check all pools (drain them) incase there is a hostile ninja in there. But, nice to have a different year "only 16 citizens, mystery cloud of doom surrounds us".

      Thinking of adding some quality (value x3) fish into the mod, as 5 tiger spleens can cost like 50, and 5 codfish cost 10.
      I think I'll try a mostly-domples fort now, see what kind of professions they arrive with. [1st try: Galena-only place. 2nd try... 5 domp 2 stone, awful bad at foraging... we have one celery!]
      Spoiler (click to show/hide)
      Hmm 4 of 11 are non-domples, when I set domple ratio from "22" to "722". (stone has 160)
      Oh boy it makes you appreciate masons and carpenters more when most of your citizens are cloud-gazers!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Tiruin on June 01, 2011, 02:52:39 am
      Another fort down to the dust :D.

      I've noticed that one of my posts was sigg'd but anyway here are somethings I've seen.

      1. On the surface of the land, my miner was digging out channels and tunnels in a blanked mire zone, suddenly (or intentionally...) I caused a cave in of blanked mire, and in the reports it states that the miner was hit by something like magma mist or cloud or something, that was also with the blanked mire dust cloud :/. Couldn't get the exact information because of my other mistake which lead to the above.

      2. Just after the above, I accidentally ordered my men to kill a dwarven merchant. It ended well with the color red.

      A few seconds after that, I get barraged by red messages of dwarves killing dwarves, everyone was killing everyone who was killing everyone elses pets!

      Strangely, mostly my dwarves were ecstatic, just as they were before the carnage started, their view screens were normal (not enemy like), yet those in the military couldn't follow orders and were killing off the rest of my wonderful people and each other.

      The hospital was filled with moaning and groaning dwarves, who were ALSO trying to kill each other...

      And my war pets (tigers, lions and the like...) were the only ones keeping a sane mind. The only ones not killing each other, only those crazy dwarves...

      Even my Captain of the Guard and her associate who were best friends dueled to the death...

      The only person who was sane enough to do something was a Medic who got knocked out at the start of it all and was ignored completely in the piles of bodi-...junk in the hospital.

      I then decided to abandon it all, my people looked normal yet were crazy on the inside...That was where my fort died off. All because of a simple mis-click.
      ---

      The reason I'm saying all this is, are those mentioned above bugs? (The one about the blanked mire was a BIG surprise)


      EDIT: Isn't Deon working on this anymore? The Genesis mod must continue from the creators, it adds reality to the already real DF! (And good work on mostly everything, It was hard finding my way through all the new things but I loved it to the bitter, bloody end)

      EDIT II: I decided to continue it, the sole survivor was the Captain of the Guard, she killed mostly everyone and single-handedly staved off a Goblin siege, including their general. I left it at that.

      *Sorry if my sentences are wrong in grammar, English isn't my first language.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Torgan on June 01, 2011, 06:15:53 am
      1.  Cave ins always cause dust I think, this usually knocks dwarves out.  He could have been hit by the collapsing roof too though.

      2. By killing a dwarf merchant you started a loyalty cascade.  The merchant is a member of your civilisation so his killer became a hostile to your dwarves.  However he is still a member of your civ, so the dwarf that kills him becomes a hostile.  And so on and so on, I think the only way to finish it is by cutting off contact to the killers until they wipe each other out, or you only have one dwarf left like you do :D  It's a vanilla thing anyway.

      I think Deon is in the middle of exams at the moment so Genesis is taking a back seat at the moment for him.  Tomi is doing a lot though.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Sirdrake on June 01, 2011, 06:30:11 am
      1.  Cave ins always cause dust I think, this usually knocks dwarves out.  He could have been hit by the collapsing roof too though.

      2. By killing a dwarf merchant you started a loyalty cascade.  The merchant is a member of your civilisation so his killer became a hostile to your dwarves.  However he is still a member of your civ, so the dwarf that kills him becomes a hostile.  And so on and so on, I think the only way to finish it is by cutting off contact to the killers until they wipe each other out, or you only have one dwarf left like you do :D  It's a vanilla thing anyway.

      I think Deon is in the middle of exams at the moment so Genesis is taking a back seat at the moment for him.  Tomi is doing a lot though.

      yes hes got exams but he is focusing on his shadowrun mod
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 01, 2011, 07:47:24 am
      I don't quite know what to add next to the "cutting-edge Genesis". Should I post my list of maybe-todos and get your opinions on them? Are some animals/beasts too common for you?
      Could make a roles-reversed edition where the evils are your pals and the elves and humans are the enemies.. experiences inside those worlds would result in fine-tuning the civs' items and skills.
      Perhaps I should spend an hour copying WinMerging my current ascii changes back to Ironhand side.

      DF Talk 14 is out but its transcript not yet at http://www.bay12games.com/media/df_talk_combined_transcript.html (http://www.bay12games.com/media/df_talk_combined_transcript.html)

      Maybe the "magma dust" you saw on cave-in was my new Migmatite (granite-folded-into-gneiss pretty stone). http://www.graniteland.com/stone/type/migmatite (http://www.graniteland.com/stone/type/migmatite)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Tiruin on June 01, 2011, 07:54:55 am
      1.  Cave ins always cause dust I think, this usually knocks dwarves out.  He could have been hit by the collapsing roof too though.

      2. By killing a dwarf merchant you started a loyalty cascade.  The merchant is a member of your civilisation so his killer became a hostile to your dwarves.  However he is still a member of your civ, so the dwarf that kills him becomes a hostile.  And so on and so on, I think the only way to finish it is by cutting off contact to the killers until they wipe each other out, or you only have one dwarf left like you do :D  It's a vanilla thing anyway.


      About the first, what was above the tile I was mining was JUST Blanked Mire, nothing there but Blanked Mire, perfect surprise. It caved in and *WHOOSH* Magma mist along with the dusty mire.

      Of the second, I never knew that...I checked a while later and even when the migrants arrived (yes, migrants arrived even if the dwarven caravan escaped with all the nice news) the survivor slaughtered them all, living on the vast food stores left behind. That is where I truly gave up since I couldn't mine my way to delicious cotton candy.

      Could someone put up that info about the loyalty cascade in the wiki? I use the wiki but never to spoil. Just to see what I did wrong.

      And thanks for answering my questions :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 01, 2011, 11:31:13 am
      Ok I put loyalty cascade to http://df.magmawiki.com/index.php/DF2010:Trading#Destruction

      Bah domplefort crashed a 2nd time, after told squad to pick up their newly-made iron mails. Abandon tropical forests place (galena goethite siderite nocaves). Ohwell, got wood colours adjusted, ebony now darkgray and yellowsatinwood (worse than satinwood) is yellow now. Reduced rattlesnake population.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Thundercraft on June 01, 2011, 02:18:22 pm
      1. On the surface of the land, my miner was digging out channels and tunnels in a blanked mire zone, suddenly (or intentionally...) I caused a cave in of blanked mire, and in the reports it states that the miner was hit by something like magma mist or cloud or something, that was also with the blanked mire dust cloud :/.

      1.  Cave ins always cause dust I think, this usually knocks dwarves out.  He could have been hit by the collapsing roof too though.
      Maybe the "magma dust" you saw on cave-in was my new Migmatite (granite-folded-into-gneiss pretty stone). http://www.graniteland.com/stone/type/migmatite (http://www.graniteland.com/stone/type/migmatite)

      I'm guessing that the message you saw was actually "boiling magma". And, yes, cave-ins cause dust clouds that stun creatures nearby. When a cave-in occurs, the dust cloud it generates gives a message about "boiling magma". The game mislabels the rock dust as such - it's not actually magma and it's not hot. This is a known "bug" in vanilla. (See the "Melting obsidian (http://df.magmawiki.com/index.php/DF2010_Talk:Obsidian#Melting_obsidian)" subsection of the DF2010 Talk:Obsidian (http://df.magmawiki.com/index.php/DF2010_Talk:Obsidian#Melting_obsidian) wiki page for details.)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Afromullet on June 01, 2011, 04:24:25 pm
      Is it possible to view the castes with Dwarf Therapist? That would make assigning labors fitting with the castes much quicker.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Thundercraft on June 01, 2011, 06:16:44 pm
      Is it possible to view the castes with Dwarf Therapist? That would make assigning labors fitting with the castes much quicker.
      I think you'd have to post to the Bay12 Dwarf Therapist forum thread (http://www.bay12forums.com/smf/index.php?topic=66525.0;topicseen) or the official udpviper.com Dwarf Therapist forum thread (http://udpviper.com/forums/viewforum.php?f=36) and make the suggestion to add the ability to view castes. Dwarf Therapist is an independent utility and - as far as I'm aware - the Genesis mod folks don't have much to do with it. BTW: I seem to recall reading that Dwarf Therapist may have a few issues with modded games as it was designed primarily to work with plain vanilla DF. But I also seem to recall that better support for mods (Genesis in particular) has been requested repeatedly (and on their to-do list).

      I don't quite know what to add next to the "cutting-edge Genesis". Should I post my list of maybe-todos and get your opinions on them? Are some animals/beasts too common for you?
      Posting a list of possible maybe-todos and having us vote on them sounds like a good idea.
      Personally, I have a few suggestions:

      1) Since Genesis has much more content than vanilla, instead of adding more creatures and stuff perhaps you'd consider removing a few things from the vanilla raws? Specifically, I do not see much purpose in the bloat of such a huge variety of insects, songbirds, and run-of-the-mill vermin. (The "fly" in creature_insects.txt, for example.) They're not a threat to adventurers or dwarves. Nor do they provide much, if any, benefit if killed, captured, or made into pets. (They're too small to provide any edible organs, meat, bone, etc.) They're just there for "flavor". But I'd much prefer if some of these were removed to make room for more of the interesting and useful critters to randomly spawn and maybe it'd save a bit on FPS.

      (Oh, and I see you've already increased the size of the rabbit from the vanilla 500 to a more useful and realistic 5000. Nice! I'll have to raise some and see if they'll give a bit of meat and bone now.)

      2) I've suggested it before and I'll suggest it again: Why can't more creatures be given the [TRAINABLE] tag? For example, why can't an Alligator be trainable if the Monitor Lizard (and many others) are trainable? I did notice that you made the common Wolf trainable. (Nice! A number of folks have asked why vanilla DF isn't that way.) But I also noticed that the Ice Wolf is not trainable, even though it can be tamed into a pet...

      3) Also, why can't more creatures be given the [MOUNT] tag? For example, both the Grizzly Bear and Black Bear are trainable, but only the Grizzly can be made into a mount. I understand that the Grizzly is much bigger (size 550,000) - a bit bigger than an adult horse (size 500,000), but the Black Bear is still sizable (size 320,000 or a bit larger than a Donkey or a large pony). And since a dwarf is usually a bit smaller than a human (60,000 vs. 70,000), it should be sufficient. (Although, I see that your custom Dwarves were made 70,000 to have a better chance in combat...)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 01, 2011, 08:06:19 pm
      1) I see no point in removing some of the vermin, they will always be around, unless delete every single land vermin I guess. Might get tiny tiny fps increase if drop their speed to one third. The flies and little frogs are a design decision from Toady. Oh and sometimes they feed starving dwarves.
      2) Hmm I usually leave the trainable/not trainable decisions to Deon. Indeed ice wolf is rare, only evil glacier and evil tundra. Gave them a speed definition now. Won't be trainable because they're evil.
      3) Hmm hard to say; I especially hate the harmless Giant Cave Swallow, ridiculous that goblins ride them. Yeah black bear seems like a decent mount. I better up both bear speeds from default 900 to 800. Gator mounts seem a little silly, as they are slow-moving. And would you believe that in vanilla, almost no creature has natural skills or speed definitions!

      Here's a few candidates from my pile of ideas:
      A) baboons, on tropical savannah only (because saw them on the telly)
      B) giant gremlins (basically a mischief-lever-pulling cave werewolf)
      C) dire owl 40kg aggressive, raging
      D) megaparrot semimegabeast
      E) swamp stork 17kg, lake heron 17kg
      F) kangaroos:    Black-flanked Rock-wallaby 5kg / brush-tailed rock wallaby 11kg,  4-9F 5-11M
         already have: Eastern Grey kangaroo 60kg, spd 800, Gangurru
         Red kangaroo max. 100 kg (220 lb) and 1.92 m (6.3 ft) tall.
         fictional giant roo, 6x, 550kg
      G) fae-jaguar, a double-speed magical feline, better than speedy faedogs, great as royalty's pets
      H) outdoors gelatinous cube swarm, a slow but deadly mega-enemy.
      I) a lesser sandworm, so not every sandworm in the world is a 5 or 10 ton giant
      J) a beast that area-secretes solid bone. Or leaves trail of it. (might turn out to be impossible to implement)
      K) a water-poisoner beast, goes into your precious outdoor pools and always secretes a poison / other similar but outputs a freezing liquid, temporarily freezing your pond.
      L) ten more tree species -- but you guys haven't even seen my current ones because they're not in official Deon-release
      M) a horror creature, caste A common and leaves trail of oil, caste B uncommon, sets fire to oil trail. (might turn out to be impossible, or oil have no effect in grassy areas)

      You can also private-message me which ones you vote for, if don't want to spam this uberlong thread.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: jockmo42 on June 02, 2011, 01:51:44 am
      Is there somewhere I can get a version without tilesets? I tried to just delete the art in one of the tileset versions and made it not use graphics in the init, but now I can't see anyone's symbol. I guess I broke it. Can someone give me the run down?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Dutchling on June 02, 2011, 07:07:18 am
      I've stopped playing DF for a while but I'm going to play again so it's time for Genesis again ^^
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 02, 2011, 08:40:57 am
      Is there somewhere I can get a version without tilesets? I tried to just delete the art in one of the tileset versions and made it not use graphics in the init, but now I can't see anyone's symbol. I guess I broke it. Can someone give me the run down?
      Just use the ASCII raws folder that I provide: http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_ASCII_Bonfires__newmineral_newwood_June1.zip (latest update)
      Now updating my Ironhand raws... and also switching my in-development version to Ironhand.
      Here's current Ironhand: http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand_Bonfires__minerals_woods_June1.zip (http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand_Bonfires__minerals_woods_June1.zip)
      Edit at 17:45, reuploaded for domple dorf frequency.

      The mod seems quite nice, but I dislike graphics packs and the ASCII version is rather out of date. Is there a way I can manually change a graphics version to use ASCII?
      It's a lot of tile changes, between ironhand and ascii. Every tree and plant and creature and workshop.
      I provide the cutting-edge ascii version: http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_ASCII_Bonfires__newmineral_newwood_June1.zip
      probably most of my new things (animals, minerals, trees, balance tunings) will make it into the Official Genesis.
      (install by installing the official ascii genesis, then replacing the raws folder with my raws folder. Or just use your existing .25 install and replace raws folder)

      A fine starting crew:
      (http://dl.dropbox.com/u/8967397/a_nice_start.jpg)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Tiruin on June 02, 2011, 11:36:43 am
      I've tried out some of the new monsters in the arena, could I suggest a way to kill gelatinous cubes? They certainly will never, ever, die...

      If possible, could it be modded that the cube has parts that should be broken and then lopped off? (Like when you splat it around with a hammer, since swords and axes' sharpness won't work) Or have a tiny core of some kind holding up the whole structure and acting as the control center of it?

      Or when it comes in contact with magma, it melts?

      I think of an amoeba when fighting it :/
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Trapezohedron on June 02, 2011, 11:50:54 am
      If it wouldn't be too rude, I'd like to borrow some parts of your ice mephit raw and your coldbreath_template for a mod I'm making, Deon. You will get a place in the credits section, of course. :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 02, 2011, 12:40:03 pm
      I've tried out some of the new monsters in the arena, could I suggest a way to kill gelatinous cubes? They certainly will never, ever, die...
      I nerfed it from 5000-thick skin to 20-thick skin in today's release. I shall try it in the arena now.
      5 gelcube vs 10 giant badger: 6 badgers zero GC die, 4 badgers get injured and flee.
      5 gelcube vs 5 giant gargoyle... gelcubes live.
      5 gelcube vs 3 hydra, hydras flesh rots and they flee. *sigh*
      (tweak cube)
      WOW, giant can throw GCube like 30 squares with wrestling!
      (change to 2partbody, now central knot can be lopped off)
      5 GC vs 15 no skill no gear goblins, GCs die, 9 gob survive with horrible "rotten" damage.
      5 GC vs 10 gargoyles: gargoyles win and took no damage. (follow-up: frost dragon vs 10 garg, FD wins but took heavy damage.)
      (increase body from 60kg to 300kg so it won't be puny)
      5 GC vs 10 stone dwarf: 1 GC dead, 6 dorf dead, 4 rotting dorfs flee
      5 GC vs 10 stone dwarf with iron axes: 5 GC dead, 8 dorf dead, 2 dorf victorious! This seems about right when dorfs have no armor no skill.

      Okay here's the current raws with nasty but killable Cubes:
      Ironhand: http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand_Bonfires__minerals_woods_June1.zip
      ASCII tiles: http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_ASCII_Bonfires__minerals_woods_June1.zip
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: jockmo42 on June 02, 2011, 04:30:31 pm
      Quote from: TomiTapio
      Okay here's the current raws with nasty but killable Cubes:
      Ironhand: http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand_Bonfires__minerals_woods_June1.zip
      ASCII tiles: http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_ASCII_Bonfires__minerals_woods_June1.zip

      Thanks a ton, man!

      Hmm. So my demon adventurer just found a bonfire pestle. I picked it up and carried it outside, then I started melting so I threw it into the forest. What is happening.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: NobodyPro on June 02, 2011, 06:10:02 pm
      Adventurer mode gives materials based on a sort of tier system calculated in worldgen (guess based on experience) so in mods you can recieve some pretty bizarre objects such as a bonfire pestle (bonfire mod, supposed to be a piece of wood that begins to burn).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Morwaul on June 02, 2011, 06:47:42 pm
      Hello Tomi

      I think we have enough regular creatures but if you want to make more knock yourself out.  What I would like to see if more fantasy and useful type creatures.  Fae and Dire animals sound awesome.  I do not thing Dire animals should not be tamable.  A Legendary Animal trainer should be able to tame nearly anything: Dire Critter, Dragon, Women, and all the other Evil beasties.  Cause really, are they Evil, or do they just think you or your pocket book look yummy?  I would actually like to see the Fae / Dire thing expanded. 

      Fae = faster, more agile, dexterous, etc.  Better at dodging
      Dire = slower, stronger, tougher, etc.  Thicker hide
      Mutant = Could apply to any animal including Fae and Dire, even stronger, faster, tougher, damaging, etc.  Could even give weird effects such as 2 heads, iron skin, pink fur with white horns

      If you are getting hung up on Dire = Evil then use a different name.  Seelie and Unseelie or Fae and Trogg or whatever but personally I like Dire.

      Other ideas would be: (not sure if these are doable)
        1 Flying pets?  Eagle, Fae Eagle, Dire Eagle
        2 Working pets?  Got a thing called a Nith Mason.  Thought wow, it would be cool if it really was a mason.  Not sure is this is doable but it would be very coo if there were critters that when trained do tasks.  Carry things, eat body parts, smooth stone, train your dwarves in wrestling, impregnate your spouse-less dwarves....or maybe not.
        3 Growable animal food?  I am really getting tired of my entire map being turned into a wasteland by a couple animals. 
        4 Growable Wood?  Plant a bunch of wood bearing plants on a farm plot and have your woodcutter turn them into logs.

      Also, I am having trouble with traps.  I built a cool trap system that should have been the death of a many enemy but instead of walking into it the enemies just stand in the corners of the map until they get board and leave.  I don't even have to close the gates.  It makes me sad....

      The animal eating all the grass thing is also very irritating.  If we cannot make animal food then can we make it so that walking on the grass and eating it doesn't kill it or if it does kills it very slowly?  Or make it grow back very quickly. 
      Spoiler (click to show/hide)

      Just some ideas.  Take them or leave them.  I love what you do.

       
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: jockmo42 on June 02, 2011, 07:38:55 pm
      Adventurer mode gives materials based on a sort of tier system calculated in worldgen (guess based on experience) so in mods you can recieve some pretty bizarre objects such as a bonfire pestle (bonfire mod, supposed to be a piece of wood that begins to burn).

      I knew this much, I just always assumed there was a way to exclude some materials.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 02, 2011, 11:24:06 pm
      A Legendary Animal trainer
      Fae = faster, more agile, dexterous, etc.  Better at dodging
      Dire = slower, stronger, tougher, etc.  Thicker hide
      Mutant = Could apply to any animal including Fae and Dire, even stronger, faster, tougher, damaging, etc.  Could even give weird effects such as 2 heads, iron skin, pink fur with white horns
      Thanks for the feedback!
      pet_exotic tamed only by dungeonmaster is still broken :/
      I like the fae speedy things. You could call my Spirit Ravens faeravens instead, but they're half in half out of the material world.
      I tried to make a non-flesh ghost apparition, but it crashed the worldgen hard when I set it to large_predator. I'd like more ghosts, very hard to kill (good weapon practice) but deal very little damage (area-stun howl?)
      Got ToughMaterials which is given to most cave beasts. Yeah can easily command more skin and muscle thickness. Usually there are giant versions instead of dire versions, Toady loves giantifying.
      Mutant Faedogs (rare caste) have firebreath :´) Gargoyles have the nice marble-rock skin. Mutant wolf could have poison bite or thicker materials.
      One heavy mutant feature: doesn't die of blood loss.

        1 Flying pets?  Eagle, Fae Eagle, Dire Eagle
        2 Working pets?  Got a thing called a Nith Mason.  Thought wow, it would be cool if it really was a mason.  Not sure is this is doable but it would be very cool if there were critters that when trained do tasks.  Carry things, eat body parts, smooth stone, train your dwarves in wrestling, impregnate your spouse-less dwarves....or maybe not.
        3 Growable animal food?  I am really getting tired of my entire map being turned into a wasteland by a couple animals. 
        4 Growable Wood?  Plant a bunch of wood bearing plants on a farm plot and have your woodcutter turn them into logs.
      Also, I am having trouble with traps.  I built a cool trap system that should have been the death of a many enemy but instead of walking into it the enemies just stand in the corners of the map until they get board and leave.  I don't even have to close the gates.  It makes me sad....
      1. bats and owls could become popular pets, but you really don't see any difference from the flying. Maybe faster speed than dog. Did you mean flying fortress-guard-animals like gargoyles? I made captureable-tameable-nonmegabeast dragons once... then enemy siege came riding 30 gray dragons APOCALYPSE
      2. If they can work, they're a caste of your own civ. Otherwise they're animals or captured enemies.
      3. feeding not doable. Dig a soil-layer cave, grass grows there and animals are safe from hostiles. Elephants eat the fastest.
      4. Well that might be fun, grow lots of Plant X, and alchemy shop glues the bush's sticks into wooden planks. (wickerwork?) (25 bush to 1 or 2 wood)
      Yeah it's a "siege", they're being clever and not rushing forward like dumb werewolves. Siege cuts you off from the outside and harass you. You can try sending one no-skills beardlessdorf out as one-man squad to taunt them. Chain up puppies, maybe they'll attack them.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Morwaul on June 03, 2011, 12:23:39 am

      I like the fae speedy things. You could call my Spirit Ravens faeravens instead, but they're half in half out of the material world.
      I tried to make a non-flesh ghost apparition, but it crashed the worldgen hard when I set it to large_predator. I'd like more ghosts, very hard to kill (good weapon practice) but deal very little damage (area-stun howl?)
      Got ToughMaterials which is given to most cave beasts. Yeah can easily command more skin and muscle thickness. Usually there are giant versions instead of dire versions, Toady loves giantifying.
      Mutant Faedogs (rare caste) have firebreath :´) Gargoyles have the nice marble-rock skin. Mutant wolf could have poison bite or thicker materials.
      One heavy mutant feature: doesn't die of blood loss.

      1. bats and owls could become popular pets, but you really don't see any difference from the flying. Maybe faster speed than dog. Did you mean flying fortress-guard-animals like gargoyles? I made captureable-tameable-nonmegabeast dragons once... then enemy siege came riding 30 gray dragons APOCALYPSE

      4. Well that might be fun, grow lots of Plant X, and alchemy shop glues the bush's sticks into wooden planks. (wickerwork?) (25 bush to 1 or 2 wood)
      Yeah it's a "siege", they're being clever and not rushing forward like dumb werewolves. Siege cuts you off from the outside and harass you. You can try sending one no-skills beardlessdorf out as one-man squad to taunt them. Chain up puppies, maybe they'll attack them.

      The ghost thing sounds very neat.  Actually having ghosts or maybe even a wraith as a semi mega beast could be Fun. 

      I think you have the idea of what I was trying to get across.  The Fae / Dire tag can be anything or nothing.  The idea was to have a happy fast, agile, better than normal version of animals that have a fairyish style and a meaner stronger, tougher, better than normal version of animals that have a hellish or underworldish kinda feel to them.  They could be balanced so that they are different but neither one more powerful than the other (Fae wolf bites you 5 times for 6 damage doing 30 damage total / Dire wolf bites you 2 time for 15 damage doing 30 damage total)  (You swing at the Fae wolf 3 times missing twice and getting a glancing blow once doing 2 damage total / You swing at the Dire wolf 3 times getting 2 glancing blows and hitting him right between the eyes once doing 2 damage total.)  They should all be tamable / trainable.

      On second thought, maybe they should all be Fae but rather than calling the Fae call the Seelie Hound and Unseelie hound.  Meh, it doesn't roll off the tung like Fae and Dire do though.  That is what I am kinda getting at though.

      2.  I was thinking more of something not ridable at all but able to fly and deadly.  Something that would be able provide a challenge for or even tear up a steel clad dwarf if encountered in the wild and enraged.  But if captured or purchased and tamed/trained could be a valuable defense against bat riders, giant eagles, dragons, etc.  For instance, putting a pen/pasture with 10 War Mutant Fae Hawks 2 or 3 Z levels over your entrance or field.  Kinda like having a squadron of Interceptor Jets ready to go.  They would have to be very expensive like the Faedogs and their ability to fly would make it quite difficult to trap them.

      4.  I like your take on it.  I was thinking more like a hardwood mushroom or subterranean tree but the whole Alchemy Shop / Glue thing makes me think underground bamboo which as this century is proving can be turned into anything from furniture to flooring to sheets.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Torgan on June 03, 2011, 03:58:14 am
      The animal eating all the grass thing is also very irritating.  If we cannot make animal food then can we make it so that walking on the grass and eating it doesn't kill it or if it does kills it very slowly?  Or make it grow back very quickly. 
      The newest version of Genesis is supposed to have stopped domestic animals trampling grass I think.  Just noticed as I'm redownloading it on my work comp to make a slow Friday go faster. >_>

      I think Toady had an idea about feeding animals using rock nut cakes but I can't see anything on the wiki so maybe I imagined it.  Maybe it's just on his endless list of future items. 

      I guess this isn't possible to mod but is it possible to get beavers that build dams, flooding fortresses? :P  Then we need fireproof magma beavers that do the same underground.  We do have lots of animals and birds, is it possible to do anything with the bees, good bees that let you harvest super honey that works as soap, evil bees that let you harvest poison from hives but both are more likely to kill/incapacitate a dwarf if they sting.  Or turn your dwarf into a werebee in the next release. :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 03, 2011, 07:51:01 am
      I think one could implement a ghost as similar to gelatinous cube, but with massive dodging skill and normal footspeed. Ofcoz fast flying banshees should be there. Probably a more dangerous ghost for evil areas.
      It would be super hard to balance the damage amounts between fae and dire. Most of the damage is done by latch & shake-tear. A generic arena test of 20 faetiger and 20 dire tiger would give indication which one's current size/speed/skills/biteforce/skinthickness/toughness combo is deadlier. I have the feeling that size matters much less than how many attacks your superior speed gives you.
      Deadly flying pets, that would be a Winged Cobra. Or a poison-spurred hawk.

      The newest version of Genesis is supposed to have stopped domestic animals trampling grass I think.  Just noticed as I'm redownloading it on my work comp to make a slow Friday go faster. >_>
      possible to do anything with the bees, good bees that let you harvest super honey that works as soap
      Yeah it was just removing the old grasstrample tags. Sure I could make more bee species, but they might give more crashes being a recent feature addition. Don't quite see a point in having more bee species, unless for magic alchemy stuff. I remember something about soap from reactions being impossible? (looks at raws) Hmm. The point is that it's supposed to be many steps to make soap. (ash-lye screwpress-jug) One could try itemcorpse:soap from a "foaming mink" (they would have a soap gland).

      Nope, animals and invaders can't construct squat. Ice mephit however can convert 1/7 water to 7/7 ice walls! So... caste A leaks a 1/7 high fluid (probably not possible), caste B freezes fluid into walls.
      Probably should add beavers to the mod as they're pretty distinctive (compared to one more deer species).

      ps. in yesterday's fort I saw a wild elephant and its child!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 03, 2011, 03:43:50 pm
      Just added beavers to my worlds. 13-43 kg. Also fixed bug in GelCube's attack. And tuned gelcube's syndromes.
      [DESCRIPTION:A nocturnal river rodent with a huge flat tail and dark-brown oily fur. They eat leaves and green bark. It can grow to be as heavy as a common dog.]

      (http://farm4.static.flickr.com/3187/2286455954_a7562d5598.jpg) (http://www.flickr.com/photos/krrrista/2286455954/)
      beaver .. meet toothbrush. (http://www.flickr.com/photos/krrrista/2286455954/) by krrrista (http://www.flickr.com/people/krrrista/), on Flickr
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: GreatWyrmGold on June 03, 2011, 10:39:04 pm
      Awesome mod, especially the dwarf castes and illithids. Suggestion: Add blue, green, black, and white dragons as well as red ones.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 03, 2011, 10:49:20 pm
      Awesome mod, especially the dwarf castes and illithids. Suggestion: Add blue, green, black, and white dragons as well as red ones.
      Thanks! I'm sure Deon would thank you too if he wasn't real busy.
      Got frost wyrm (blue, cold) and wyvern (green, acid) dragons already courtesy of Deon. What did the white one do again, was it frost and blue was lightning? I'd like some other new megabeasts than dragon with new syndrome breath. Maybe a metal-plated dragon? Adamantine serpent? Colossal Silver Spider?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Patchouli on June 04, 2011, 01:22:15 am
      LonelyZues Brought this up in DF General:

      http://www.youtube.com/user/Revocane#grid/user/C3C568A635A1B019

      It's a quite extensive playthrough of Genesis.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Lamphare on June 04, 2011, 06:36:35 am
      i just found out there is no cupronickel in gensis.
      it was not common in the west, but known as white copper in east asia.
      it is used in coinage as well as shipbuilding for it's strength and high resistance to corrosion. so i suggest adding it as mid-grade warfare metal.roughly 2:1 copper nickel ratio could make it on par with bronze(heavier).

      it's not widely produced in old times for the essential cobalt-nickel-arsenic ore was scarce. but that is not a problem at all in DF.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 04, 2011, 08:35:27 am
      i just found out there is no cupronickel in gensis. it was not common in the west, but known as white copper in east asia.
      it is used in coinage as well as shipbuilding for it's strength and high resistance to corrosion. so i suggest adding it as mid-grade warfare metal.roughly 2:1 copper nickel ratio could make it on par with bronze(heavier).
      Hmm... these seems to be 90:10 and 75:25 CuNi versions. In Finland the alloy is called alpakka (trademarks Alpaka or Alpacca).

      I should give it a go. Too bad nickel only appears in Gabbro, and way too many of my embarks have been galena-sphalerite-platinum awfulness (no copper no bronze no iron). I'll research if there's more nickel ores.
      I found that CuNi is 8.8 to 8.9 density, same as black bronze. I gave it a tiny bit better edge than copper. Copper value 7, CuNi 9.
      Code: [Select]
      [PERMITTED_REACTION:CUNI_MAKING]

      [REACTION:CUNI_MAKING]
      [NAME:make silcopper bars]
      [BUILDING:SMELTER:NONE]
      [REAGENT:A:450:BAR:NO_SUBTYPE:METAL:COPPER]
      [REAGENT:B:150:BAR:NO_SUBTYPE:METAL:NICKEL]
      [PRODUCT:100:4:BAR:NO_SUBTYPE:METAL:CUNI]
      [PRODUCT_DIMENSION:150]
      [FUEL]
      [SKILL:SMELT]

      [INORGANIC:CUNI] --added by TomiTapio, 75:25 CuNi, see http://en.wikipedia.org/wiki/Cupronickel
      [USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:silcopper] --shorter than "white copper" or "white bronze"
      [STATE_NAME_ADJ:LIQUID:molten silcopper]
      [STATE_NAME_ADJ:GAS:boiling silcopper]
      [DISPLAY_COLOR:5:6:0]
      [MATERIAL_VALUE:9] when copper is 7.
      --xx todo values, these are blackbronze's values.
      -- elastic modulus to be worse than 123-145 (which are MODERN elite alloys)
      -- tensile str better than 290 (modern 350-420)
      [SPEC_HEAT:385]
      [MELTING_POINT:11952]
      [BOILING_POINT:14611]
      [SOLID_DENSITY:8880] --okay CuNi
      [LIQUID_DENSITY:8020]
      [MOLAR_MASS:63546]
      [IMPACT_YIELD:245000]
      [IMPACT_FRACTURE:770000]
      [IMPACT_STRAIN_AT_YIELD:175]
      [COMPRESSIVE_YIELD:245000]
      [COMPRESSIVE_FRACTURE:770000]
      [COMPRESSIVE_STRAIN_AT_YIELD:175]
      [TENSILE_YIELD:70000]
      [TENSILE_FRACTURE:220000]
      [TENSILE_STRAIN_AT_YIELD:58]
      [TORSION_YIELD:70000]
      [TORSION_FRACTURE:220000]
      [TORSION_STRAIN_AT_YIELD:145]
      [SHEAR_YIELD:70000]
      [SHEAR_FRACTURE:220000]
      [SHEAR_STRAIN_AT_YIELD:145]
      [BENDING_YIELD:70000]
      [BENDING_FRACTURE:220000]
      [BENDING_STRAIN_AT_YIELD:58]
      [MAX_EDGE:12000] --tiny bit better than copper
      [ITEMS_HARD]
      [ITEMS_METAL]
      [ITEMS_BARRED]
      [ITEMS_SCALED]
      [ITEMS_WEAPON]
      [ITEMS_WEAPON_RANGED]
      [ITEMS_AMMO]
      [ITEMS_DIGGER]
      [ITEMS_ARMOR]

      Can you find the relevant numbers from booklet at http://www.copper.org/applications/cuni/txt_DKI.html
      "Homogeneous Cu-Ni alloys are difficult to machine. As a result of their great toughness, their machinability is poor, especially in the soft condition."

      "The main ore of nickel in Australia (and in terms of worldwide production) is the primary sulphide mineral pentlandite (Fe, Ni)9S8, which occurs with pyrrhotite (FenSn+1), pyrite (FeS), and chalcopyrite (CuFeS2) in lodes in mafic and ultramafic (iron and magnesium-rich) igneous rocks. In Australia, nickeliferous sulphide ores and their host rocks mainly form parts of ancient volcanic lavaflows. However, most of the world's known resources are contained in nickel-bearing laterites (such as in New Caledonia and Cuba) in minerals such as garnierite ((Ni, Mg)SiO3.nH2O) and nickeliferous limonite which is nickel mixed with hydrated iron oxide." http://www.australianminesatlas.gov.au/education/fact_sheets/nickel.jsp
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on June 04, 2011, 08:48:49 am
      Tomi, you think the way I do :). I will add beavers and baboons along with zebras and other "mundane" animals when I get to updating the mod.

      I also thought about adding more "outer world" monsters to evil areas. You know it gets old to see greek harpies all over the dead biomes. Genesis already spices it up a bit, but I thought about adding weirder critters (especially after I saw Corruption in Terraria).

      P.S. I will integrate your silcopper as white bronze; goes well with the existing black bronze :P.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Sirdrake on June 04, 2011, 08:57:57 am
      I cant wait till next update to DF and genesis :)
      Werewolves will eb even worse know if deon adds it so they can transform others into werewolves aswell :P
      imagine walking looking through your fortress then all of a sudden werewolves appear out of nowhere that would be annoying
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 04, 2011, 09:09:56 am
      Werewolves will be even worse now if Deon adds it so they can transform others into werewolves aswell :P
      Heh, that would be strange :ö)
      Also future Genesis should have "change into something puny" infections too, sluggishness-disease, and a fae-syndrome (you get 150-200% speed "and then our town learned how to install springs in our boots.")

      Actually I've toned down werewolves with
         [BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:100:100:100]
         [BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:100:100:100]
         [BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:100:100:100]
      So you don't get the rare gigantic enormous ultramuscular fiend which is tougher than a megabeast or Gith. (appearance-multiplier version of 200-250kg with heavy skills)

      Okay, we'll call it white bronze.

      Aaaaand...
      "Pentlandite is an iron-nickel sulfide, (Fe,Ni)9S8. Pentlandite usually has a Ni:Fe ratio of close to 1:1. It also contains minor cobalt."
      [INORGANIC:PENTLANDITE]
         [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
         [STATE_NAME_ADJ:ALL_SOLID:pentlandite]
         [DISPLAY_COLOR:7:10:0] todo
         [TILE:151]
         [ENVIRONMENT:IGNEOUS_INTRUSIVE:VEIN:80] --try freq18 eventually.
         [ENVIRONMENT_SPEC:HORNBLENDE:VEIN:18] --not based on facts
         [ENVIRONMENT_SPEC:AUGITE:VEIN:18]  --not based on facts
         [ENVIRONMENT_SPEC:DIABASE:VEIN:18]  --not based on facts
         [METAL_ORE:NICKEL:30]
         [METAL_ORE:PURE_IRON:30]
         [METAL_ORE:COBALT:4] --for fun, or "possible because of dwarf magic"
         [IS_STONE]
         [MELTING_POINT:12160] ??
         [SOLID_DENSITY:4700]
         [MATERIAL_VALUE:4]
      ------------------> http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand_Bonfires__minerals_woods_CuNi_June4.zip (http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand_Bonfires__minerals_woods_CuNi_June4.zip)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Judarud on June 04, 2011, 11:47:58 am
      can you play other races in fortress mode or just dwarves
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 04, 2011, 11:51:44 am
      can you play other races in fortress mode or just dwarves
      You can, if you change a few things around. But then it's a different raws folder where someone other than dwarves are the stars.
      Basically,
      [ENTITY:MOUNTAIN]
         [ADVENTURE_TIER:1]
         [CIV_CONTROLLABLE]
         [CREATURE:DWARF]
         [TRANSLATION:DWARF]
      Take the [CIV_CONTROLLABLE] away from dorfs and give it to the civ you want.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Judarud on June 04, 2011, 11:58:56 am
      whats the diference betwen iron hand and phoebus
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Sirdrake on June 04, 2011, 12:01:39 pm
      whats the diference betwen iron hand and phoebus
      try them out for you self and find out in my experience phoebus is brighter than iron-hand
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: GreatWyrmGold on June 04, 2011, 12:11:54 pm
      Awesome mod! Void master demigods FTW!

      Are animated armors' shields supposed to have attacks pass through?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 04, 2011, 02:53:30 pm
      Awesome mod! Void master demigods FTW! Are animated armors' shields supposed to have attacks pass through?
      Because it's a body part, attacks can go through it. It's like a forearm, but made of metal, and renamed into "shield".
      Can't force a creature to wear certain items.

      Ps. trying some adventuring. Baldur monks are damn fierce (Bam! You have mangled shoulder), as are apparently brook troll squads. Wow, a beholder outdoors, and it shot some nasty stuff at me!
      Based on the damn shadow horrors and other random-gen fiends... gotta make tissues bleed more, bastards should die/stop moving after 30-40 bleeding warhammer hits.

      So... demigod keeper axer has absolutely NO chance vs. demon-civ leader.
      Try a DemonOfPain outsider hero.. no backpack, can't wear any found items, too small.
      Then roll another world, demigod obsidiandorf, does rather well (probably thanks to redsteel axe). Jackals and black bears ambush sometimes. Why not wolves? Can someone look into this.

      Allright, here is some love for adventurers: http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand_Bonf_minerals_woods_CuNi_advenJune5.zip (http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand_Bonf_minerals_woods_CuNi_advenJune5.zip)
      All creatures bleed more and thus die a little bit sooner, and added placeholder vocalizations/sounds to many prone_to_rage creatures.

      If you adventure here, give some feedback on what each significant creature should sound like. Now they all shuffle their feet.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Sir Leonard III on June 04, 2011, 05:51:52 pm
      Only one "glitch"
      The "glitch" was when I was constructing a drawbridge and all the tiles had doors on them. They weren't recognized as doors, it was recognized as a bridge but it still was strange.
      Luckily it passed.
      Or was that supposed to look like that? I don't know. Still a great mod, good work.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Lamphare on June 05, 2011, 12:43:21 am
      keep getting
      Code: [Select]
      *** Error(s) found in the file "data/save/region11/raw/objects/creature_faerun.txt"
      GELATINOUS_CUBE:Attack BURN seems to have correct format but could not find proper BPs in any caste, so not added
      in error log

      i'm using Tomi's June 1st version
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Halconnen on June 05, 2011, 06:32:20 am
      Out of curiosity, why do all scaled creatures (at least the ones I looked at so far, Hydra, Dragon variants) use [USE_TISSUE_TEMPLATE:SKIN:SKIN_TEMPLATE], rather than SCALE, like the stock creatures do, for their dragonscale tissue? o.o
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on June 05, 2011, 06:39:28 am
      Because scales are normally not tannable, and also they use the TOUGHSKIN and TOUGHLEATHER templates which are much harder than normal skin/leather. I didn't want to make a new tanned scale template because it's still technically the skin, just with a different name.

      keep getting
      Code: [Select]
      *** Error(s) found in the file "data/save/region11/raw/objects/creature_faerun.txt"
      GELATINOUS_CUBE:Attack BURN seems to have correct format but could not find proper BPs in any caste, so not added
      in error log

      i'm using Tomi's June 1st version
      Welp, Tomi must have done something wrong there, I didn't check it yet.

      Awesome mod! Void master demigods FTW!

      Are animated armors' shields supposed to have attacks pass through?
      Do you mean "the attack passes through"? It means that some material definition is off, I will check it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 05, 2011, 06:54:22 am
      keep getting GELATINOUS_CUBE:Attack BURN seems to have correct format but could not find proper BPs in any caste, so not added
      Yeah, I failed to check my errorlog before putting out that sub-release. To make the nag go away, [ATTACK:BURN:BODYPART:BY_CATEGORY:BODY_LOWER] (they were invulnerable with thinking-onepartbody)

      ps. had a adventurer crash, that's rare. Ambushed by giant sandworm.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Dutchling on June 05, 2011, 09:24:36 am
      How do I use the adventure crafting features?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: nordak on June 05, 2011, 11:13:55 am
      Hey, can an adventurer acquire items from display cases?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 05, 2011, 02:33:08 pm
      Here's the info about adventurer crafting:
      So im trying to weave thread, and im on a plant, I try to use the skill, but it says I cant. The same similar thing happens with rocks. Can I get some advice?
      Adventurer mode, right? You can't get plants and trees from the world in adv.mode. Not boulders either.

      Basic rock knapping (sharp rock) is told in http://df.magmawiki.com/index.php/DF2010:Adventurer_mode#Adventure_Mode_Skills
      Genesis adv. crafting: http://df-genesis.wikidot.com/adventure-crafting
      Quote
      "Weave thread from plants --- Reagent: any plant Product: plant thread Description: Makes thread out of plants. Make sure to get the reagent in your hands or on the ground under you. Note that any plant can be used to make a generic "thread", however only those which provide thread in fortress mode provide a real named "thread" material item.
      So first gather plants from "thin air", on any square. Then have plant in hand, or at your feet, and weave.

      Giving sounds to civilizations...
      Spoiler (click to show/hide)
      So, what sounds should ech civ have? Gave sylvans a whistle instead of warcry. Which civ should make armor clanking sounds? Should desert elves be quieter than other civs? Some elf civ sing war songs?

      Hey, can an adventurer acquire items from display cases?
      Probably not. It's a constructed part of a workshop.

      Edit3: Tuning the people sounds...
      Example:
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Rumrusher on June 05, 2011, 04:14:03 pm
      hey could there be playable civs other than dwarves each with different workshops catering to their kind?
      like a workshop that takes in corpses and turns it into meaty armor for goblins?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 05, 2011, 04:48:13 pm
      hey could there be playable civs other than dwarves each with different workshops catering to their kind? like a workshop that takes in corpses and turns it into meaty armor for goblins?
      Yes, there could be. I'm not making ten workshops and their reactions and graphics for goblins. Someone else could. Might be slightly interesting to try a serpentfolk fort.

      What, Meat Dress armor? Reaction: bodypart into meat bars (a FleshForge operator Glues Meat into Meat Shields) I think seven layers of leather would be better than Pig Carcass Platemail.
      We don't even have padded armor made of 3-inch thick Felt. Or leather+bones armor. Or rock plates in leather armor front pockets...

      Edit: tuning more based on my adventurer experiences... fffffoes should die sooner than current, when a demigod stabs and punches them repeatedly. Adjusting mace and halberd and bardiche numbers...
      If a demigod no-armor human can't survive bogeymen... and bogeymen are quite uneditable... should boost all editable humanoids? I just change death-by-bleeding to a little bit sooner.

      Great demigod keeper of mine finally died, to brook troll mob.

      Hmm I have no reason not to post today's "daily version". http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand_CuNi_adv_sounds_June5b.zip (http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand_CuNi_adv_sounds_June5b.zip)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Cave Man on June 06, 2011, 12:32:42 am
      I ask these questions Deon a week ago, but he is very busy, so I translated them into English as I could and ask them to you.

      1) Without a Genesis mod I find magma at 130-160 m level, as found in Genesis 5. That I was so lucky or a feature of mod? Variety of resources are also smaller - on my current map, in the idea at the start were fluxes, metals (platinum and gold only). Thank you for Sun Gold.
      2) By the way, maybe need to reduce the price of the components of the traps, and something I'm selling a masterpiece serrated disc of the Sun Gold 90 000, and Master - for 37,000. Not much? The rest of the industry does not need any more.
      3) And also suggest to consider how to balance the weaving industry. Actually why take the risk, getting to the caves for the web, if pig tail not so much his inferior in value. Now I do not reveal the cave, except FB nothing there to catch.
      4) Giant moose are starving all the time. Even their children eat too much and they do not have enough pasture. If he is hungry, then at least the season will graze on the field, never to eat. We have to kill them immediately. Something to do with appetite.
      5) Does the student skills in the learning rate?
      6) Why are fighters, after a melee disappear nicknames (reset). Is it possible to avoid failure nicknames? This is impeding, because I write nicknames such as W1 Axe Jade and other marks. Constantly rewriting it is very annoying. I know that this is not particularly Genesis, but generally it possible to fix this?
      7) How exactly does a psychiatrist. One gets the impression that he just messing around.
      8 ) IMHO, the demons have to re balance - at the initial stage of the game, even before the first siege of goblins, they begin regular attack in large groups - 10-15. I think it is better somehow arrange their appearance to the complexity was growing gradually.
      9) unique fighters illithids need more originality. For example for the Outpost is quite different in structure from the rest illithids. Maybe this should be ready-made tiles from Ironhand critters.png
      Can fit something like this
      (http://linkme.ufanet.ru/images/9771887453a38ef1beece1107ee0c355.jpg)
      10) Can you do to illithids flying in the air fell down, if losing consciousness? And somehow I have one stuck at the entrance near the block of ice. It was impossible to get him and the dwarves were frightened. Archers from time to time fell on him, so he was unconscious, but continued to fly.

      11) Danger room (room with spears) in Genesis does not work? I mean, the period of repetition is very great. So conceived, or I do something wrong?
      12) Keep brows in the forum, that the furnace is useless at the moment. Theoretically - a good thing, but for the sake of the steel (the more so because it is often not so much) to build it is meaningless. I have built, but it's worth already that year, never used.
      13) I built a number of training dummies, attributed to them a few soldiers, and set a threshold for training from a professional to legendary level. However, newbie calm them to training. What's wrong?
      14) Can I do so that dogs do not run away in the Burrow for the population on alert during the siege? And somehow, it turns out sense from them is not enough if the soldiers are all one, without them fighting. The only option now, close them somewhere outside the inlet and then let out, and even then, who knows will they fight or flee.
      15) Is it possible to make that wild prey animals were not friends with wild herbivores, hunted them. And something I looked, most living creatures civilization "-1".
      16) What characteristics are important for an alchemist?
      17) Does it make sense to use platinum statue in the philosophical garden?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Thundercraft on June 06, 2011, 01:43:58 am
      1) ...Variety of resources are also smaller - on my current map, in the idea at the start were fluxes, metals (platinum and gold only). Thank you for Sun Gold.
      The variety of resources on maps was intentionally made small by ToadyOne as a game decision. It's supposed to make trading with caravans more important. For those who have a problem with this, there's an option to adjust it. When generating a new world (http://df.magmawiki.com/index.php/DF2010:World_generation) ("Create New World" from the menu), at the bottom of the customization menu players are given the opportunity to adjust the "Mineral Occurrence" by choosing Very Rare, Rare, Sparse, Frequent and Everywhere. Also, some tips for finding lots of metals, iron ore and coal:
      Spoiler (click to show/hide)

      2) By the way, maybe need to reduce the price of the components of the traps, and something I'm selling a masterpiece serrated disc of the Sun Gold 90 000, and Master - for 37,000. Not much? The rest of the industry does not need any more.
      That's another balance issue in plain vanilla Dwarf Fortress. Producing masterpiece serrated disks for caravans is a time-honored tradition of making lots of dwarfbucks fast. But I suspect Toady may nerf that a bit later when he's further along his plans for the Caravan Arc (http://df.magmawiki.com/index.php/Caravan_Arc). Personally, I like the option of making money fast. But if it feels like cheating, you could just choose to make something else and earn money more slowly.

      3) And also suggest to consider how to balance the weaving industry. Actually why take the risk, getting to the caves for the web, if pig tail not so much his inferior in value. Now I do not reveal the cave, except FB nothing there to catch.
      Good point. I second the motion to balance weaving and make the GCS Silk Farm industry profitable again, if only to give players an incentive to bold the caves and make a profit on silk.

      I suspect Toady dropped the value of silk because, from what I read, the invading hordes of goblins and others used to bring in tons of silk clothing, which could be sold for a good profit. (That, and lots of players were doing the Silk Farm thing.) But some of use are of the opinion that the value was reduced too far. Perhaps silk itself could be modded so that it's rare and only dwarves (and perhaps one other race) could produce it, so invaders aren't likely to have any?

      4) Giant moose are starving all the time. Even their children eat too much and they do not have enough pasture. If he is hungry, then at least the season will graze on the field, never to eat. We have to kill them immediately. Something to do with appetite.
      It's not just the moose. All large grazing animals have this problem and the larger the beast the bigger the problem. It's so bad that Elephants and some other large ones can go extinct and players may not get to see any. Or they may rapidly eat up all the grass, so you have to send your military to kill them quickly to leave some grass for your pets.

      The grass requirements of grazing animals is a new feature in Dwarf Fortress and, as such, it has balance issues. I'm sure ToadyOne will (eventually) get around to fixing it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TuefelHundenIV on June 06, 2011, 02:07:58 am
      Forget elephants Giant Capybaras are the scourge of my dwarves.  They readily bite off limbs or cause severe bleeding wounds bleeding out the hunters despite getting pretty shot up.  I have my hunters using stone tipped arrows.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Thundercraft on June 06, 2011, 02:27:36 am
      They readily bite off limbs or cause severe bleeding wounds bleeding out the hunters despite getting pretty shot up.
      In that case you many not like where Tomi is going in his latest daily build:
      ...If a demigod no-armor human can't survive bogeymen... and bogeymen are quite uneditable... should boost all editable humanoids? I just change death-by-bleeding to a little bit sooner.

      Boosting all humanoids might be good, particularly if it means surviving more hits. But I hope that does not mean werewolves and other invading humanoids will inflict more damage in attacks.

      Perhaps you could create another skin slightly above regular SKIN, but significantly less than TOUGHSKIN and give this "BUFFSKIN" to all humanoids? So it'd be like wearing leather armor. But then would you have to boost some of the armors to compensate?

      There's always a trade-off, I guess. :( Must be hard for ToadyOne and mod creators to balance everything in a fun a realistic way.

      We don't even have padded armor made of 3-inch thick Felt. Or leather+bones armor. Or rock plates in leather armor front pockets...
      I kind of like the idea of leather+bone armor. And rock plate on leather armor.

      I remember watching something on the History channel about "paper armor" made in Ancient China. Was supposed to be cheap (paper layered together with lots of resin to make it at least as strong as wood, then fashioned into plates and sewn onto leather), yet it could stop most arrows. Perhaps the Elves could make a leather+wood armor? (It would fit their ethics, since producing it means less of a burden on trees than wood armor.) It'd still be useful if it was made from a strong wood.

      And I always thought it strange that bone, shell, and wood had such limited usage in armor and wearables. One should be able to make shoes out of just about any material. (The Dutch used to wear wooden clogs.) And, aside from the limited protection, why not allow the creation of bone or shell breast plates and other armor? If one thinks about it, a really large shell (particularly a turtle shell) should make a passable shield, esp. if it were reinforced with resin or some other processing or materials. But then, I suppose bone and shell materials are not strong enough in-game to be very useful without boosting that a bit.

      Considering how rare weapons-grade metals are on a lot of embarks now, you'd think many Dwarf forts would have to learn to make do with local materials out of necessity. Then, when one considers how frequently sieges can come in Genesis and how often caravans get attacked...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TuefelHundenIV on June 06, 2011, 03:52:26 am
      You mean sort of like laminated paper layers?  Supposedly very thick wicker shields could do the same thing.  Layered and lacquered leather also supposedly made excellent armor.

      A supposedly common European armor is like the Chinese paper with cloth for the layers in the armor it is resined together and sewn between pieces of leather.  Supposedly decent for stopping arrows fired from range.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 06, 2011, 09:21:41 am
      Forget elephants Giant Capybaras are the scourge of my dwarves.  They readily bite off limbs or cause severe bleeding wounds bleeding out the hunters despite getting pretty shot up.  I have my hunters using stone tipped arrows.
      It seems the core of humanoid-vs-biting-creature combat is bite, latch on, then shaking tears off the limb. And shaking is proportional to the biter's size. For some creatures I've removed the latching-on part.
      I got giant capybaras at 1000%, 450kg, and rodents are known for their Gnawing Through Concrete. Try metal armor versus those biting-optimized horses.
      Also, elephants are wimps and they want to flee. However when you catch up to them, ivory battering ram to your face.

      I enabled "bone high boots". Yep could make a "dwarf plastic reinforced leather" (leather mark 4) out of bones, leather, cloth, sinews. Should discuss with Deon about that.

      TODO farmable/ranchable creature bred for its CHITIN.
      Also... bone-reinforced chitin. leather-reinforced chitin. And then after those, one ought to make toughbone, toughleather versions of the aforementioned... too many combinations methinks.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Torgan on June 06, 2011, 10:23:21 am
      I captured and tamed some spider types and scorpions from my cage trapped cavern entrances, I guess they could be used for chitin farming?  Not sure if they breed or not (mmmm spider eggs from the nest boxes?) as I killed off most of my creatures as I had about 150.  Giant ants have given me loads of chitin as well I think, maybe 30?  They'd maybe make more sense a farm animal too.  Or ant people, a slave race kept pitted so dwarves can armour themselves using their skin.  Good times.

      Spider mounts that can climb cavern walls, make it happen Tomi!  Although I think it's been asked before and it's not possible, it's flying or nothing?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 06, 2011, 11:23:16 am
      1) Without a Genesis mod I find magma at 130-160 m level, as found in Genesis 5. That I was so lucky or a feature of mod? Variety of resources are also smaller - on my current map, in the idea at the

      Now I do not reveal the cave, except FB nothing there to catch.
      What is "130-160m level", I have no idea as it is map dependant. Top right corner ranging usually from "+2" to 0-surface to "-60" on me. My -20 is "125" in this map.
      If you have no cavern layers, magma is around level -15. Three cavern layers, between -32 and -65. I find the "height from sea level" numbers less useful than "levels below surface".

      Caves have: food plants, trees, tameable beasts, easy-combat Mud Snake and Red Frog for meat and skin...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TuefelHundenIV on June 06, 2011, 11:41:37 am
      That explains the vorpal capybaras :P

      Death by Giant Guinea Pigs the Terrors of the wet lands.  Dragon raptors are kind of nasty too but those critters are not as common as the Capy's.  Maybe I should draft my archers into the military and armor them up and set them wearing their armor all the time.  On duty and off.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 06, 2011, 11:51:44 am
      I have hit bitumin like 2 of 30 embarks, says my logs.
      Current Bitu [ENVIRONMENT:SEDIMENTARY:VEIN:70]
      [ENVIRONMENT:SEDIMENTARY:CLUSTER:32]
      [ENVIRONMENT_SPEC:SANDSTONE:VEIN:30]
      but I guess it competes with metals in the current mineral-scarcity system. I can adjust it to be more frequent, for today's release.

      3) And also suggest to consider how to balance the weaving industry. Actually why take the risk, getting to the caves for the web, if pig tail not so much his inferior in value. Now I do not reveal the cave, except FB nothing there to catch.
      Good point. I second the motion to balance weaving and make the GCS Silk Farm industry profitable again, if only to give players an incentive to bold the caves and make a profit on silk.
      I suspect Toady dropped the value of silk because, from what I read, the invading hordes of goblins and others used to bring in tons of silk clothing, which could be sold for a good profit. (That, and lots of players were doing the Silk Farm thing.) But some of use are of the opinion that the value was reduced too far. Perhaps silk itself could be modded so that it's rare and only dwarves (and perhaps one other race) could produce it, so invaders aren't likely to have any?
      Problem is, your most valuable items are the arachna silk clothes on your moron-domple citizens... So I have reduced CGS silk value to "4".
      can not mod it to be rarer. What can do, is add SEVERAL low-cost silks to cause it to be used less often.

      4) Giant moose are starving all the time.
      It's not just the moose. All large grazing animals have this problem and the larger the beast the bigger the problem.
      The grass requirements of grazing animals is a new feature in Dwarf Fortress and, as such, it has balance issues. I'm sure ToadyOne will (eventually) get around to fixing it.
      I have tuned so the elephants [GRAZER:32] can survive in a soil-layer cave. But pretty useless as war elephants because of the grazing requirement.
      (giant moose female 38, male 30) ok i can adjust some, 34 new "max grazing" incl mammoth

      TODO farmable/ranchable creature bred for its CHITIN.
      Done "plains beetle 12kg", push and nausea spray and "cave beetle 30kg", bite and severe nausea&pain spray.

      Now E3 live coverage....
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Samohan25 on June 06, 2011, 11:57:40 am
      Bit stuck, what is the 'Witchhunter' skill for keepers used with? I think it might be a weapon skill, but I can't find it.

      EDIT: Found it, got notepad++ to search through the genesis raws folder. Should plural 'yeoman' be 'yeomen' instead of 'yeomans'?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 06, 2011, 01:16:58 pm
      It's just profession renaming for flavor,
      Spoiler (click to show/hide)
      It does make it a little harder to choose a keeper adventurer. Writing documentation is not my cup of tea, and some things should be left to be surprises (like which creatures are super deadly)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Samohan25 on June 06, 2011, 01:24:45 pm
      'Harmless Minnows' + Genesis Newbie

      First fortress lost because of them. Fun times :)

      Still confused by the 'Yeomans', but thanks for the help.

      EDIT: Nevermind, missed that bit by accident.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 06, 2011, 02:48:49 pm
      This test embark turned out interesting. volcano, and dark dwarves in the cavern. Brand new pentlandite iron/nickel ore too.
      http://dl.dropbox.com/u/8967397/tomis-current-region20-ironhand-volcano-darkdorf.zip

      Spider mounts that can climb cavern walls, make it happen Tomi!  Although I think it's been asked before and it's not possible, it's flying or nothing?
      No climbing possible, only flier or non-flier. But inside caverns, can use flier tag to crudely simulate climb-over-your-walls. (Manera crawler)
      Don't think giant ants would be domesticable, as they are queen-centered. I added two beetle species, docile, with chemical spray defense (like skunks).

      ps. I walked on some Rapakivi Granite stairs yesterday, and they were indeed nicer than regular granite.

      Edit: two latest test embarks' mineral-strikings: [MINERAL_SCARCITY:650] worldgen
      Spoiler (click to show/hide)

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 06, 2011, 08:17:52 pm
      Oops almost forgot, here's today's "release":
      http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand_CuNi_adv_sounds_June6.zip (http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand_CuNi_adv_sounds_June6.zip)
      with more Lignite and BituCoal. Moose Men more aggressive. And yesterday's sounds-for-adventurers.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Thundercraft on June 07, 2011, 05:17:25 am
      I enabled "bone high boots".
      Nice!
      Yep could make a "dwarf plastic reinforced leather" (leather mark 4) out of bones, leather, cloth, sinews. Should discuss with Deon about that.

      TODO ... Also... bone-reinforced chitin. leather-reinforced chitin. And then after those, one ought to make toughbone, toughleather versions of the aforementioned... too many combinations methinks.
      There is such a thing as too much. But, IMO, that's only when the new choices start to become redundant in usefulness.

      Spoiler: "in reply to:" (click to show/hide)
      Problem is, your most valuable items are the arachna silk clothes on your moron-domple citizens... So I have reduced CGS silk value to "4".
      can not mod it to be rarer. What can do, is add SEVERAL low-cost silks to cause it to be used less often.
      Sounds like a plan. If it works, please consider bringing some CGS silk value back.

      I have tuned so the elephants [GRAZER:32] can survive in a soil-layer cave. But pretty useless as war elephants because of the grazing requirement.
      (giant moose female 38, male 30) ok i can adjust some, 34 new "max grazing" incl mammoth
      I'm glad these values have been improved. But why leave it so war elephants are still very impractical? Is there a reason you feel it should remain that way? Personally, I think grass would still play an important role even if grazers required half (or less) of the grass they do now (such as by doubling all values).

      It's just profession renaming for flavor,
      Spoiler (click to show/hide)
      It does make it a little harder to choose a keeper adventurer. Writing documentation is not my cup of tea, and some things should be left to be surprises (like which creatures are super deadly)
      My two cents: I do not follow the logic of this. I find renaming these to be downright confusing. And imagine how confused newbies will be. Renaming creatures to be a surprise is one thing, but renaming the types of humanoid warriors with weapons?  ??? In real life one could tell just at a glance why type they are from the size and type of weapon they're carrying. I think sometimes simplicity trumps flavor...

      3) Hmm hard to say; I especially hate the harmless Giant Cave Swallow, ridiculous that goblins ride them.
      Yes, that bothered me as well.
      Yeah black bear seems like a decent mount. I better up both bear speeds from default 900 to 800.
      Nice.
      Gator mounts seem a little silly, as they are slow-moving. And would you believe that in vanilla, almost no creature has natural skills or speed definitions!
      Yes, I thought gator mounts were a little silly as well.

      Here's a few candidates from my pile of ideas:
      A) baboons, on tropical savannah only (because saw them on the telly)
      Doesn't vanilla DF already have like a few dozen varieties of primates, many of them monkeys? I do not see the need for more.
      B) giant gremlins (basically a mischief-lever-pulling cave werewolf)
      I'd rather not see something like that in the caves.
      C) dire owl 40kg aggressive, raging
      D) megaparrot semimegabeast
      Interesting.
      E) swamp stork 17kg, lake heron 17kg
      Herons might be nice to add. I've seen herons here in the Midwest and they're one of the biggest local birds (next to the wild turkey). While they're very rare and very shy, herons are interesting. (And I guess those are some reasons why they're interesting.) They tend to stick around ponds and lakes.
      Stork: Keep in mind that the stork was one of the sponsored animals in the Animal Sponsorship Drive (http://www.bay12forums.com/smf/index.php?topic=73252.0), so it's only a matter of time before it's added to vanilla DF.

      F) kangaroos:    Black-flanked Rock-wallaby 5kg / brush-tailed rock wallaby 11kg,  4-9F 5-11M
         already have: Eastern Grey kangaroo 60kg, spd 800, Gangurru
         Red kangaroo max. 100 kg (220 lb) and 1.92 m (6.3 ft) tall.
         fictional giant roo, 6x, 550kg
      Would adding more varieties of kangaroo be worthwhile? IMO, one or two types may be enough. That said, however, a fictional giant roo might be interesting and different enough.

      Also, you should definitely consider some of the Extinct Australian Megafauna (http://en.wikipedia.org/wiki/Australian_megafauna#Extinct_Australian_megafauna). In particular, the... [drum roll please]
      "Demon Bird": aka, the "KILLER KANGAROO"
      Killer Kangaroo Had Wolf-Like Fangs, Scientists Say (http://news.nationalgeographic.com/news/2006/07/060725-kangaroo.html)
      Quote
      A cache of bizarre animal fossils unearthed in Australia includes killer kangaroos, marsupial lions, and a giant relative of a huge bird nicknamed the "demon duck of doom,"...
      Seriously, any real-life creature with a nickname like "Demon Duck of Doom" is just begging to be included into Dwarf Fortress! :D
      Quote
      "There are weird, flesh-eating kangaroos,"...
      Quote
      "There are about 35 different kinds of extinct kangaroos in [Queensland] deposits. None of them would've looked like anything we would have recognized today, because they didn't hop," he said.
      Quote
      ...the new kangaroo discoveries include a saber-toothed species that may have used its large teeth for grooming or to attract mates.
      Quote
      The team also found more complete skeletons of a previously known carnivorous kangaroo, an early species with short, muscular arms.
      "[It] looked like it would give you a very serious bear hug," Godthelp said, adding that 'roo may have used its arms to grab ambushed prey.
      "[It] used to leap out from behind trees and scare the bejesus out of prey and then calmly chomp it to pieces."
      Killer kangaroo was ultimate fighting marsupial (http://www.independent.co.uk/news/world/australasia/killer-kangaroo-was-ultimate-fighting-marsupial-407739.html)
      Quote
      The vertebrate palaeontologist Sue Hand said the meat-eaters would have looked remarkably different from kangaroos around today. "These things had slicing crests that could have crunched through bone and sliced off flesh," she said.
      Killer Kangaroo Had Wolf-Like Fangs, Scientists Say (http://news.nationalgeographic.com/news/2006/07/060725-kangaroo_2.html)
      Quote
      Most closely related to modern ducks, the flightless "demon bird" probably resembled an enormous emu or ostrich, although fossil remains are scarce.
      Quote
      A single fossil leg bone from the new, larger find stands as high as his hip, Godthelp says. The bird's entire leg would have towered above his head.
      Quote
      It's been suggested that the ancient reptiles may have behaved more like modern-day goannas, or Australian monitor lizards.
      The crocs may have climbed trees to escape predators and to leap on prey, scientists theorize.
      I'm thinking that both a "Killer Hug Roo" and a "Demon Bird Lizard" would have the [AMBUSHPREDATOR] token so they start out hidden on the map. [insert evil grin smiley]

      BTW: I only stumbled across those killer roos by accident. What I was actually looking for was an Internet reference to an obscure science article I read in a kid's magazine in the early '80's. Specifically, I remember reading an article about evolution which quoted a scientist's prediction (aka, "Speculative Evolution (http://speculativeevolution.wikia.com/wiki/Main_Page)") that in the somewhat distant future kangaroos will start to evolve into carnivorous predators with big canine teeth. I had no idea that all this fossil evidence had been discovered of similar creatures in the past.

      And speaking of Marsupial Lions, they're another distant relative of the kangaroo. And very interesting.
      Wikipedia > Marsupial Lion (http://en.wikipedia.org/wiki/Marsupial_Lion)
      Quote
      The Marsupial Lion is the largest meat-eating mammal known to have ever existed in Australia, and one of the largest marsupial carnivores from anywhere in the world...
      Quote
      The animal was extremely robust with powerfully built jaws and very strong forelimbs. It possessed retractable claws, a unique trait among marsupials. This would have allowed the claws to remain sharp by protecting them from being worn down on hard surfaces. The claws were well-suited to securing prey and for climbing trees.
      Quote
      Measurements taken from a number of specimens show that they averaged 100 to 130 kg (220 to 285 lb) in weight although individuals heavier than 160 kg (350 lb) may not have been uncommon. This would make it quite comparable to female lions and tigers in general size.
      Quote
      The jaw muscle of the Marsupial Lion was exceptionally large for its size, giving it an extremely powerful bite. Biometric calculations show that, pound for pound, it had the strongest bite of any known mammal, living or extinct - a 100 kg (220 lb) individual would have had a bite comparable with that of a 250 kg (550 lb) African Lion.
      If you were to add the Marsupial Lion, it might be best to give it a different name. Such as "Carnifex", the part of its scientific name that means "murderous" or "butcher", or just call it the "Pouch Butcher". The question is, could you give it a bite as deadly as a Giant Capybara without making it anywhere near as big as one? Being set in a fantasy world, though, I guess you could make them as big as you wanted.

      G) fae-jaguar, a double-speed magical feline, better than speedy faedogs, great as royalty's pets
      Has potential, methinks. Speedy pets could be useful to get to a battle quickly, such as to help out a poor dwarf under attack.
      H) outdoors gelatinous cube swarm, a slow but deadly mega-enemy.
      Please no. Did you nerf the gel cube just to spawn them in swarms now? :o Will the nightmares never cease? :P
      I) a lesser sandworm, so not every sandworm in the world is a 5 or 10 ton giant
      Interesting.
      K) a water-poisoner beast, goes into your precious outdoor pools and always secretes a poison / other similar but outputs a freezing liquid, temporarily freezing your pond.
      A beast which seeks out your pools to poison them? ...please no. Megabeasts are bad enough with their toxic excretions and blood. And contaminants in DF are still very buggy. (Remember Battlefailed (http://www.bay12forums.com/smf/index.php?topic=57052.0) and Reclaiming Battlefailed (http://www.bay12forums.com/smf/index.php?topic=76193.0)? :o)
      However, a beast which temporarily freezes your pond sounds interesting. As long as the freezing liquid is made to evaporate eventually.
      L) ten more tree species -- but you guys haven't even seen my current ones because they're not in official Deon-release
      I do hope to see more tree species in official releases and I'm looking forward to them. However, there does come a point where adding more trees becomes redundant.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 07, 2011, 08:43:35 am
      > But why leave it so war elephants are still very impractical? Is there a reason you feel it should remain that way?
      Keeping things close to Vanilla. Feel free to have your favourite animals not graze at all. (Real elephants eat 75-200 kg of grass/leaves per day)

      > [keepers] I find renaming these to be downright confusing. And imagine how confused newbies will be. Renaming creatures to be a surprise is one thing, but renaming the types of humanoid warriors with weapons?
      Not my choice, the civs are by Deon. I guess I can remove that piece of flavour from my sub-versions.

      > varieties of primates, many of them monkeys? I do not see the need for more.
      those monkeys were all tropical forest only and harmless arse-scratchers. Baboons are the troglodytes of the savannah, bite like the best dogs. War baboon troupe, go!

      > the Extinct Australian Megafauna.
      Sabertooth Roo added to queue. They shall eat wolves in addition to sheep.

      > If you were to add the Marsupial Lion,
      Hmm already have lion, giant lion, snow lion, rock lion, sand lion, mountain lion(cougar).

      Thanks for the todo-list votes TC!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Cave Man on June 07, 2011, 11:29:46 am
      1) Without a Genesis mod I find magma at 130-160 m level, as found in Genesis 5. That I was so lucky or a feature of mod? Variety of resources are also smaller - on my current map, in the idea at the

      Now I do not reveal the cave, except FB nothing there to catch.
      What is "130-160m level", I have no idea as it is map dependant. Top right corner ranging usually from "+2" to 0-surface to "-60" on me. My -20 is "125" in this map.
      If you have no cavern layers, magma is around level -15. Three cavern layers, between -32 and -65. I find the "height from sea level" numbers less useful than "levels below surface".

      Caves have: food plants, trees, tameable beasts, easy-combat Mud Snake and Red Frog for meat and skin...
      Oh, I meaning bottom right corner. So top right corner says that I have map with highest level on +2 and I find magma on -144 level. This is very unusual for me, because I trying Genesis first time. But this is very realistic.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: UltraValican on June 07, 2011, 02:04:40 pm
      How do I install this mod?......cause it dosn't seem like a normal drag and drop mod......I've looked everywhere but I can't seem to find any help what so ever.
      edit-Got it working..I love the music
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Angel Of Death on June 08, 2011, 01:01:34 am
      I have a request, but I'm not 100% sure it's possible.

      Could you add an adventure mode reaction that butchers sentients?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Lofn on June 08, 2011, 07:22:11 am
      Could you add an adventure mode reaction that butchers sentients?

      In short, no.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 08, 2011, 09:44:54 am
      I recommend you attack bandit camps (the yellow spiderweb/gem icon), grab their gear and chests. (un-wear a carried chest or bag to get to its contents)

      Edit: Did some adventuring now, and made war hammers a little bit deadlier. Gave some more animals sounds. Came up with a fun idea for a magical monster.

      Edit2: marmots get sounds... http://www.marmotburrow.ucla.edu/YBAC.html
      also: seems than steel dwarf peasant is about equivalent or superior to shroomer demigod. And Dodging is almost everything.

      Edit3: For medium region, I use    [MOUNTAIN_CAVE_MIN:120] [NON_MOUNTAIN_CAVE_MIN:120] to gets lots of lairs for adventurer.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Sir Leonard III on June 08, 2011, 02:59:33 pm
      Well, just to confirm my beliefs, are the strange mods and sieges planned before the time in which they happen? In the non-modded DF if I loaded an old save before a siege I never got one until a couple months later, same for the strange moods. But I was messing around with an extension whilst playing Gensis (Runesmith) And I messed up, so I loaded an earlier save. About five minutes in I got a strange mood, just as I had, and ten minutes later I got a siege, same exact events but different people.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 08, 2011, 06:25:16 pm
      I guess it's thresholds and triggers, so when eg. dug out area is N stones times population, game starts making random rolls for moods. And for sieges, when trigger is met, it starts making random rolls. And if the roll says "yup, siege" then a siege will arrive at next "15th day of latemonth"

      Edit: meet camels, quick search http://uk.answers.yahoo.com/question/index?qid=20070927085422AAnTk1S  give camels adventurer-sounds.
      Edit2: oh wow, a werewolf prisoner in orc town! First I've ever seen a prisoner as adventurer.

      Spoiler (click to show/hide)

      Spoiler (click to show/hide)
      Here my worldgen:
      Spoiler (click to show/hide)

      Here is today's changes for y'all to adventure upon: http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand_CuNi_adv_sounds_June8.zip (http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand_CuNi_adv_sounds_June8.zip)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Angel Of Death on June 09, 2011, 07:34:31 am
      I guess it's thresholds and triggers, so when eg. dug out area is N stones times population, game starts making random rolls for moods. And for sieges, when trigger is met, it starts making random rolls. And if the roll says "yup, siege" then a siege will arrive at next "15th day of latemonth"

      Edit: meet camels, quick search http://uk.answers.yahoo.com/question/index?qid=20070927085422AAnTk1S  give camels adventurer-sounds.
      Edit2: oh wow, a werewolf prisoner in orc town! First I've ever seen a prisoner as adventurer.

      Spoiler (click to show/hide)

      Spoiler (click to show/hide)
      Here my worldgen:
      Spoiler (click to show/hide)

      Here is today's changes for y'all to adventure upon: http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand_CuNi_adv_sounds_June8.zip (http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand_CuNi_adv_sounds_June8.zip)
      Will this current patch work with a completely unpatched Genesis mod?

      Also, why does wyvern acid cause rot of the spine and brain? I always thought it would do something more like rot, swelling and blistering of areas covered in it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 09, 2011, 09:31:50 am
      Just take the full Genesis Ironhand http://dffd.wimbli.com/file.php?id=4106
      and replace its raws with my version. Not totally save-compatible with old versions due to Bonfire materials and workshop.

      Wyvern acid, I haven't looked into it. Probably Deon used some other creature's toxin when creating it. I can add ooze/swell/blister there easily.
      Oh, all wyv effects are START:50:PEAK:500:END:1500, I shall make some of them begin immediately, like nausea.
      and the acid says [SYN_IMMUNE_CREATURE:LOST_ADVENTURER:ALL]
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Dutchling on June 09, 2011, 10:09:29 am
      I have noticed a few weird things when starting my new fortress.
      A (marlbe) Giant Gargoyle came to the fort but wasn't very agressive. He did attacked a chained puppy though with some remarkable results.
      Spoiler (click to show/hide)
      The gargoyle was enraged, although the head wounds were made before the 'enragement'
      The Gargoyle also had trouble breathing. If the Gargoyle is supposed to be made of pure marble that would probably not be intended, although I do not know how you two imagine how a Gargoyle looks.

      EDIT: Forgot to say: the puppy is unharmed and still proudly defending the fortress.
      EDIT: Gargoyle somehow entered the sleeping quarters without attacking any scared dwarfs in the gate and got mauled by 2 dogs (not war-dogs). One dog has a dented tail and the other is totally fine. I didn't expect a gargoyle to go down so easily :P

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: UltraValican on June 09, 2011, 12:29:55 pm
      Could I make orcs playble in fortress mode without having to worry about the game explodding?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 09, 2011, 02:08:37 pm
      Could I make orcs playble in fortress mode without having to worry about the game explodding?
      can you play other races in fortress mode or just dwarves
      You can, if you change a few things around. But then it's a different raws folder where someone other than dwarves are the stars.
      Basically,[ENTITY:MOUNTAIN]    [ADVENTURE_TIER:1]
         [CIV_CONTROLLABLE]
         [CREATURE:DWARF]   [TRANSLATION:DWARF]
      Take the [CIV_CONTROLLABLE] away from dorfs and give it to the civ you want.
      Tested an orc embark. Expedition leader was a "Shogun" noble instead.

      A (marlbe) Giant Gargoyle came to the fort but wasn't very agressive. He did attacked a chained puppy though with some remarkable results.
      EDIT: Forgot to say: the puppy is unharmed and still proudly defending the fortress.
      EDIT: Gargoyle somehow entered the sleeping quarters without attacking any scared dwarfs in the gate and got mauled by 2 dogs (not war-dogs). One dog has a dented tail and the other is totally fine. I didn't expect a gargoyle to go down so easily :P
      Yeah the randomness can give a weak and narrow giantgargoyle. They have some marble plating on their skin, they're not all stone. Wait, are they completely stone by [TISSUE_LAYER:BY_CATEGORY:ALL:ROCKGAR].
      Puppies can be gigantic and muscular and only days away form full-grown size. Maybe I haven't given enough skills to GGargoyles. (looks at skills) Hmm if the stupid AI just does "strangles X's throat, tearing the hair" times 30, the dogs get loads of free attacks.

      Arena testing: 5 dog vs 2 giant gargoyle... dogs win, 1 dog survives. Huh.
      5 GG vs 5 giant rat: 5 GG survive. Says GGs are "high master wrestler" but that's not what the raws command.
      5 GG vs 5 giant tiger: 4 GTigers survive.
      5 gargoyles vs 5 dogs:  5 gargoyles survive.
      (same 5 gargoyles) vs 10 dogs: 9 dogs survive.
      Conclusion: "[COPY_TAGS_FROM:GARGOYLE]" is shite and doesn't work right. (later: hmm maybe it worked right.)

      Split giant gargoyle into its own creature,
      arena: 5 dog vs 2 giant gargoyle... dogs win, 2 dogs survive. Huh. Stupid gargoyles get exhausted.
      Give [NOEXERT][NOPAIN] to G and GG.  5 dog vs 2 giant gargoyle... GGs win but die.
      5 GG vs 5 giant tiger: 2 GG survive, huge change with noex nopain.
      upgrade G & GG to dodging5 and toughmaterials...
      5 GG vs 5 giant tiger: 3 GG survive, okay.
      5 GG vs 5 giraffe: 2 GG survive, not good.
      5 giant tiger vs. 5 giraffe: 5 Gtigers survive, good.
      5 elephant vs 5 giant sandworm: 4 sandworm live, good. Elephants are not insane monsters. (then 5 ents come and SLAY the wurms.)
      10 oak ent vs 10 cyclops: 10 cyclops live. enter two hydra. hydras dead and loss of one cyclops. Maybe give nobleed to hydras...

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: UltraValican on June 09, 2011, 04:17:58 pm
      Thanks I tried Imediatly after I poste(Probably should have tried before). Also I just copied the nobles for dwarves and added them to orcs so now I embark with an expidition leader and a shogun.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 09, 2011, 10:17:21 pm
      Reason I love Deon
      (http://img846.imageshack.us/img846/528/genesis.png)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Trapezohedron on June 10, 2011, 02:07:57 am
      Wait, if Toady allows stat modification in syndromes, would that mean that we could get spider venoms that enhance dodging and combat abilities? (No slingshot webs though...) or a strange crystal that explodes into dust and improves speed and strength, at the cost of intelligence or actually creating the incredible ray sphere, giving some creatures various modifications to stats and the ability to harness (hopefully) lightning?

      If that's correct, then I'd like some mutations, ADOM style implemented soon. (and maybe curses like speed reduction from lich creatures.)

      PS: I'm getting way ahead of myself. XDD
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: ETV on June 10, 2011, 03:24:25 am
      Not sure whether it has been suggested or not (because I'm very un-savvy with the search function on these boards) but there NEEDS to be a way to craft/gather multiple times in one go on adventurer mode, crafting individually is almost as tedious as being forced to train your armour/shield/dodge stats with only single non-repeatable skips (mashing . anyone?) unlike that though, I didn't find a key binding solution to the problem with grinding crafts.

      Which is especially disappointing when I'm trying to grind those skills up to the point where I'll be making mastercrafted dragonscale clothes/bone weapons/armour later on.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Rumrusher on June 10, 2011, 03:53:09 am
      well I just learn something from mixing Dfusion site changer and genesis forests retreats.

      flipping the forest retreat or any unfinished site to Hamlet will spawn huts if the place is wide enough, and living people too.
      how I got this info was from going on a murder raid with a settler group of goblins and I needed a place to 'retire' them so found one of those Forest Retreats with out knowing who own it.
      After flipping the site to a hamlet I said earlier I walk into a house and found Gray werewolves.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Thundercraft on June 10, 2011, 04:35:46 am
      Reason I love Deon
      Spoiler (click to show/hide)
      ??? So, if I understand this correctly: This is a depiction of adventure mode in Genesis where the adventurer crafted arrows from nothing, dipped them in the puddle of magma, and then threw them at his attacker?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 10, 2011, 09:26:24 am
      NEEDS to be a way to craft/gather multiple times in one go on adventurer mode, crafting individually is almost as tedious as being forced to train your armour/shield/dodge stats with only single non-repeatable skips (mashing . anyone?) unlike that though, I didn't find a key binding solution to the problem with grinding crafts. Which is especially disappointing when I'm trying to grind those skills up to the point where I'll be making mastercrafted dragonscale clothes/bone weapons/armour later on.
      One knapping reaction is one xp gain, that can't be helped. Gathering isn't in the game, it's just a "from thin air" reaction.
      Yes training is tedious, so start as a demigod/seasonedadventurer. Not a wise goal, high-quality crafting as adventurer. Copper gear is always better (but heavier) than toughbone gear. Haven't even made proper dragonscale (iron-class) material, that's just renamed toughleather. For fort mode.

      If you're really gonna automate adventurer skill grinding, you might as well DFhack skills to yourself. Jade caste learns faster. Modify your favorite caste to gain combat and crafting skills at 5000% rate, that's your solution. Also, steel dorf is already a demigod without investing any skill points..

      Wait, if Toady allows stat modification in syndromes, would that mean that we could get spider venoms that enhance dodging and combat abilities?
      I don't know if the future transformation syndromes can give skills, probably yes if they transform you to another creature completely.

      So, if I understand this correctly: This is a depiction of adventure mode in Genesis where the adventurer crafted arrows from nothing, dipped them in the puddle of magma, and then threw them at his attacker?
      Spellcasting, the "cast fireball arrow" (create arrow of hot material) reaction that uses Concentration skill. (too bad every attempt that "requires" skill is always successful in DF, except mining/diagnosis/surgery AFAIK.) Puddle is adventurer's bleeding leg.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: ETV on June 10, 2011, 11:21:12 am
      Just got utterly raped by a centaur siege, I didn't have a particularly good military, being as I was not really expecting a full on siege before my fortress value was relatively high (shit man I hadn't even got to metal production), so I figured since I had a sizeable population of around 4 Squads worth I'd zerg them (only defence I could muster).

      As expected, I died.

      What I didn't expect was that I would die in pretty much an instant, must have been 40 Dwarves than just went through a paper shredder, even the Dwarves that were somewhat competent just died right there.

      For revenge though I'm just cheesing it next time round by spamming the shit out of traps on a long, long walled corridor.

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 10, 2011, 01:00:01 pm
      The centaur invaders, two squads was it, are horse-sized AND HAVE 5-6 IN MILITARY SKILLS (best guess).
      So yeah, traps really help, and can have oak bludgeons and mahogany spikes in lots of weapon traps.
      45 cage traps spells "certain victory" so I usually don't put that many. Maybe 5 weapon traps per 16 hostiles is "fair".

      The problem with arachna silk clothes is... "iron mail shirt 252 coins", "arachna silk robe 420 coins", both at lowest quality and a-silk at "8". And cannot edit the values of armors or clothing, only the material.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Dutchling on June 10, 2011, 02:41:13 pm
      Did you misspell Wendigo? I just got attacked by two Vendigos :P

      EDIT: Somehow I have awesome dogs... One of my dogs is totally owning the Vendigo by shaking it around by the head and denting its skin.
      (Gigantic dog vs average sized Vendigo btw)

      EDIT: The dog is still fighting the unconcious Vendigo. The Vendigo has a few scars though..
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 10, 2011, 05:11:26 pm
      Did you misspell Wendigo? I just got attacked by two Vendigos :P
      Not my doing :) They're "blizzard men" supposedly made of ice, from vanilla. Deon wanted to rename them.

      Yeah the gigantic & muscular versions are sometimes ridiculously powerful, esp. centaur and werewolf opponents. Muscles and fat protecting vitals A LOT. Headmuscles too protecting brain.

      Here a log snippet of how wooden weapon traps work:
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: ETV on June 10, 2011, 05:33:21 pm
      Second fort was aright, it fell to "dwarven error" though.

      I'm not incredibly sure how, but my miners, for whatever reason, had managed to actually trap themselves in a deep mine shaft unable to walk up the stairs, just spamming pathing announcements, I couldn't be arsed to saved them, and it was probably a miss-placed stairway somewhere in the rush to get my metalsmith his metal from an embark with the "deep metals" tag, and could I find a single piece of ore?

      EDIT; I'm not sure whether I did something wrong or not but it appears a saved embark set-up has corrupted (or something along those lines), previously I had embarked with 0 Points left on the last embark and now with the new embark using a saved set-up turtles became unavailable and furthermore I couldn't afford my 2 Mastiffs (which I found were easily trained to war dogs for only a very small time investment compared to straight up buying the mastiff war dogs).

      Most concerning about it was that I didn't get refunded for these missing items!

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: SirAaronIII on June 10, 2011, 08:25:12 pm
      Turtles may or may not be available to your civ. Not sure about the point decrease though.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: ETV on June 10, 2011, 09:26:14 pm
      Spoiler (click to show/hide)

      Fucking trade liasons owe me a new fortress.

      Mandrills had been pestering my fortress and generally causing annoyance for a while until I slapped their packs around a bit only to find more herds spawning on the map, unfortunately for me these guys happened to have spawned as my traders were in.

      I was just fine with regular bolts, but the guys start shooting fire bolts and this little mandrake problem just shit all over my crops, my metalsmith, and my fort in general.

      I'm not really okay with liasons being able to retaliate with fire of all things in my fortress, and yes those are un-made stone traps, I even had the war dogs ready waiting for some nice chains at the entrance.

      I will now hunt down, and extinct mandrills.

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Lamphare on June 10, 2011, 09:37:41 pm
      I was just fine with regular bolts, but the guys start shooting fire bolts and this little mandrake problem just shit all over my crops, my metalsmith, and my fort in general.
      I'm not really okay with liasons being able to retaliate with fire of all things in my fortress, and yes those are un-made stone traps, I even had the war dogs ready waiting for some nice chains at the entrance.
      I will now hunt down, and extinct mandrills.
      Spoiler (click to show/hide)

      humm, that should teach me to build my water-execution chambertrade post with fire hydrant seperately from the fort it self. And to fragment the fort with multi-z-level passways...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: ETV on June 10, 2011, 09:43:36 pm
      I was just fine with regular bolts, but the guys start shooting fire bolts and this little mandrake problem just shit all over my crops, my metalsmith, and my fort in general.
      I'm not really okay with liasons being able to retaliate with fire of all things in my fortress, and yes those are un-made stone traps, I even had the war dogs ready waiting for some nice chains at the entrance.
      I will now hunt down, and extinct mandrills.
      Spoiler (click to show/hide)

      humm, that should teach me to build my water-execution chambertrade post with fire hydrant seperately from the fort it self. And to fragment the fort with multi-z-level passways...

      This kind of tragedy wouldn't have happened had I been aware that in genesis the caravan guards could actually summon, and shoot fire bolts.

      Think of it as the HFS of Genesis mod, and boy, was it fun.

      That layer is essentially the butchery and farming layer, besides having good traffic through outside light for fighting cave adaptation, it prevents miasma if the corpse/butcher should get overloaded with stuff, and to the right is a dug out mountainside with my underground crops, so prepared meat and refuse goes outside with the food supplies.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 10, 2011, 09:44:36 pm
      Fucking trade liasons owe me a new fortress.
      I was just fine with regular bolts, but the guys start shooting fire bolts and this little mandrake problem just shit all over my crops, my metalsmith, and my fort in general.
      Yeah, forts built on outdoor or indoor grass have that vulnerability. There's firebreathing flayers and lizardfolk, and fire mephit pets... and fire from aspid dorf bites. Fire-immolation Forgotten Beasts too!
      one can dig channels or build floors to create "firewalls". They says that designating a stockpile is also fire-stopping...

      But it's grand to have events like
      -- "NOOO A BUSHFIRE! OUR STOCKPILES! Fire starts in 3 spots! (imp of demonic ambush)"
      -- "NOOO bushfire in home/pasture/barracks! Flee!
      hero melted! and animalcaretaker. Boiling troll blood clouds!
      luckily not all of home is grassy, only the northwest section. giant moose starving, her pasture burned."

      This kind of tragedy wouldn't have happened had I been aware that in genesis the caravan guards could actually summon, and shoot fire bolts.
      I don't think they can do that. Fire bolt is an adventurer reaction. More likely an aspid caste bite while wrestling.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: ETV on June 10, 2011, 10:10:41 pm
      Fucking trade liasons owe me a new fortress.
      I was just fine with regular bolts, but the guys start shooting fire bolts and this little mandrake problem just shit all over my crops, my metalsmith, and my fort in general.
      Yeah, forts built on outdoor or indoor grass have that vulnerability. There's firebreathing flayers and lizardfolk, and fire mephit pets... and fire from aspid dorf bites. Fire-immolation Forgotten Beasts too!
      one can dig channels or build floors to create "firewalls". They says that designating a stockpile is also fire-stopping...

      But it's grand to have events like
      -- "NOOO A BUSHFIRE! OUR STOCKPILES! Fire starts in 3 spots! (imp of demonic ambush)"
      -- "NOOO bushfire in home/pasture/barracks! Flee!
      hero melted! and animalcaretaker. Boiling troll blood clouds!
      luckily not all of home is grassy, only the northwest section. giant moose starving, her pasture burned."

      This kind of tragedy wouldn't have happened had I been aware that in genesis the caravan guards could actually summon, and shoot fire bolts.
      I don't think they can do that. Fire bolt is an adventurer reaction. More likely an aspid caste bite while wrestling.

      I saw them shooting the arrows which ignited the fire, flaring on impact and such. I was quietly chucklin' at 'em shooting those arrows at these mandrills that were trying to steal everyone's stuff.

      Then the fire.

      Edit; on the bright side the fires were nice to watch burn the entire map away.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Dutchling on June 11, 2011, 04:37:19 am
      I just discovered that recruits that can kill a goblin thief in a 10v1 practice battle will not necessarily win in a 10v5 practice battle versus goblin spearamazones...
      Time to find some new friendless and skill-less dwarves to train in the 2nd arena room and hopefully kill the gobbos in the first room once they are ready >.>
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: celem on June 11, 2011, 07:10:44 am
      Ouch, I just ran into centaurs for this first time too and things went somewhat poorly.

      I've been playing a lot of FD and deliberately went easy on defenses here.....too easy, just 4 cages by the door.
      2 squads of centaurs arrive second summer, I have 8 soldiers in copper plate.  Now 5 and several blokes hopping about on crutches as the centaurs ignored their copper greaves.
      Title: ADVENTURE MODE CRAFTING --- Genesis Mod 3.25d
      Post by: Golcondio on June 11, 2011, 08:27:04 am
      I was trying adding some nifty bone improvements to my gear, but no matter what my bone carving skill is, I get the message
      "you practice your bone carving but make nothing of note"

      I already tried messing with reaction_wanderer.txt (raising probability to 100%) but to no avail...

      Any thoughts?
      Title: Re: ADVENTURE MODE CRAFTING --- Genesis Mod 3.25d
      Post by: TomiTapio on June 11, 2011, 10:14:11 am
      "you practice your bone carving but make nothing of note" I already tried messing with reaction_wanderer.txt (raising probability to 100%) but to no avail... Any thoughts?
      Sorry, can't help you there. Some modding is beyond my skills.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Greiger on June 11, 2011, 10:51:54 am
      I was trying adding some nifty bone improvements to my gear, but no matter what my bone carving skill is, I get the message
      "you practice your bone carving but make nothing of note"

      The "you make nothing of note" is because you haven't actually created anything.  The game is hardcoded to only mention new items created, it doesn't check for changes to existing items. 

      Check the item you improved, it will include the improvements as expected.

      P.S. Or well I assume it will be there, I have only encountered that in my own modding and know that it behaves that way on all item improvement adventure reactions.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Golcondio on June 11, 2011, 11:13:49 am
      I was trying adding some nifty bone improvements to my gear, but no matter what my bone carving skill is, I get the message
      "you practice your bone carving but make nothing of note"

      The "you make nothing of note" is because you haven't actually created anything.  The game is hardcoded to only mention new items created, it doesn't check for changes to existing items. 

      Check the item you improved, it will include the improvements as expected.

      P.S. Or well I assume it will be there, I have only encountered that in my own modding and know that it behaves that way on all item improvement adventure reactions.

      Of course, how could I be so blind? I didn't even think to check all objects: I of course tried improving different objects of different materials but the message misled me...
      Is it me or there is no quality modifier to the improvement?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 11, 2011, 11:48:25 am
      Here's a ready-to-play Ironhand-tiles release for fine adventuring, most civs have towns and soundmessages. You'll hear war cries at bandit camps.
      Also, White Bronze (CuNi, 75% copper, 25% nickel) and Pentlandite ore (iron and nickel).
      Includes my medium region worldgen (civs live in towns, lots of lairs, no bogeymen), my favorite colors.txt, more fun fort-mode announcements.txt.

      http://dl.dropbox.com/u/8967397/Genesis_3.25d_Ironhand_easypack_TT-June11b.zip (http://dl.dropbox.com/u/8967397/Genesis_3.25d_Ironhand_easypack_TT-June11b.zip)
      No music files though, but you can drag them over from your previous installs.
      Stonecutter workshop is "g" key now ("s" siege, "S" soaper's), and really useful due to rock maul and rock spear production. (someone should test if rock maul is better than iron maul?)

      Edit: Now WinMerging changes to ascii raws... quite a bit, and some things I have failed to copy weeks ago from ascii to Ironhand.

      Edit2: Oh damn, had not copied the new trees over to Ironhand side... how could I have missed that? They'll have funny icons for a while until I get around to fixing.

      Latest ascii raws: http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_ASCII_AdventureOptimized_June11b.zip
      Latest Ironhand raws: http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand_AdventureOptimized_June11b.zip (this is inside the abovementioned easypack)

      These include a crude changelog file now.
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Sir Leonard III on June 11, 2011, 03:41:59 pm
      I have found a
      Spoiler (click to show/hide)
      which then proceeded to find an underground cavern for me.

      What are these? Just random staircases like the ones leading to the circus? Or are they just ways of connecting the caverns?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: ETV on June 11, 2011, 10:49:47 pm
      What is the Dungeon Keeper, and what does he do?
      Also did the mod come with an already fixed dungeon master/removed PET_EXOTIC tags to allow for exotic training?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: celem on June 12, 2011, 03:12:09 am
      Yes the mod comes with 'fixed' exotics.

      The dungeon master is a figurehead spot I think.  You can appoint him but he doesnt actually do anything till he's brought back properly in vanilla DF.

      Im assuming deon has sidestepped this for now by removing exotic tags.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on June 12, 2011, 06:41:50 am
      Did you misspell Wendigo? I just got attacked by two Vendigos :P
      Oops, my bad.. For now they are renamed blizzard men; once I make proper Wendigos for Shadowrun mod, I will change them.

      A gigantic dog may be quite big, that must be the reason why it won.

      I was just fine with regular bolts, but the guys start shooting fire bolts and this little mandrake problem just shit all over my crops, my metalsmith, and my fort in general.
      I'm not really okay with liasons being able to retaliate with fire of all things in my fortress, and yes those are un-made stone traps, I even had the war dogs ready waiting for some nice chains at the entrance.
      I will now hunt down, and extinct mandrills.
      Spoiler (click to show/hide)

      humm, that should teach me to build my water-execution chambertrade post with fire hydrant seperately from the fort it self. And to fragment the fort with multi-z-level passways...

      This kind of tragedy wouldn't have happened had I been aware that in genesis the caravan guards could actually summon, and shoot fire bolts.

      Think of it as the HFS of Genesis mod, and boy, was it fun.

      That layer is essentially the butchery and farming layer, besides having good traffic through outside light for fighting cave adaptation, it prevents miasma if the corpse/butcher should get overloaded with stuff, and to the right is a dug out mountainside with my underground crops, so prepared meat and refuse goes outside with the food supplies.
      Welp, I removed fireballs from obsidian dwarves for the same reason. The guy could be an aspid dwarf, and their rare bites make enemies to combust with fire. It's rare enough for me :).

      Could I make orcs playble in fortress mode without having to worry about the game explodding?
      Maybe some day I will feel the need and get time to make other races interesting to play too. Right now you can make them playable, but they lack the most of the stuff which is added by this mod.

      'Harmless Minnows' + Genesis Newbie

      First fortress lost because of them. Fun times :)

      Still confused by the 'Yeomans', but thanks for the help.

      EDIT: Nevermind, missed that bit by accident.
      Hehehe, yeah. Welcome to "DF: Deadly Fish and Water-dodging Dwarves" edition :P.

      I have tuned so the elephants [GRAZER:32] can survive in a soil-layer cave. But pretty useless as war elephants because of the grazing requirement.
      (giant moose female 38, male 30) ok i can adjust some, 34 new "max grazing" incl mammoth
      I'm glad these values have been improved. But why leave it so war elephants are still very impractical? Is there a reason you feel it should remain that way? Personally, I think grass would still play an important role even if grazers required half (or less) of the grass they do now (such as by doubling all values).
      Okay, I think I will lower grazing requirements. There's such thing like "Fun", and war elephants are a part of it, so I think its a good decision.

      My two cents: I do not follow the logic of this. I find renaming these to be downright confusing. And imagine how confused newbies will be. Renaming creatures to be a surprise is one thing, but renaming the types of humanoid warriors with weapons?  ??? In real life one could tell just at a glance why type they are from the size and type of weapon they're carrying. I think sometimes simplicity trumps flavor...
      I really wanted this "flavor" change, because I wanted keepers to be closer to "fantasy knights/templar", and we cannot specify their armor decorations and stuff like that yet, so the profession name change was the easiest tweak (at least because many "types" or "classes" are associated with specific weapons).
      That was a logic you asked for. As for a general decision: you will be mostly confused only when you play adventure mode, keeper edition. And it's not that often. And if it is, then you've probably already learned what is what.

      Yes, I thought gator mounts were a little silly as well.
      What? Alligators are quite fast... And THINK OF AGARES!
      http://en.wikipedia.org/wiki/Agares
      Gator mounts are awesome.

      As for specific animals... I thought of scaly firebreathing kangaroo for evil areas :). Also a "demon duck of doom" sounds fancy, but how are you supposed to read the items which are made out of it?

      Okay, guys, good news: I have some free time to hang out with dudes and make some shashlik (http://en.wikipedia.org/wiki/Shashlik) near my house, in a small park. That's like, wow. I haven't got enough free time for a good walk lately, let alone an "outdoors party" like that. I think making shashliks outside in Russia is like grilling in USA. So it's a pretty common outdoors event (which I rarely take a part of :P).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: ETV on June 12, 2011, 09:31:38 am
      Getting pissed off by fire breathers, tell me ALL of the things besides dragons that shoot/breathe fire so I can just remove them until my dwarves learn to fucking duck & roll or something.


      Also holy SHIT Dragon Raptors are more badass to my dwarves than they were in swarms to my adventurer, but then again getting ganged up on like that usually does end badly for the DORFS.

      Also, the file locations for these would be a big help too, mainly the name of the raw files.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 12, 2011, 10:34:47 am
      Getting pissed off by fire breathers, tell me ALL of the things besides dragons that shoot/breathe fire so I can just remove them until my dwarves learn to fucking duck & roll or something.
      Also, the file locations for these would be a big help too, mainly the name of the raw files.
      Firebreath tag is in dragon and...
      Spoiler (click to show/hide)

      I have found a curved downward slope which then proceeded to find an underground cavern for me.
      What are these? Just random staircases like the ones leading to the circus? Or are they just ways of connecting the caverns?
      If you found it as adventurer, then lucky you! A fine adventure!
      If in fort mode, then it's relatively common natural cave tunnel (not sure of official name), maybe 1 in 20 embarks.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Torgan on June 12, 2011, 01:52:37 pm
      EDIT; I'm not sure whether I did something wrong or not but it appears a saved embark set-up has corrupted (or something along those lines), previously I had embarked with 0 Points left on the last embark and now with the new embark using a saved set-up turtles became unavailable and furthermore I couldn't afford my 2 Mastiffs (which I found were easily trained to war dogs for only a very small time investment compared to straight up buying the mastiff war dogs).

      Most concerning about it was that I didn't get refunded for these missing items!
      It could be you are embarking from a different dwarf civilisation that doesn't have access to the metals your first civ did.  So first time round you were embarking with a cheap copper pick/axe/anvil and now you're being forced to take a steel one as they don't have copper.  I think you can choose your embark civ when choosing your fortress location, I think it defaults to the closest one to your location though, not too sure.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 12, 2011, 02:06:53 pm
      It could be you are embarking from a different dwarf civilisation that doesn't have access to the metals your first civ did.  So first time round you were embarking with a cheap copper pick/axe/anvil and now you're being forced to take a steel one as they don't have copper.
      Yep, that has happened many times to me. Especially those releases where Tetrahedrite didn't exist.
      And I've increased the value of copper to 7, since It Becomes Armor. Remember, masked helmets protect more than any other helmets!

      Today's release... almost all common_domestic are war animals now, for fun, and they don't need to eat.
      http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand__WarDomestics_June12.zip (http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand__WarDomestics_June12.zip)
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: recluser on June 12, 2011, 02:07:21 pm
      If this came up earlier I apologise but it's kinda driving me crazy..

      Mind teling me where did you get the song that starts around 4.20 and goes to about 7.10 in the ''song.title.ogg''?

      I know I've heard that song before (and quite a couple of times) but simply can't place it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 12, 2011, 02:17:00 pm
      Deon said: "The menu music is from Ultima Online, the fortress music is from Warcraft 2. " many moons ago. (I don't listen to them or to the soundsense add-on, I use chillout shoutcast webradio)

      Related: Check the Ultima IV and V 8-bit musics on Youtube: Kenneth Arnold is a great composer. http://www.youtube.com/watch?v=psk3IG0N7T4
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Mr. Dwarfinton on June 12, 2011, 03:33:37 pm
      I haven't been getting any caravans from the mountainhome in a while.
      There's a king and general but no caravan.
      No migrants arrived this year, either. But my population is rather high for my second year.

      EDIT: Forgot to mention that this hasn't happened to me while using vanilla DF. Could it be a bug, or just bad luck?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Thundercraft on June 12, 2011, 04:01:27 pm
      Yes, I thought gator mounts were a little silly as well.
      What? Alligators are quite fast... And THINK OF AGARES!
      http://en.wikipedia.org/wiki/Agares
      Gator mounts are awesome.
      First: I don't think Agares is a good example. You're referring to obscure occult mythology. He's a Duke of demons ruling a part of Hell who likes to ride a crocodile. That's a lot of supernatural.

      That said, I admit the concept of gator mounts does sound awesome. It would be bad @$$. However, as Tomi pointed out, they have very short legs. They are, indeed, capable of tremendous bursts of speed. But only in short duration. For prey on land, alligators rely on ambush techniques to catch their prey unawares. (They use their powerful muscles to spring onto prey in an ambush, like a coiled snake.) Often, they hide in the water and wait for critters like wild hogs, deer, dogs, big cats, and bears to come to the water to drink. But they also prey on fish, turtles, and other creatures.

      http://en.wikipedia.org/wiki/Alligator
      Quote
      Although alligators have a heavy body and a slow metabolism, they are capable of short bursts of speed, especially in very short lunges. Alligators' main prey are smaller animals that they can kill and eat with a single bite. Alligators may kill larger prey by grabbing it and dragging it into the water to drown.

      Even assuming they can run long distances at great speed (which is only half true), they'd be in danger of having their belly rubbed raw or torn open from scraping (with great force) against rocks and such if burdened by a heavy rider - esp. one in metal armor, weapon, shield, and provisions. It would be very uncomfortable or even hazardous to the gator. Short legs do not make for good mounts.

      Case in point: Consider the Gharial (http://en.wikipedia.org/wiki/Gavialis) crocodile in India:
      Quote
      The leg musculature of the gharial does not enable it to raise its body off the ground to achieve the high-walk gait on land, but can only push its body forward across the ground ('belly-sliding'), although it can do this with some speed when required. However, when in water, the gharial is the most nimble and quick of all the crocodilians in the world.

      If you want a "gator" that badly which would realistically make for a decent mount, consider adding a crocodylomorph (http://en.wikipedia.org/wiki/Crocodylomorph) - an extinct relative of modern crocodilia (http://en.wikipedia.org/wiki/Crocodilia) with longer legs. For example, while the legs are still rather short, the Allodaposuchus (http://en.wikipedia.org/wiki/Allodaposuchus) had legs which were much longer than modern gators. At least it could walk on land without scraping it's belly. Even better, consider adding an extinct member of the crurotarsi (http://en.wikipedia.org/wiki/Crurotarsi) daughter clade. Specifically, the Saurosuchus (http://en.wikipedia.org/wiki/Saurosuchus) (a rauisuchian (http://en.wikipedia.org/wiki/Rauisuchia)) and the Hesperosuchus (http://en.wikipedia.org/wiki/Hesperosuchus) (a sphenosuchian (http://en.wikipedia.org/wiki/Sphenosuchia)) still resemble gators, while clearly having long legs. If they could be tamed, I'd say they'd make excellent mounts. Perhaps you could call it a "Land Gator" or something and treat it like an amphibious land shark?

      As for specific animals... I thought of scaly firebreathing kangaroo for evil areas :). Also a "demon duck of doom" sounds fancy, but how are you supposed to read the items which are made out of it?
      A scaly, fire-breathing kangaroo sounds cool. 8) Though, from recent complaints about fire-breathing creatures, I imagine adding yet another fire-breather will perturb some players. (Frost or paralysis breath, maybe?)
      As for the "Demon Duck of Doom": Yes, that would be a mouthful. Perhaps, instead, you could call it a "demonic duck" (a reference to a character in the El Goonish Shive (http://www.ookii.org/egs/statistics/#DemonicDuck) web comic) or "doom duck"? (There's something both humorous and scary about a duck with horns...)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 12, 2011, 04:14:02 pm
      I haven't been getting any caravans from the mountainhome in a while.
      EDIT: Forgot to mention that this hasn't happened to me while using vanilla DF. Could it be a bug, or just bad luck?
      Just bad luck, my today-raws dorf caravan arrived on time. Have you have many citizen die? That deters migrants sometimes. And if you have somehow managed to piss off the parent civ, then points to you.

      Edit: How the "all animals are war trained" do vs. kobbo thief:
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: ETV on June 12, 2011, 04:22:38 pm
      Doing great on a fort building up population for a while, suddenly my best miners and woodcutters decide to HURF DURF NEED SILK PRODUCTS FOR ARTIFACT I'd previously tried digging down and searching various directions (100 z-levels worth) in search of just one God damn cavern with silk in it but none turned up, later one asked for plant cloth a season before I could plant pig tails, and to top it off I got 3 Ambushes in a row after lowering my bridge to clear the entire map of foragable fauna in hopes of but a single rope reed, and not a shit was given by my biome that day.

      Stupid ass demands for artifacts are just killing decent workers now.

      It's fun to lose by getting sieged or something, but slow decay from spoiled midgets is god awful.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Mr. Dwarfinton on June 12, 2011, 04:30:32 pm
      I haven't been getting any caravans from the mountainhome in a while.
      EDIT: Forgot to mention that this hasn't happened to me while using vanilla DF. Could it be a bug, or just bad luck?
      Just bad luck, my today-raws dorf caravan arrived on time. Have you have many citizen die? That deters migrants sometimes. And if you have somehow managed to piss off the parent civ, then points to you.

      Only three died, and I my fort just attracted zero migrants again.
      I should probably get started on making more things, I just have cages set to full blast for traps.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Thundercraft on June 12, 2011, 05:50:52 pm
      Edit: How the "all animals are war trained" do vs. kobbo thief:
      Spoiler (click to show/hide)
      I'm amused by:
      Quote
      The war Guineacock bites The Kobold Thief in the right hand, denting the skin and bruising the muscle!
      ...
      The war Rabbit pushes The Kobold Thief in the left lower leg, bruising the fat!
      ...
      The war Rabbit pushes The Kobold Thief in the right lower arm, bruising the skin through the ({small rope reed f cloak})!
      I wouldn't expect it to do much damage, but a war Rooster or even war Guineacock I can understand. Male chickens and other fowl can be quite aggressive, as (the inhumane and illegal) cockfighting shows. But war Rabbits?! :o I'm reminded of the horror and humor that is the killer bunny (http://www.youtube.com/watch?v=XcxKIJTb3Hg) in Monty Python and the Holy Grail (http://en.wikipedia.org/wiki/Monty_Python_and_the_Holy_Grail). ;D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: GreatWyrmGold on June 12, 2011, 06:08:23 pm
      The caste system works beautifully here along with the new monsters and challenges although I'm noticing a bug with the Obsidian caste not using their fire against the enemy as stated before.
      Probably just the same as crossbow-not-using dwarves...probably.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Golcondio on June 12, 2011, 06:19:45 pm
      I haven't been getting any caravans from the mountainhome in a while.
      EDIT: Forgot to mention that this hasn't happened to me while using vanilla DF. Could it be a bug, or just bad luck?
      Just bad luck, my today-raws dorf caravan arrived on time. Have you have many citizen die? That deters migrants sometimes. And if you have somehow managed to piss off the parent civ, then points to you.

      Edit: How the "all animals are war trained" do vs. kobbo thief:
      Spoiler (click to show/hide)

      Awesome, man! May I inquire as to how you captured the text you posted here? I am guessing you didn't write it down by hand, did you?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 12, 2011, 10:19:45 pm
      The caste system works beautifully here along with the new monsters and challenges although I'm noticing a bug with the Obsidian caste not using their fire against the enemy as stated before.
      Probably just the same as crossbow-not-using dwarves...probably.
      Obsidians' firebreath was removed like... Genesis 3.23 says dffd changelog. It was too guaranteed grassfires outdoors. Often 4-6 fps for a good half hour.

      Quote
      Awesome, man! May I inquire as to how you captured the text you posted here? I am guessing you didn't write it down by hand, did you?
      In the same folder as DF executable there is gamelog.txt.

      The combat logs can be converted to CSV spreadsheet and sorted all kinds of ways, to analyze armor robe deflections and stuff.
      here's one of my old logs in Excel format: http://dl.dropbox.com/u/8967397/DF%20Orbsspun%20-%20giga-siege%20log%20-%20analyzed.xls
      (tip: search-replace " in the" to ",in the"... and also "and the severed" insert a comma for CSV)

      DFusion does that [embark with more than 7 dorfs], run it, type 6, return, your desired number of dwarves, return, and embark on the world map, and you should have your 200 dorfs. Adjust your starting points adequately when worldgenning.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Aenyell on June 13, 2011, 03:08:13 am
      http://gyazo.com/eafccf0e0377009b9e57bb0959d8a7a9
      http://gyazo.com/88597886c7466e31b30866bce70b8f87
      Wtf? This spread fast and burn all my dwarfs. Very fast and deadly for simple fire
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Dutchling on June 13, 2011, 04:06:17 am
      Just lost four more dwarves during training practice.
      I think I'll disarm the goblins next time... Or wait for some cave critters to show up in my traps.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Torgan on June 13, 2011, 04:07:17 am
      Doing great on a fort building up population for a while, suddenly my best miners and woodcutters decide to HURF DURF NEED SILK PRODUCTS FOR ARTIFACT I'd previously tried digging down and searching various directions (100 z-levels worth) in search of just one God damn cavern with silk in it but none turned up, later one asked for plant cloth a season before I could plant pig tails, and to top it off I got 3 Ambushes in a row after lowering my bridge to clear the entire map of foragable fauna in hopes of but a single rope reed, and not a shit was given by my biome that day.

      Stupid ass demands for artifacts are just killing decent workers now.

      It's fun to lose by getting sieged or something, but slow decay from spoiled midgets is god awful.
      Just try and make sure you buy silk and plant cloth from the multiple caravans each year, I'm fairly sure at least one caravan other than the dwarfs sells silk cloth now.  Also could have been worth a shot plant gathering the caverns to see if you could find any pig tails there.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: ETV on June 13, 2011, 06:55:55 am
      Just found gelatinous cube in arena mode.

      Magma can't kill it, and it just wont die of any physical means, only way I could think of is the degrincher trap, big falls, or maybe obsidian trap.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 13, 2011, 10:34:41 am
      --One can embark with silk, cloth, glass and forbid it in a remote corner until a mood needs it.

      Just lost four more dwarves during training practice. I think I'll disarm the goblins next time... Or wait for some cave critters to show up in my traps.
      Wearing iron or steel Masked Helmets? Masked is the only one that covers 100% of head. My ultimate goal of bleeding-amounts tuning is that one severed arm isn't death by blood loss, but one sever and one fracturedbone is. Might have to boost humanoid bone toughness so there's less severs.
      I have created Bog Frog, Red Frog, Mud Snake(fictional teamwork boa of the caves) for easy practice opponents.
      Wtf? This spread fast and burn all my dwarfs. Very fast and deadly for simple fire
      Fort mode time is very speedy. Visuals depend on your FPS. Yes it's deadly when your clothes burn on you and you bleed. Cannot tune the heat amount of grassfires. And.. snow-covered grasslands burn just as much as dry hot grasslands.

      Just found gelatinous cube in arena mode. Magma can't kill it, and it just wont die of any physical means, only way I could think of is the degrincher trap, big falls, or maybe obsidian trap.
      I have fixed that in my releases:
      I've tried out some of the new monsters in the arena, could I suggest a way to kill gelatinous cubes? They certainly will never, ever, die...
      I nerfed it from 5000-thick skin to 20-thick skin in today's release. I shall try it in the arena now.
      5 gelcube vs 10 giant badger: 6 badgers zero GC die, 4 badgers get injured and flee.
      5 gelcube vs 5 giant gargoyle... gelcubes live.
      5 gelcube vs 3 hydra, hydras flesh rots and they flee. *sigh*
      (tweak cube)
      WOW, giant can throw GCube like 30 squares with wrestling!
      (change to 2partbody, now central knot can be lopped off)
      5 GC vs 15 no skill no gear goblins, GCs die, 9 gob survive with horrible "rotten" damage.
      5 GC vs 10 gargoyles: gargoyles win and took no damage. (follow-up: frost dragon vs 10 garg, FD wins but took heavy damage.)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Thundercraft on June 13, 2011, 02:35:35 pm
      Dwarf Fortress Wiki > DF2010:Sun berry > Bugs (http://df.magmawiki.com/index.php/DF2010:Sun_berry#Bugs)
      Quote
      Like all plants with the [GOOD] and [EVIL] tags, sun berries currently don't show up anywhere.

      As a temporary workaround, why not delete all the [GOOD] and [EVIL] tags from "plant_standard.txt" and all the "plant_botany_xxxx.txt"? Then these bugged plants should show up. Although, they'd show up in biomes they're not supposed to...

      You could replace the [GOOD] and [EVIL] with "" or empty space. Even better, you could replace them with !GOOD! and !EVIL! as placeholders that get ignored by the game.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: NotAQuisling on June 13, 2011, 03:52:24 pm
      This mod seems interesting but I don't know how to install it. Can someone tell me?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: SirAaronIII on June 13, 2011, 05:01:05 pm
      You don't. Just download it and it's all ready to go, prepacked with the DF files as well as the mod files. Enjoy!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on June 13, 2011, 05:06:29 pm
      Dwarf Fortress Wiki > DF2010:Sun berry > Bugs (http://df.magmawiki.com/index.php/DF2010:Sun_berry#Bugs)
      Quote
      Like all plants with the [GOOD] and [EVIL] tags, sun berries currently don't show up anywhere.

      As a temporary workaround, why not delete all the [GOOD] and [EVIL] tags from "plant_standard.txt" and all the "plant_botany_xxxx.txt"? Then these bugged plants should show up. Although, they'd show up in biomes they're not supposed to...

      You could replace the [GOOD] and [EVIL] with "" or empty space. Even better, you could replace them with !GOOD! and !EVIL! as placeholders that get ignored by the game.
      Ouch, I didn't notice this bug. Your solution works for the time being until it's fixed. Is the grass bugged the same way, or only plants? Since they are different instances, I think they are unrelated, but it's still safer to ask :).

      Just found gelatinous cube in arena mode.

      Magma can't kill it, and it just wont die of any physical means, only way I could think of is the degrincher trap, big falls, or maybe obsidian trap.
      I was going to "nerf" them for a long time, but for some reason still didn't get to it. The next update (how many times will I tell these words which are not happening? :P) will get it fixed.

      Meanwhile, TomiTapio and others, remind me what should I put in the new version from the balancing/gameplay point of view for the next release? I will check the previous pages, but it's been a while so I could miss something important.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Knight Otu on June 13, 2011, 05:17:18 pm
      Good and evil grasses work just fine.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on June 13, 2011, 05:24:56 pm
      By the way, to keep you up to date (since I kinda disappeared from the modding forums lately), I've added some stuff already. I was lazy, writing diplomas and playing new games, so these are just creatures for now.

      Mundane:
      Baboon (savanna)
      Hyena (which I planned to add long time ago)
      Lynx (a bigger forest cat)
      Wolverine (I wanted to add it for a long time too)
      Zebra (tropical grassland, savanna)

      Not so mundane:
      Gnawers (evil poisonous rabbits, evil rabbit biomes)
      Octobrain (flying octopus-like creature, illithid relative, evil areas)
      Slimes (mostly caves, they drop edible jelly which you can cook into dwarven puddings)
      Unoculus (spiked one-eyed floater, evil areas)

      Not so many, so suggestions are welcome.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Lamphare on June 13, 2011, 07:56:42 pm
      Dwarf Fortress Wiki > DF2010:Sun berry > Bugs (http://df.magmawiki.com/index.php/DF2010:Sun_berry#Bugs)
      Quote
      Like all plants with the [GOOD] and [EVIL] tags, sun berries currently don't show up anywhere.

      As a temporary workaround, why not delete all the [GOOD] and [EVIL] tags from "plant_standard.txt" and all the "plant_botany_xxxx.txt"? Then these bugged plants should show up. Although, they'd show up in biomes they're not supposed to...

      You could replace the [GOOD] and [EVIL] with "" or empty space. Even better, you could replace them with !GOOD! and !EVIL! as placeholders that get ignored by the game.
      Ouch, I didn't notice this bug. Your solution works for the time being until it's fixed. Is the grass bugged the same way, or only plants? Since they are different instances, I think they are unrelated, but it's still safer to ask :).

      Just did a quick test with tomi's version,
      there are three shrubs with [GOOD] tag, crystal cane, sunberry and moonberry
      generated a new world and embarked on 7x7 temperate joyous woods forest with two streams joining together (to satisfy [WET] plants)
      and dfprospector gives me
      Spoiler (click to show/hide)

      to further testify this problem, i generated a new world and chose a same 7x7 forest with stream
      but this time i embarked in a hot sinister area
      and get
      Spoiler (click to show/hide)

      surprisingly, glumprong and thorn shard appeared, but not sliver barb, even though my embark satisfied all its requirements, just as the last one did for sunberry.

      maybe there is just not enough space for them, maybe.

      so to take it to the next level. new world, 12x12... oops crashed
      same world... 10x10 warm/hot serene swamp with a stream
      loads of moonberries and crystal canes. not a trace of sunberry.

      new world... 10x10 warm serene shrubland with two streams
      scarce moonberries and many crystal canes, no sunberry.

      one more new world for good plants... 10x10 warm serene broadleaf/conifer forest with a brook
      some moonberries and crystal canes, no sunbbery.

      evil plants
      new world, 10x10 sinister(with little haunted) warm swamp with one stream
      lol there is a cyclops 20 tiles away from my waggon
      thorn shards and glumprongs, no sliver barb

      new world, 10x10 temperate sinister savanna/haunted shrubland with two streams
      thorn shards and glumprongs, no sliver barb

      new world 10x10 tropical hot haunted forest with a stream
      thorn shards and glumprongs, no sliver barb

      i guess this renders the problem with only sunberry and sliver barb, rather than [GOOD] n' [EVIL] tag
      and there are no (structural) differences between sunberry and moon berry in raw, excpet sunberry has [EDIBLE_VERMIN] [EDIBLE_COOKED] under its seed section, if that matters its disappearance.

      conclusion:
      DARN you sunberry and sliver barb!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: NotAQuisling on June 13, 2011, 07:57:14 pm
      You don't. Just download it and it's all ready to go, prepacked with the DF files as well as the mod files. Enjoy!
      But do I extract the files? If I do where?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Nistenf on June 13, 2011, 08:56:44 pm
      Extract them anywhere you want and then execute dwarf fotress.exe inside this new extracted folder
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Lamphare on June 13, 2011, 09:00:46 pm
      You don't. Just download it and it's all ready to go, prepacked with the DF files as well as the mod files. Enjoy!
      But do I extract the files? If I do where?
      1.download any graphical pack of your choice from the original post of this thread
      2.unpack at a fresh location, id est without vanilla game.
      3.play

      or if you would like to try tomi's tweaks and addings, download from his signature and overwrite the raw directory of your freshly unpacked genesis DF.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: arghy on June 13, 2011, 09:22:34 pm
      Is it possible to add skaven in? been reading alot of warhammer lately and i really want my dwarven fortress to be assaulted by skavens.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 13, 2011, 09:31:40 pm
      You could replace the [GOOD] and [EVIL] with "" or empty space. Even better, you could replace them with !GOOD! and !EVIL! as placeholders that get ignored by the game.
      I put --GOOD] plants now. Their freq from 100 to 10. I guess moon berry was supposed to come from altar sacrifice only? Guess I won't bother with the evil ones.

      Lynx (a bigger forest cat)
      Already got lynx and giant lynx in my sub-releases. Thanks for the baboons!

      Is it possible to add skaven in? been reading alot of warhammer lately and i really want my dwarven fortress to be assaulted by skavens.
      It's possible, but I leave the civilization-adding to Deon as he likes to draw neat icons for them. What armors and weapons do Skavens use, and do they have more castes than male or female?

      It's trivial to add a duplicate of goblins and rename them to skavens..
      and next Vanilla DF release Genesis should lose the werewolf civ as zillion nightcreatures including vampires and weretransformers arrive.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Thundercraft on June 14, 2011, 12:03:58 am
      Ouch, I didn't notice this bug. Your solution works for the time being until it's fixed. Is the grass bugged the same way, or only plants? Since they are different instances, I think they are unrelated, but it's still safer to ask :).

      Just did a quick test with tomi's version,
      Spoiler: "Lamphare's testing" (click to show/hide)

      i guess this renders the problem with only sunberry and sliver barb, rather than [GOOD] n' [EVIL] tag
      and there are no differences between sunberry and moon berry in raw, excpet sunberry has [EDIBLE_VERMIN] [EDIBLE_COOKED] under its seed section, if that matters its disappearance.

      conclusion:
      DARN you sunberry and sliver barb!

      The testing is appreciated. However, it seems I've overlooked some things. Reading more closely on the wiki, I followed the bug report (http://www.bay12gsbt/view.php?id=4133) and I learned more. The summary of the report is:
      Quote
      Good/evil plants/trees don't appear (feather trees, glumprongs, sliver barbs, and sun berries)
      It also has additional information:
      Quote
      Deleting [GOOD]/[EVIL] tags in plant_standard.txt doesn't help, but is required with more editing to make some workaround (these trees will appear in any biomes - good, evil and normal):
      http://pastebin.com/vc3fLvCD
      This pastebin contains code fixes for the Glumprong and Feather Tree, but that's it. I'll have to dig around to see if there's a fix for Sliver Barbs and Sun Berries, if it's even possible without an official bug fix.

      Is the grass bugged the same way, or only plants? Since they are different instances, I think they are unrelated, but it's still safer to ask :).
      I haven't done much testing myself. But it sounds like it's mainly the four plants mentioned in the official bug report (which includes two trees and two non-trees). Don't the usual good and evil grasses still appear? (Good grasses: bubble bulb & downy grass | Evil grasses: wormy tendril, staring eyeball)

      As for the [EDIBLE_VERMIN] and [EDIBLE_COOKED] under the seed section in Sun Berry, I doubt that is the problem. There are a whole lot of plants with those tags that do appear normally.

      Despite the continuing problems with Sliver Barbs and Sun Berries, this does seem to be tied into [GOOD] and [EVIL] tags:
      Quote
      (0017489) Jeoshua (reporter) 2011-04-23 16:58
      This seems to have happened right after grass was added. I have noticed similar scarcity of modded in animals when the default frequencies of the existing animals are not changed. Basically the system is working as intended, but due to the large amount of new grass types, and their high frequency, the more rare and special types of plants are being crowded out by the ever-present grass.
      Quote
      (0017490) Quietust (reporter) 2011-04-23 17:09
      Jeoshua: that doesn't account for the experiment I performed immediately above, where there were exactly 2 types of unaligned trees in the entire world (maple and willow) and good/evil trees still refused to show up.

      I put --GOOD] plants now. Their freq from 100 to 10. I guess moon berry was supposed to come from altar sacrifice only? Guess I won't bother with the evil ones.
      See above.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Sirdrake on June 14, 2011, 10:04:27 am
      for a suggestion can there be underground sieges

      if so then i would recommend a civ called dark-spawn(from Dragon age series)they are like goblins but live underground.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Dutchling on June 14, 2011, 11:47:36 am
      You cannot mod civs to siege you from the caverns / underground.


      EDIT: In my fortoress dogs seemed to be stronger  than giant rats so I tested it in the arena: 18 1v1 fights with natural skills added, results:
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on June 14, 2011, 01:52:46 pm
      18? Too few. Their attributes and relative size are completely random.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 14, 2011, 02:09:15 pm
      Giant rat is 100 kg (and Mount), dog is 34 kg, in my tunings. So Giant Rat should always win. (Large rat 25 kg, bulldog 47 kg, mastiff 83 kg)
      Isn't it easier to do one 20 vs 20 test?

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Dutchling on June 14, 2011, 02:19:42 pm
      I was just making a bigger arena test but the place where your cursor it when selecting the creature to fight with doesn't change back to something default.
      in other words: are you interested in the results of ogres vs snakemen? :P

      EDIT: You were right Deon, 16 was too few to really test. Guess what, the DOGS won this time >.> The only change was the size of the location which was 1x1 this time.
      Spoiler (click to show/hide)
      EDITEDIT: After reading some of the combat reports, I think the 1x1 arena sizes made the dogs win. They just shook the rat by the head and it probably bumped to the walls every time >.>
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on June 14, 2011, 02:34:13 pm
      Giant rat is 100 kg (and Mount), dog is 34 kg, in my tunings. So Giant Rat should always win. (Large rat 25 kg, bulldog 47 kg, mastiff 83 kg)
      Isn't it easier to do one 20 vs 20 test?

      Spoiler (click to show/hide)
      34000 vs 100000 is not too big of a difference when biting-shaking weapons are used. That's why adventurers can be really dangerous with bites.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Dutchling on June 14, 2011, 02:42:01 pm
      I´m still surprised the dogs won most of the times. I haven´t bothered counting but they clearly won more than that they lost. Two times both of them died ^^
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on June 14, 2011, 02:46:22 pm
      Okay, TomiTapio, still no list of old problems for me to fix >:-).

      I've just remembered a huge problem which I was going to fix... and immediately forgot.
      I need your help, I am a bit tired here :).

      P.S. Ah, I wanted to change the coverage of items to make possible opportunuty strikes though armor, and also NERF goddamn robes and cloaks. Yeah, thanks god I remembered that! :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 14, 2011, 04:07:58 pm
      I've just remembered a huge problem which I was going to fix... and immediately forgot. I need your help, I am a bit tired here :).
      P.S. Ah, I wanted to change the coverage of items to make possible opportunuty strikes though armor, and also NERF goddamn robes and cloaks. Yeah, thanks god I remembered that! :D
      Hey man... I've already done that. Nerfed robe and cloak. Added ChainMail Mittens (from some thread). Tuned maces based on adventuring.
      Got Masked helmets at 100% and other helms at 80% (spear to face). You want chainmail and breastplate at 95% instead of 100% coverage?
      Just merge/approve my latest raws into your folder (takes 1.5 hours maybe). And then do test-embarks to see the new minerals.


      http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand__WarDomestics_June14.zip
      --June 14: boosted standard bone's toughness a little bit, hope to see less shake-tear limb removal.
      reduced platinum to value 40, have veins of it now.
      pitchblende is slightly more common, and value 3 because it's pretty (and rarity value).
      also, removed bite can_latch from some critters, so small asp snakes and flayer facetentacles can't shake-tear.

      How about five classes of leather instead of current two:
      1. cat/rat/bird and human (new puny leather, should SUCK as armor but make nice bags and fair pants)
      2. cows and other real-world leathers (have already)
      3. tough leather (beasts, have already)
      4. doubletough leather (like tough leather, but supposedly twice as thick, maybe "multilayer leather" armor)
      5. ultra leather (dragons, wurms)


      I'm thinking of strengthening the default BONES so less shake-tear Limb-B-Gon... Yes, I'll do that now.

      Edit: on the "problems to fix" front.. some critters need icons, like faedog (green/cyan please), spirit raven (shimmering aura pls), pekyt thickskin sheep.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Cody1750 on June 14, 2011, 05:24:57 pm
      Wanted to say good job on Genesis. Makes adventure mode much more dangerous and fun.  Keep up the good work.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Thundercraft on June 14, 2011, 06:02:07 pm
      How about five classes of leather instead of current two:
      1. cat/rat/bird and human (new puny leather, should SUCK as armor but make nice bags and fair pants)
      2. cows and other real-world leathers (have already)
      3. tough leather (beasts, have already)
      4. doubletough leather (like tough leather, but supposedly twice as thick, maybe "multilayer leather" armor)
      5. ultra leather (dragons, wurms)

      I like the idea, in principle, but I'm not sure how that would work in terms of game balance.

      However, I am very much against the idea of making humanoid skin (dwarf/human/elf/goblin) the weakest on the list, in the same category as cat/rat/bird. Perhaps you missed my post earlier?:

      ...If a demigod no-armor human can't survive bogeymen... and bogeymen are quite uneditable... should boost all editable humanoids? I just change death-by-bleeding to a little bit sooner.
      Boosting all humanoids might be good, particularly if it means surviving more hits. But I hope that does not mean werewolves and other invading humanoids will inflict more damage in attacks.

      Perhaps you could create another skin slightly above regular SKIN, but significantly less than TOUGHSKIN and give this "BUFFSKIN" to all humanoids? So it'd be like wearing leather armor. But then would you have to boost some of the armors to compensate?

      There's always a trade-off, I guess. :( Must be hard for ToadyOne and mod creators to balance everything in a fun and realistic way.

      Consider: In your tests you've already determined that a "demigod no-armor human can't survive bogeymen" and you seemed to imply that you found that to be undesirable. And yet, "bogeymen are quite uneditable". That leaves editing humanoids to make them stronger. But, instead, you said you made "death-by-bleeding to a little bit sooner", which I assume makes humanoids even weaker.

      Instead of making humanoids dish out more damage to be able to hurt bogeymen, the only logical alternative I can think of is to make them tougher. And one way to do that is to give them tougher skin. So why not give them category 2 skin, instead of pathetic category 1?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 14, 2011, 07:47:08 pm
      I was talking about leather armor pieces. Cow leather is totally better for armor than human and elf leather.
      A herd of pet rabbits should NOT become equally good leather armor as a group of cows.

      Consider: In your tests you've already determined that a "demigod no-armor human can't survive bogeymen" and you seemed to imply that you found that to be undesirable. And yet, "bogeymen are quite uneditable". That leaves editing humanoids to make them stronger. But, instead, you said you made "death-by-bleeding to a little bit sooner", which I assume makes humanoids even weaker.
      Instead of making humanoids dish out more damage to be able to hurt bogeymen, the only logical alternative I can think of is to make them tougher. And one way to do that is to give them tougher skin. So why not give them category 2 skin, instead of pathetic category 1?
      The skins and leathers are independent materials.
      Damn bogeymen dodge attacks way too much I say. A demigod/seasonedhero should be wading through them like they were leatherarmored goblin peasants. But I won't boost edged weapons.
      By making everything bleed a little bit more, the bogeymen (and adventurer, and wildlife) die sooner from multiple hits. If I boost skin and other tissuematerials, obviously the bogeymen become tougher too. One solution is to use the default materials ONLY for the hardcoded FB & Bogey creatures, and every animal and humanoid use our tuned materials.
      And this was about "hey Deon, should we have 5 leather types instead of two."

      Ok back to L.A. Noire streetcrimes grinding. http://twitter.com/Tomi_Tapio
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on June 15, 2011, 01:58:37 am
      About bogeymen: bite them.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Dutchling on June 15, 2011, 08:57:41 am
      One of the Rutherers (came as a demon mount) I caught in my traps has given birth to two babies :3
      Too bad my fortress is going down in a tantrum spiral >.> I think i'll move the tanner who 'doesn't care anymore' and the slightly content armor-smith with the rutherer babies (:3) to a new safe area of the fort while the rest of the dwarves kill each other. Half of them has gone stark raving mad anyway.

      EDIT: Of the three 'chosen ones' only the tanner still lives. She now lives with the Rutherers in an area containing the furniture, food and weapon stockpiles and the farms. I wonder how long this is going to last >.<

      PS: Is it possible to change the name of peanut seeds to peanuts? I don't recall ever seeing rock nut seeds so it should be possible
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 15, 2011, 10:40:31 am
      I wonder how long this is going to last >.<
      PS: Is it possible to change the name of peanut seeds to peanuts? I don't recall ever seeing rock nut seeds so it should be possible
      Probably lasts as long as food lasts :) Very hard to reach old age on a dorf. Yousa get migrants soon enough.
      Sure, done. Increased their values a bit too, since they're so versatile (oil, soap, flour).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Dutchling on June 15, 2011, 12:20:04 pm
      Well, he is in the farm section of the fort so food won't be a problem.
      Migrants did shoe up though, and two ambush squads... If the Rutherer and giant bat babies I have are tamable I think I'll go down the caverns with the tanner, otherwise I'll  breach the aquifer and drown everyone. Both options are fun.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Thundercraft on June 15, 2011, 12:44:54 pm
      I was talking about leather armor pieces. Cow leather is totally better for armor than human and elf leather.
      ...[snip]
      By making everything bleed a little bit more, the bogeymen (and adventurer, and wildlife) die sooner from multiple hits.
      Ah, sorry.  :-[  I misunderstood. I thought leather and skin toughness were one and the same.
      If I boost skin and other tissuematerials, obviously the bogeymen become tougher too. One solution is to use the default materials ONLY for the hardcoded FB & Bogey creatures, and every animal and humanoid use our tuned materials.
      Yes. That's kind of similar to what I was trying to suggest. I just did not word it very well.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Broseph Stalin on June 15, 2011, 08:33:17 pm
      Fun fact: If you try to carry a caged ice mephit across water you freeze and die but the little bastard is fine after you dig him out. I love this mod and all the exciting new ways to have Fun it provides.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on June 15, 2011, 11:06:34 pm
      Herp derp, today I move to another apartment (room, even) so I will live away from my wife, so I should get a bit more time for modding, so I hope I will update the mod soon :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Siquo on June 16, 2011, 03:56:19 am
      We are glad you finally took up celibacy in order to mod for us.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: ETV on June 16, 2011, 04:02:56 am
      About bogeymen: bite them.

      Latch on, rip off arm, latch on, rip off leg, boogeyman dies of bleeding.

      Play werewolf and do this for extra awesomeness.

      On that note, buff werewolves skin or fur, or something really considering they can't use armour they should get some kind of good mitigation for their inherent flaws, perhaps bigger body size or weapon (claws/mouth) velocity and such...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on June 16, 2011, 04:05:00 am
      Well, they are already quite big. They were bigger before, and they were not playing their current role (rushers, medium threat), because they were killing EVERYTHING. They were nerfed and you see them as they are now.

      We are glad you finally took up celibacy in order to mod for us.
      Heheh, it has nothing to do with celibacy. She will still visit me almost every day to cook and do other fun stuff. I am just hiding from army drafting because I need to finish my diploma first.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: LordRuin on June 16, 2011, 04:06:12 am
      I'm having a problem playing your Genesis mod. I've downloaded, and tried Genesis Mod 3.25d with IRONHAND tiles, and then
      I tried the one with PHOEBUS tiles. And, I keep getting the same problem. The game crashes my computer when I
      "prepare for the journey carefully" high light a dwarf, and press "v" View. This situation also happens when I "e" Embark!. I've only tried
      this with Dwarf Fortress mode and not any of the other modes.  :'( I don't know what to do.... Can anyone help?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: ETV on June 16, 2011, 04:13:33 am
      Well, they are already quite big. They were bigger before, and they were not playing their current role (rushers, medium threat), because they were killing EVERYTHING. They were nerfed and you see them as they are now.

      We are glad you finally took up celibacy in order to mod for us.
      Heheh, it has nothing to do with celibacy. She will still visit me almost every day to cook and do other fun stuff. I am just hiding from army drafting because I need to finish my diploma first.

      I find it insanely hard to play werewolves over any other race because they cannot wield armour, and their pelt is not sufficient enough to deter limb loss and such, I would have thought that werewolves would also get special tags which allowed regeneration of everything not related to limb loss such as tendons, nerves, bone damage as werewolves are commonly perceived to have incredibly regenerative properties.

      Upon visualizing that change I can imagine adventurer werewolves rushing in, gnawing/ripping off a limb or two and darting back out after sustaining a cut or some such so their healing kicks in; making them like berserkers (a very fun class in all roguelikes imo) and I'd equip them with 2H Claymore swords to further fit this roll.

      Another way to make them better but not broken may be to slightly increase their overall speed (an agile female orc is basically 1800-1900 As demigod, a werewolf female would then be around 1900-2000 For example, being faster than an orc, but has less of an advantage in terms of damage mitigation).

      I'll go play more grand master wrestler/striker/biter wolves and train up fighting endlessly, but as it stands the best possible defence for werewolf players is dual shields and using biting as a primary attack.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Dutchling on June 16, 2011, 07:12:59 am
      I'm going to do a 16x16 embark 10x10 embark (16x16 works gives 100 fps with 7 dorfs and I want it to run that fast for 80, so i'm trying it a bit smaller now...) with an above ground fortress. (no temperature/caverns/magma makes me able to easily run that, luckily).
      The problem is that there won't be any metal and because of all the new enemies in this mod it isn't very likely that I can rely on merchants.
      So my qustion is: did you add bone armor and weapons to this mod and is it available for all body parts (unlike vanilla) and it decent* versus enemies?

      *dead dwarfs do not really matter, as long as it is better than wooden training weapons.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Torgan on June 16, 2011, 07:22:32 am
      I'm having a problem playing your Genesis mod. I've downloaded, and tried Genesis Mod 3.25d with IRONHAND tiles, and then
      I tried the one with PHOEBUS tiles. And, I keep getting the same problem. The game crashes my computer when I
      "prepare for the journey carefully" high light a dwarf, and press "v" View. This situation also happens when I "e" Embark!. I've only tried
      this with Dwarf Fortress mode and not any of the other modes.  :'( I don't know what to do.... Can anyone help?
      I get the same thing on my work computer but not my home one, I sort of assumed there was a secret anti-fun program on my work comp :P  The work machine is kind of old and running Windows XP, I've only tried Ironhand but when I either embark or view a dwarf at that stage it reboots my comp.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Qinetix on June 16, 2011, 08:13:26 am
      Well I seem to crash also , Whenever I try to fast travel as a aspid dwarf (if I have allot of things on me) the game will simply Crash
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Dutchling on June 16, 2011, 09:37:19 am
      My embark menu seems to semi-crash when I go to a place with a cave (I cannot move or enlarge the embark size and it lags). This could be because of the fact that I have the max amount of caves and set them to be visible though.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 16, 2011, 10:49:27 am
      About bogeymen: bite them.
      Latch on, rip off arm, latch on, rip off leg, boogeyman dies of bleeding.

      On that note, buff werewolves skin or fur, or something really considering they can't use armour they should get some kind of good mitigation for their inherent flaws, perhaps bigger body size or weapon (claws/mouth) velocity and such...
      I think I removed latch-on from my dwarves' bites. You don't hear about people ripping off limbs with their teeth in the crime news. I suppose "every bite can latch on" is an artifact that comes from copy-pasting the "default bite attack" when making creatures.

      Werewolves already got
         [NATURAL_SKILL:WRESTLING:4] [NATURAL_SKILL:DODGING:4]
         [NATURAL_SKILL:BITE:6]
         [NATURAL_SKILL:GRASP_STRIKE:3] [NATURAL_SKILL:STANCE_STRIKE:3] [NATURAL_SKILL:SITUATIONAL_AWARENESS:6]
      and are 150-250 kg in size (plus the occasional Gigantic occurrence.) I think if I put wrestling skill higher than biting, they would rather wrestle than bite.
      Spoiler (click to show/hide)

      adventurer werewolves rushing in, gnawing/ripping off a limb or two and darting back out after sustaining a cut or some such so their healing kicks in; making them like berserkers (a very fun class in all roguelikes imo) and I'd equip them with 2H Claymore swords to further fit this roll.
      I guess your werehero can go pick up a sword or two from village guards. I think they are unarmed combat species for the most part. Leaping on all fours. I'm thinking the werewolf civ be deleted once Toady's Nightcreature weres and vampirism arrive. Or convert them to peaceloving SatyrFolk. We had "beastmen" civ in DF 40d. If the entity's parameters were just right, one some worlds they were friendly and on some hostile.

      The game crashes my computer when I "prepare for the journey carefully" high light a dwarf, and press "v" View.
      Hmm.. doesn't sound like a Genesis problem. Have you tried different graphics settings in the init file? http://df.magmawiki.com/index.php/DF2010:Init.txt

      did you add bone armor and weapons to this mod and is it available for all body parts (unlike vanilla) and it decent* versus enemies?
      No bone armor for the torso. Recently enabled bone boots. Bone weapons, hopeless, use wooden crossbow bolts instead. ROCK MAUL weapon from stonecutter workshop might serve you well. Ofcourse bone armor sucks, metal is far superior.

      Heheh, it has nothing to do with celibacy. She will still visit me almost every day to cook and do other fun stuff. I am just hiding from army drafting because I need to finish my diploma first.
      I recommend you give her foot massage. Some folks really dig that.
      So.. finish studies and then do your soldiering time?

      ..and for good measure, a dwarfy cartoon:
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Dutchling on June 16, 2011, 11:36:35 am
      You're being drafted? That sucks :P
      I just got a letter from the army/gov saying I'm sort of enlisted but only if something extraordinary happens I'll need to join the army.
      But aren't you a little old for recruitment? I thought you needed to join the army as soon as you're of suitable age, which is 17 years old here.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Morwaul on June 16, 2011, 12:14:39 pm
      Tomi!  Funpack?  Gah!  I have a herd chasing my animal trainer around.  Actually it is kind of cool being able to train everything.  War Forest Cats....  Is there a way to select which animal will be trained?  Or to force the game to only train the ones you want?  Likewise, is there a way to select or force which animal gets assigned when assigning war animals to your dwarves?  Time to start penning.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on June 16, 2011, 01:07:54 pm
      I'm having a problem playing your Genesis mod. I've downloaded, and tried Genesis Mod 3.25d with IRONHAND tiles, and then
      I tried the one with PHOEBUS tiles. And, I keep getting the same problem. The game crashes my computer when I
      "prepare for the journey carefully" high light a dwarf, and press "v" View. This situation also happens when I "e" Embark!. I've only tried
      this with Dwarf Fortress mode and not any of the other modes.  :'( I don't know what to do.... Can anyone help?

      Are you using it "as it is" or do you install latest Ironhand on top?

      Make sure that there's [TRUETYPE:NO] in /data/init.txt.

      You're being drafted? That sucks :P
      I just got a letter from the army/gov saying I'm sort of enlisted but only if something extraordinary happens I'll need to join the army.
      But aren't you a little old for recruitment? I thought you needed to join the army as soon as you're of suitable age, which is 17 years old here.
      Yeah but university delays it. And I am well beyond the studying time (I've studied for 8 years :P).

      2ETV: Werewolves are designed like that, a zerg-like race with strong armorless creatures who dogpile (lol the pun) and strangle even your adamantine clad dwarves, but fall to traps and weapons.

      They WILL be more dangerous once we get turning syndromes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: UltraValican on June 16, 2011, 01:22:33 pm
      There seems to be an issue with the mod, it worked fine an hour ago but now the game (even the openig is laggy and unresponsesive) I had the same copy for a few weeks now but evey copy of the genises mod on my computer is acting crazy...
      -I didn't do anything and it started working after a few hours.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 16, 2011, 02:02:17 pm
      There seems to be an issue with the mod, it worked fine an hour ago but now the game (even the openig is laggy and unresponsesive) I had the same copy for a few weeks now but evey copy of the genises mod on my computer is acting crazy...
      Hmm. Bad sectors on harddisk perhaps? DF loads a hella lot of files, and if one file is corrupt..
      http://maximumpcguides.com/windows-vista/how-to-use-check-disk-in-windows-vista/
      Running out of harddisk space might cause odd symptoms too.
      (Mod works fine for me, except the occasional fort mode crash, perhaps one crash in 3 fort-years. Bah had a crash this evening, one of the migrants/mig-pet caused it.)

      Tomi!  Funpack?  Gah!  I have a herd chasing my animal trainer around.  Actually it is kind of cool being able to train everything.  War Forest Cats....  Is there a way to select which animal will be trained?  Or to force the game to only train the ones you want?  Likewise, is there a way to select or force which animal gets assigned when assigning war animals to your dwarves?  Time to start penning.
      I think pastured animals cannot be trained. So, pasture those you don't want to train. And dorfs might survive better when War Pets take hits from enemies. Assigned war animals can't be butchered, so they might take some FPS away from you.
      This zero-grazing domestic-equals-trainable is just temporary :^)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Angel Of Death on June 16, 2011, 10:45:43 pm
      Errrr... Tomi, I'm using your version and I collapsed a few wooden floors into a river and apparantly my woodworker was caught in a cloud of "boiling soilmagma" is this supposed to happen?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: TomiTapio on June 16, 2011, 11:29:46 pm
      Errrr... Tomi, I'm using your version and I collapsed a few wooden floors into a river and apparantly my woodworker was caught in a cloud of "boiling soilmagma" is this supposed to happen?
      Yes. In my raws the "stone dust" and "soil dust" have different names. Boiling Magma and Boiling Soilmagma. It's just the basic code converting falling material to its gaseous state.

      Hmm apparently the Plains Beetles (created for farming of chitin) are very resistant to wooden bolts. My noob hunters will get lots of skill-ups.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: dimosa on June 17, 2011, 02:59:57 am
      For all who are interested here is a modefied version of dwarf fortress genesis, that changes the game into orc fortress, the orcs are the main playable race now. this is not just the visuals but also most names, and certain workshop items etc. The is currently version 0.9, this means that most things are working, only certain things in the naming is not correctly done yet.

      Features
      Spoiler (click to show/hide)

      Changelog
      Spoiler (click to show/hide)



      Download
      Spoiler (click to show/hide)

      For any suggestions, just pm me.



      Credits go mostly towards Deon, TomiTapio and toady for creating dwarf fortress and the genesis mod.

      Edited
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - a small fix (save compatible)
      Post by: Deon on June 17, 2011, 03:19:26 am
      And TomiTapio since a big chunk of Genesis is his doing. And other people in Credits :).

      I will try it when I get time. I will also put Tomi's and your version in the first post.

      P.S. The first post now has a section for tweaks and mods based on Genesis in the beginning, after the "official" versions' links :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Deon on June 17, 2011, 03:30:54 am
      For all who are interested here is a modefied version of dwarf fortress genesis, that changes the game into orc fortress, the orcs are the main playable race now. this is not just the visuals but also most names, and certain workshop items etc. The is currently version 0.9, this means that most things are working, only certain things in the naming is not correctly done yet.

      Download
      Spoiler (click to show/hide)

      For any suggestions, just pm me.

      Credits go mostly towards Deon and toady for creating dwarf fortress and the genesis mod.

      I see you've changed the EXE icon, but you'd better check the error log :).

      Now it has
      Quote
      *** Error(s) found in the file "raw/objects/entity_orcs - kopie.txt"
      ORCS:Unrecognized Entity Token: civ_CONTROLLABLE

      I guess the COPY file should not be there? also, it's CIV_CONTROLLABLE.

      P.S. This file is not loaded though, because the first line is different from the file name, but better remove it to stop confusing people with error logs.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: dimosa on June 17, 2011, 03:33:25 am
      Ah, thanks for that, forgot to take it out. it are coppy's of the original files :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: dimosa on June 17, 2011, 03:38:13 am
      and i probs change the icon back i people experience problems with it
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: LordRuin on June 17, 2011, 06:25:03 am
      I'm running Windows XP. I've figured out the problem. Its with the music. If one deletes the music files it won't cashe your
      computer into a reboot.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: LordRuin on June 17, 2011, 06:26:32 am
      For all who are interested here is a modefied version of dwarf fortress genesis, that changes the game into orc fortress, the orcs are the main playable race now. this is not just the visuals but also most names, and certain workshop items etc. The is currently version 0.9, this means that most things are working, only certain things in the naming is not correctly done yet.

      Features
      Spoiler (click to show/hide)

      Changelog
      Spoiler (click to show/hide)



      Download
      Spoiler (click to show/hide)

      For any suggestions, just pm me.



      Credits go mostly towards Deon, TomiTapio and toady for creating dwarf fortress and the genesis mod.

      Edited


      That sounds AWESOME. Would you think, perhaps, at one point their could be a ingame option that would allow you to pick if
      you would like to either be orcs, or dwarves?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Trapezohedron on June 17, 2011, 07:18:23 am
      Upon checking the wiki, isn't it lacking in the info department, specifically the Expanded bestiary section?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Treason on June 17, 2011, 09:01:37 am
      So I've run into a difficulty that I haven't found, before, in the Mod.

      Each game I've played with the latest version has been prolific with sieges (I'm talking about 7+ invasions during the first few months of the turn of the first year).  I beat them back with an alternate series of traps and meat dwarshields, but then the "difficulty" shows up...

      My siege flag doesn't go away.  Ever.  All invaders are dead, their items are being happily divided up amongst the rest of the dwarfs, I have the only path into my fortress open for months, and there's no listing of "invader" under the unit list.  I've even downloaded Runesmith to check the amount of creatures currently in my region that might be hidden, and there's nothing that would indicate an invader is still hanging about.

      I'm caught in endless sieges of nothing.  No caravans.  No migrants (darn freeloaders, anyway).  Nothing.

      Doesn't even help when new invasions show up, get killed, or just pack up and leave.  I'm always in the middle of some non-existent siege.

      Anyone had this creep up on them?  More importantly, anyone have a work around?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: dimosa on June 17, 2011, 09:19:10 am
      For all who are interested here is a modefied version of dwarf fortress genesis, that changes the game into orc fortress, the orcs are the main playable race now. this is not just the visuals but also most names, and certain workshop items etc. The is currently version 0.9, this means that most things are working, only certain things in the naming is not correctly done yet.

      Features
      Spoiler (click to show/hide)

      Changelog
      Spoiler (click to show/hide)



      Download
      Spoiler (click to show/hide)

      For any suggestions, just pm me.



      Credits go mostly towards Deon, TomiTapio and toady for creating dwarf fortress and the genesis mod.

      Edited


      That sounds AWESOME. Would you think, perhaps, at one point their could be a ingame option that would allow you to pick if
      you would like to either be orcs, or dwarves?

      It is possible, but in the civ selection screen you cant see if you chose dwarves or orcs. Also requires me the make the new dwarf race ( previously know as orcs ) more advanced, this requires some work. if i ever decide to add this feature i want to change the civ selection screen that is shows the name and the race of the civ, and i will probs add more as just orcs and dwarfs. Currenlt i'm first trying to perfect the orc race so that it makes sense in a matter of speaking. After that i will look into the option for multiple races to play with.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: dimosa on June 17, 2011, 09:29:12 am
      Currently version 0.93 is online, if everything is in order the next version will be 1.0, I've now changed how the normal orc civilizations chose there starting sites, so they wont build in mountains anymore and that the outdoor seeds will be available from the embark screen.

      Also will i be editing weapon restrictions etc, at least looking in to it, so that a orc doesn't use a short sword but a katana instead. and that a warhammer is considered a 2h weapon same for bows and Xbows. this may currently be not the case in dwarf fortress but u are guite the man if you can wield a crossbow and a shield at the same time. Not sure about bows yet, maybe i'll add bows that have a shield attached to them.

      This will all be added in the 1.0 release.

      Until that time this is what you get.

      When that is done, and i have the time i will look into a option to make all mayor races as a playable race. But if i decide to do this it will take several weeks at least before i get out a single working version
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Morwaul on June 17, 2011, 10:25:53 am
      You know you have truly made a good mod when people start making mods of your mod.  Keep up the good Deon and Thank You.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Trapezohedron on June 17, 2011, 10:52:38 am
      Due to the sheer amount of awesome this mod pumps through my dwarven blood, I shall endorse this mod in my sig.

      Guys, You have made me proud. *salute*
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on June 17, 2011, 12:15:59 pm
      Thanks guys! I do have made a lot of tunings to Deon's mod! I have no idea how many people are enjoying my new minerals and trees. Hope to get them approved into Deon's release. I'd rather not be a spin-off release but a major contributor. (I guesstimate there are 350 Genesis players give or take a hundred)

      Upon checking the wiki, isn't it lacking in the info department, specifically the Expanded bestiary section?
      Yep, it's very sparse on the info. But so is the vanilla DF creatures (soon to have 120 more creatures and their giant and -man variants) , where the main documentation is "the raws are on the wiki for you to read".

      Anyone can help, such as making a chart/spreadsheet of creature name, bodytype, speed, size (can vary by caste), description, pet, trainable, usefulness, its attacks, and how dangerous they are. And then someone who has writing rights on the genesis wiki can paste that chart there. I estimate two minutes per creature, around 200 minutes of work.

      Each game I've played with the latest version has been prolific with sieges (I'm talking about 7+ invasions during the first few months of the turn of the first year).  I beat them back with an alternate
      My siege flag doesn't go away.  Ever.  All invaders are dead, their items are being happily divided up amongst the rest of the dwarfs, I have the only path into my fortress open for months, and there's
      Seven in first winter! Whoa! How do you get your wealth and population super high in the first year? I don't think I've ever had a "constant siege" problem. (Did you mean seven combat-groups of hostiles?)
      Try setting pile of nobbs as hunters, to wander around the map and meet-n-greet possible stealthers.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: kerlc on June 17, 2011, 12:23:23 pm
      after a long thinking (about a year's worth) i decided to check it out.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on June 17, 2011, 12:32:20 pm
      after a long thinking (about a year's worth) i decided to check it out.
      Thanks man. Corridor of traps, or glorious hand-to-hand battle against the invading Kingdoms of Evil.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: kerlc on June 17, 2011, 01:14:36 pm
      ran the game.. still can't believe the micromanagment required.

      embark..nice.

      ooh! i got my first red steel bar! what now? SWORDS!

      ....pwnd by werevolves. this was FUN!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Deon on June 17, 2011, 02:41:44 pm
      I'm running Windows XP. I've figured out the problem. Its with the music. If one deletes the music files it won't cashe your
      computer into a reboot.
      It means that you lacked some codec which I used to encode the .ogg music files. It's weird, but it is a possible problem :).

      So I've run into a difficulty that I haven't found, before, in the Mod.

      Each game I've played with the latest version has been prolific with sieges (I'm talking about 7+ invasions during the first few months of the turn of the first year).  I beat them back with an alternate series of traps and meat dwarshields, but then the "difficulty" shows up...

      My siege flag doesn't go away.  Ever.  All invaders are dead, their items are being happily divided up amongst the rest of the dwarfs, I have the only path into my fortress open for months, and there's no listing of "invader" under the unit list.  I've even downloaded Runesmith to check the amount of creatures currently in my region that might be hidden, and there's nothing that would indicate an invader is still hanging about.

      I'm caught in endless sieges of nothing.  No caravans.  No migrants (darn freeloaders, anyway).  Nothing.

      Doesn't even help when new invasions show up, get killed, or just pack up and leave.  I'm always in the middle of some non-existent siege.

      Anyone had this creep up on them?  More importantly, anyone have a work around?
      Also try to kill all caged invaders. It's a bug from the vanilla but I don't remember how to fix it. I'll try to search.


      P.S. Here it is:
      http://www.bay12forums.com/smf/index.php?topic=19787.msg208207#msg208207

      Try to use some utility. Ask in DFHack thread, I am sure someone will give you a solution.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: dimosa on June 17, 2011, 03:19:57 pm
      ORC FORTRESS

      This is the latest stable version and has most of the bugs fixed. If everything works as it should there shall not be anymore uploads until all extra features are added.




      Features
      Spoiler (click to show/hide)

      Changes
      Spoiler (click to show/hide)

      Known bugs
      Spoiler (click to show/hide)


      Planned features
      Spoiler (click to show/hide)

      Download
      Spoiler (click to show/hide)


      For any suggestions just pm me on the forums.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Trapezohedron on June 17, 2011, 09:28:27 pm
      ORC FORTRESS

      This is the latest stable version and has most of the bugs fixed. If everything works as it should there shall not be anymore uploads until all extra features are added.




      Features
      Spoiler (click to show/hide)

      Changes
      Spoiler (click to show/hide)

      Known bugs
      Spoiler (click to show/hide)


      Planned features
      Spoiler (click to show/hide)

      Download
      Spoiler (click to show/hide)


      For any suggestions just pm me on the forums.

      Note that while orcs are based mostly on japanese culture and warriors, there are a few tidbits of chinese in it. You might want to add a few parts of chinese in your game.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: kerlc on June 18, 2011, 12:38:58 am
      like Dao and Jian (http://en.wikipedia.org/wiki/Chinese_swords)? and Go (http://en.wikipedia.org/wiki/Go_%28game%29)?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Dutchling on June 18, 2011, 05:58:34 am
      whats wrong with the way wooden doors look in the Ironhand version? stone doors look normal but the wooden ones look like two spiraling lines on a black square...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on June 18, 2011, 09:33:50 am
      whats wrong with the way wooden doors look in the Ironhand version? stone doors look normal but the wooden ones look like two spiraling lines on a black square...
      I think that's the same icon as for glass/crystal doors(Portals).
      Anyways the raws for doors are hardcoded, only thing you can change about them is the corresponding graphics tile in the tileset.

      For a lark I made a easy visualization of Ironhand, with the transparancy replaced with color: 200% size.
      (lately been interested in the tree tiles for my new ones)
      Spoiler (click to show/hide)

      ps. first thief gets it, from two hunters.
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: dimosa on June 18, 2011, 12:00:17 pm
      like Dao and Jian (http://en.wikipedia.org/wiki/Chinese_swords)? and Go (http://en.wikipedia.org/wiki/Go_%28game%29)?

      Sounds like a idea, maybe change the chess table into do and add a few Chinese weapons, i'll look into it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Dutchling on June 18, 2011, 03:37:04 pm
      whats wrong with the way wooden doors look in the Ironhand version? stone doors look normal but the wooden ones look like two spiraling lines on a black square...
      I think that's the same icon as for glass/crystal doors(Portals).
      Anyways the raws for doors are hardcoded, only thing you can change about them is the corresponding graphics tile in the tileset.

      For a lark I made a easy visualization of Ironhand, with the transparancy replaced with color: 200% size.
      (lately been interested in the tree tiles for my new ones)
      Spoiler (click to show/hide)

      which one is the portal / wooden door? I've been looking at it for at least 10 minutes and I still can't find it >.<
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: arclance on June 18, 2011, 04:11:35 pm
      whats wrong with the way wooden doors look in the Ironhand version? stone doors look normal but the wooden ones look like two spiraling lines on a black square...
      I think that's the same icon as for glass/crystal doors(Portals).
      Anyways the raws for doors are hardcoded, only thing you can change about them is the corresponding graphics tile in the tileset.

      For a lark I made a easy visualization of Ironhand, with the transparancy replaced with color: 200% size.
      (lately been interested in the tree tiles for my new ones)
      Spoiler (click to show/hide)

      which one is the portal / wooden door? I've been looking at it for at least 10 minutes and I still can't find it >.<
      This wiki page gives the tile numbers next to their tile image with what they are used to represent in vanilla.  It should be correct for hardcoded things like doors.
      http://df.magmawiki.com/index.php/Character_set
      A quick search gives this for wooden doors. 
       
      Row 12 (176-191)
      186 ║ Smooth/constructed walls, bridges, wooden doors, center catapult tile, center Ballista tile, axles, fortress walls on travel map

      I circled it on the previously posted tileset for you.
      Spoiler (click to show/hide)

      Portals are

      Row 05 (064-079)
      79  O  Trade depot post, glass portal, Tile in Farm Workshop, column$, wall construction, Giant Olm, full moon on travel map, text

      It is just the letter O.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: dimosa on June 18, 2011, 07:19:08 pm
      For those that are interested, i'm currently on inserting castes. I wanted to base it on locations where there could be orcs.

      So far i have
      -Jungle ( mainly )   more poisen resistance
      -Mountain (fairly regular ) tougher, better cold resistance
      -Plain ( less often )  better archers more agile
      -desert ( rare)  require less foods and drink ( if able to set that ) and more heat resistance.

      have not yet desided what the specifc attributes are of the castes. If anyone knows other castes that would be nice to add, just give out a shout.

      Also looking for a way to make orcs depressed if underground for a prelonged period of time. If anyone knows how to do that, also just give me a shout or a pm :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Acemyster on June 18, 2011, 07:55:39 pm
      Is it normal to get map gens like this using this mod?
      Spoiler (click to show/hide)

      This is using Legend Viewer and I don't know if it's a bug or the populations really are that off-balance, because every time I gen a new world I get werewolf towns occasionally exceeding 30,000+ and hamlets with every building having at least 2 werewolves per tile.

      This is a 250 year history btw.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Trapezohedron on June 18, 2011, 08:03:04 pm
      Something balanced like steel dwarves and jade dwarves.

      In short, add a powerful caste, a medical caste, a smart caste, and an ordinary yet tough caste. From there, you can add whatever caste you want like the fly-so-high mushie dwarf type and the brooding gloomy emo type. And dhampirs.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on June 18, 2011, 09:12:31 pm
      Is it normal to get map gens like this using this mod?
      This is using Legend Viewer and I don't know if it's a bug or the populations really are that off-balance, because every time I gen a new world I get werewolf towns occasionally exceeding 30,000+ and hamlets with every building having at least 2 werewolves per tile.
      What is normals in Dwarf Fortress? :*?
      Heh, I think it's because the bastards don't need to eat, they breed out of control. Or they eat a million pet dogs which don't need to graze. In island places where they can't have combat/wars to limit their numbers. Check if they had any wars in their past.

      Checked my two latest worlds: 200 weres in world A, and three 201-were places in world B. Maybe me forcing them to default site type: city limits them.
      But: everything is fluffed up until Toady's Next Big Release.

      Edit: did some adventuring now, and war hammers and spellwood clubs got better.

      My current Ironhand raws: http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand__WarDomestics_June19.zip
      okay now enough changes have accumulated to put out a sub-release.
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: kerlc on June 19, 2011, 12:59:56 am
      i think the "make steel bars (using pig iron)" reaction is broken. i have acces to coarse iron, pig iron, coal, even iron bars, but it doesn't work! help?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Nistenf on June 19, 2011, 01:54:32 am
      Flux?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on June 19, 2011, 01:57:14 am
      That reaction needs 2 iron (made by hammering at the finishing forge) and 1 pig iron and 1 coal. Also check that the ingredients are within 15-30 squares (I guess) of the workshop.
      Perhaps... first convert all your coarse iron into iron, and then convert a third of your iron into pig iron.

      Reminder for those new to Genesis: http://df-genesis.wikidot.com/metals
      Come to think of it, I haven't made any Mithril bars ever. (Nor raised a bridge)
      Requires aluminum and brimstone at alchemy shop. (mods brimstone to appear in realgar and cinnabar, 'cause minerals database said so)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: kerlc on June 19, 2011, 02:23:10 am
      actually, i have 5 iron bars, 3 coarse iron bars, 3 pig iron bars, on a pile right next to the workshop. not to mention about 20 charcoal bars.

      edit: forget it, i just struck flux. (marble)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Dutchling on June 19, 2011, 04:10:38 am
      My above ground fortress just got destroyed by a goblin ambush and while browsing through legends I found this:
      Bridgedtwinkled the Walled Grotto of Silkiness was a white lion who worshiped a god...
      Are tame animals supposed to worship the gods of their civ?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Kicior on June 19, 2011, 04:38:35 am
      Is it normal that warrior princess is male and a king is female?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Trapezohedron on June 19, 2011, 04:54:09 am
      Something balanced like steel dwarves and jade dwarves.

      In short, add a powerful caste, a medical caste, a smart caste, and an ordinary yet tough caste. From there, you can add whatever caste you want like the fly-so-high mushie dwarf type and the brooding gloomy emo type. And dhampirs.

      I'd like to add more to these ideas, Dimosa:

      Zen Orc - Blind orc with great skills in combat. (blindness means that they don't run away, because they can't see.)
      Shadow Orc - Skilled orc with ninja like abilities. (speed, dodging, you choose.)
      Demon Orc - Basically a copy of steel dwarves, except that they bleed red demon goo.
      Blood Orc - Hematophagic orcs that don't require sleep and don't get stunned.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Deon on June 19, 2011, 05:14:11 am
      Okay, I've updated the first post with the new TomiTapio's version.

      Dimosa: I think that mixing chinese and japanese culture is a bad idea. They are very different and just don't blend together. But it's your mod :P.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Trapezohedron on June 19, 2011, 07:05:47 am
      Okay, I've updated the first post with the new TomiTapio's version.

      Dimosa: I think that mixing chinese and japanese culture is a bad idea. They are very different and just don't blend together. But it's your mod :P.

      Just a small bit of chinese objects would work, making the thing half and half (50% china and japan) would kill it. However, many things in japan originated from china, like the Go board game and noodles.

      Adding a bit of chinese weaponry, and maybe bamboo fireworks should be enough.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: kerlc on June 19, 2011, 07:53:55 am
      weaponry? are you kidding me? the japanese swords (NOT KATANAS(there are many different types of japanese swords)! THEY  WERE (and still are) A MARK OF CONSIDERABLE STATUS!) (check this (http://en.wikipedia.org/wiki/Japanese_sword) for more info)
      are just WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAYYYYYYYYYYYYYYYYYYYYYYY better than chinese ones (LIKE DAO, JIAN AND STUFF!) (check this (http://en.wikipedia.org/wiki/Chinese_swords) for more info)

      about the fireworks: nice idea, but in DF?


      also, chess tables (you could also add Go (http://en.wikipedia.org/wiki/Go_%28game%29) and Shogi (http://en.wikipedia.org/wiki/Shogi) tables) should (if possible) be used to make a meeting-hall/sculpture garden like object. yes, that means that they should be made into furniture. but this is just a suggestion, mind.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Kicior on June 19, 2011, 08:11:45 am
      Is it normal that red steel morningstar of heavens is deflected by a red steel breastplate but a kick can get through it and jam rib through heart? And why morningstar doesn't cause bleeding?
      (http://i.imgur.com/48cCh.jpg)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on June 19, 2011, 08:39:52 am
      Is it normal that red steel morningstar of heavens is deflected by a red steel breastplate but a kick can get through it and jam rib through heart? And why morningstar doesn't cause bleeding?
      punches and kicks are too powerful now, said Toady in one DF talk. Were you perchance a steel dwarf?
      MofHeavens has
      [ATTACK:BLUNT:60000:50000:bash:bashes:NO_SUB:20000]
      [ATTACK:BLUNT:1000:2000:strike:strikes:pommel:1000]
      and apparently it would need a smaller impact area, thanks for testing it.

      Is it normal that warrior princess is male and a king is female?
      Apparently    [POSITION:PRINCE]
         [NAME:warrior princess:warrior princesses]
         [GENDER:FEMALE]
      doesn't obey then gender tag, then. Not a biggie.

      For that Japanese flavour, check http://en.wikipedia.org/wiki/Ashigaru
      Iron hat, go!

      Keric: bracket or parenthesis? >:^]
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Kicior on June 19, 2011, 08:54:42 am
      Were you perchance a steel dwarf?
      Both dwarfs were stone dwarfs.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Trapezohedron on June 19, 2011, 09:19:16 am
      weaponry? are you kidding me? the japanese swords (NOT KATANAS(there are many different types of japanese swords)! THEY  WERE (and still are) A MARK OF CONSIDERABLE STATUS!) (check this (http://en.wikipedia.org/wiki/Japanese_sword) for more info)
      are just WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAYYYYYYYYYYYYYYYYYYYYYYY better than chinese ones (LIKE DAO, JIAN AND STUFF!) (check this (http://en.wikipedia.org/wiki/Chinese_swords) for more info)

      about the fireworks: nice idea, but in DF?


      also, chess tables (you could also add Go (http://en.wikipedia.org/wiki/Go_%28game%29) and Shogi (http://en.wikipedia.org/wiki/Shogi) tables) should (if possible) be used to make a meeting-hall/sculpture garden like object. yes, that means that they should be made into furniture. but this is just a suggestion, mind.

      As for me, the idea only struck me because naginatas are very slim and not orc-y. Something like a Ji (chinese version of the pike) or anything big seems better for them. As for the swords, quite frankly, I prefer the japanese ones (zanbato, anyone?) because they seem sleeker and cooler in appearance, and they are more practical than the chinese ones (those weapons have martial arts in mind, the japanese weapons seem more user friendly).

      I dunno where my fireworks idea came from.

      And I dunno, maybe a monk caste that can give chi strikes to their opponent. (paralysis, ice, fire or something similar.)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Kicior on June 19, 2011, 09:56:43 am
      NAIL_TEMPLATE doesn't have HEALING RATE - does it mean that smashed nails will never heal?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: ArKFallen on June 19, 2011, 10:01:22 am
      Is it normal that warrior princess is male and a king is female?
      Apparently    [POSITION:PRINCE]
         [NAME:warrior princess:warrior princesses]
         [GENDER:FEMALE]
      doesn't obey then gender tag, then. Not a biggie.
      For future reference the gender and caste limits you can put on a tag only work during fortress mode.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: dimosa on June 19, 2011, 11:39:14 am
      I like the suggestions i get so far. I wasn't really planning on adding Chinese stuff to the orcs, and changing thier style to a bit more paganism, so a comby of Japanese culture and paganism ( shamans etc )

      And i really like the zen orc, though i think i'm going to give it different stats, like extremely good at medical skills and psychiatry. becouse they are not bound what the eyes see. but what they can feel and the spirits tell them.

      I will also look into the monks, i think i'll give them some sort of magic, but give them extremely good stats for melee combat.

      Also i decided to change the chief medical orc rank to Witch doctor
      and the psychiatrist to shaman.

      as i want to give them a more spiritual heritage.

      Still looking for a way to make them depressed when underground for too long. ;D

      so far i like everybody's ideas, keep it up and i'll make this one hell of a mod  :P

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Dutchling on June 19, 2011, 11:41:14 am
      Are you going to make a .25 ASCII version? I believe you have said it would be a lot of work, but what exactly would you need to do to convert the Ironhand version to the ASCII version? If it isn't too complex you could possibly do it like you did the Orc language file.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: kerlc on June 19, 2011, 01:01:02 pm
      Keric

      KERLC, Bay watcher cancels post, struck by teh urge to kill

      GAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!! IT IS KERLC!

      K-E-R-L-C!!!!!!


      WITH AN L!!!!!


      KERLC!!!!!!!!!!!!!!!!!!!


      WHAT THE HELL IS WRONG WITH YOU PEPLE, I AM NOT A FUCKING N00B! TeHz00r??? FUCK YOU!!!!!!!!!! GAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

      KERLC, Bay watcher cancels murder, being banned.

      Kerlc, bay watcher has been banned
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Trapezohedron on June 19, 2011, 01:18:03 pm
      I like the suggestions i get so far. I wasn't really planning on adding Chinese stuff to the orcs, and changing thier style to a bit more paganism, so a comby of Japanese culture and paganism ( shamans etc )

      And i really like the zen orc, though i think i'm going to give it different stats, like extremely good at medical skills and psychiatry. becouse they are not bound what the eyes see. but what they can feel and the spirits tell them.

      I will also look into the monks, i think i'll give them some sort of magic, but give them extremely good stats for melee combat.

      Also i decided to change the chief medical orc rank to Witch doctor
      and the psychiatrist to shaman.

      as i want to give them a more spiritual heritage.

      Still looking for a way to make them depressed when underground for too long. ;D

      so far i like everybody's ideas, keep it up and i'll make this one hell of a mod  :P

      I happen to know a way on how to make chi strikes work in adventure mode. Basically like adding a contact syndrome, except it's boiling and gaseous and inhalable.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on June 19, 2011, 02:08:57 pm
      about the fireworks: nice idea, but in DF?
      I dunno where my fireworks idea came from.
      And I dunno, maybe a monk caste that can give chi strikes to their opponent. (paralysis, ice, fire or something similar.)
      I can see specialattack/hand injects "ki disruption" -- opponent gets unconsciousness, numbness, nausea, internal bruising, dizziness. Or injects molten iron.
      And the legendary "delayed death" strike very doable with injected syndrome. Left hand, right hand and bite can all inject a different venom.
      (Hey a ninjutsu dictionary: http://www.ninjutsu.org.uk/japanese_dictionary.html )

      How about this: Fireworks workshop makes a toy called fireworks, for exporting, from gunpowder-bars and Deon's vellum (or milled papyrus reed).
      A 4% chance that the fireworks shop makes an !!Error!! and creates a bonfire. (future DF versions: summons a curious fire imp)

      NAIL_TEMPLATE doesn't have HEALING RATE - does it mean that smashed nails will never heal?
      Thanks, I'll sort that out. Hopefully nail/claw/talon healing does not crash the game, but anything is poss...

      Are you going to make a .25 ASCII version? I believe you have said it would be a lot of work, but what exactly would you need to do to convert the Ironhand version to the ASCII version? If it isn't too complex you could possibly do it like you did the Orc language file.
      Orc Fort is allowed to use my ascii raws as a base. I'll have a June-20 or June-21 ascii ver out soon I suppose.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Dutchling on June 19, 2011, 02:33:37 pm
      Great! I like Ironhand but I also like ASCII, and using a tile set too much is annoying.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Deon on June 19, 2011, 11:48:12 pm
      <wall of text>
      I see nothing wrong with Keric. It's easier to pronounce, that's why people say it. Chill, man :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: kerlc on June 19, 2011, 11:52:04 pm
      <wall of text>
      I see nothing wrong with Keric. It's easier to pronounce, that's why people say it. Chill, man :).

      i know it is easier to pronounce, but at least you could say my name correctly. it's like calling you Don, or Den, or something. it just proves that you do not pay attention (or you simply do not respect the guy.) i like to be called by my name, thatnk you (technically it's a nickname, but what ever) (i consider myself a peaceful guy, but when the lid blows off it hits neptune)

      so to all of those who plan to talk with me, remember: kerLc
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Deon on June 20, 2011, 12:00:03 am
      <wall of text>
      I see nothing wrong with Keric. It's easier to pronounce, that's why people say it. Chill, man :).

      i know it is easier to pronounce, but at least you could say my name correctly. it's like calling you Don, or Den, or something. it just proves that you do not pay attention (or you simply do not respect the guy.) i like to be called by my name, thatnk you (technically it's a nickname, but what ever) (i consider myself a peaceful guy, but when the lid blows off it hits neptune)

      so to all of those who plan to talk with me, remember: kerLc
      I actually don't mind Den because I am Dennis IRL, and Don sounds plain badass.
       I think you should stop worrying about stuff and enjoy the life :).

      P.S. If you want, I can add your text to the first post if it bothers you so much.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: FluidDynamite on June 20, 2011, 12:49:42 am
      I actually don't mind Den because I am Dennis IRL, and Don sounds plain badass.
       I think you should stop worrying about stuff and enjoy the life :).

      P.S. If you want, I can add your text to the first post if it bothers you so much.

      *shady corner in bar*
      "Genesis, you say? You're gonna have to talk to the Don for that..."
      "How do I find him?"
      "You don't find him. The Don... He finds you."

      ...Sorry, couldn't resist. Just so that this post isn't (totally) spam, I've been trying to add a reaction that fix bayonets onto crossbows so they get a mediocre stab attack in melee. It's really annoying how reactions don't consider the quality of items used in it, argh. Getting a -steel bayonet xbow- out of a -birch crossbow- and -steel bayonet- is alright as the material of the crossbow only matters in melee and not in firing, but getting a masterwork out of two ordinary components just feels weird. Dwarf so good at adding bayonets the crossbow actually becomes a lot more accurate? Dwarven logic at it's finest...

      And I'd like to second that I don't really like mixing Japanese and Chinese stuff. As a Chinese guy who happens to speak some Japanese the little things kind of stand out. :P OrcFort looks awesome though, will give it a run as soon as my current fort screws up.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Deon on June 20, 2011, 12:54:57 am
      The crossbow becomes accurate? I thought that the quality of crossbows only helps their bashing attack.

      TomiTapio, any reason why did you reduce the cardinal (bird) population to 20:50 while keeping other vermin bird at 250:500?

      P.S. Tomi, FYI, yaks do not moo, they growl. Now I have to combine your sounds with mine :P.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Trapezohedron on June 20, 2011, 01:01:37 am
      I actually don't mind Den because I am Dennis IRL, and Don sounds plain badass.
       I think you should stop worrying about stuff and enjoy the life :).

      P.S. If you want, I can add your text to the first post if it bothers you so much.

      *shady corner in bar*
      "Genesis, you say? You're gonna have to talk to the Don for that..."
      "How do I find him?"
      "You don't find him. The Don... He finds you."

      ...Sorry, couldn't resist. Just so that this post isn't (totally) spam, I've been trying to add a reaction that fix bayonets onto crossbows so they get a mediocre stab attack in melee. It's really annoying how reactions don't consider the quality of items used in it, argh. Getting a -steel bayonet xbow- out of a -birch crossbow- and -steel bayonet- is alright as the material of the crossbow only matters in melee and not in firing, but getting a masterwork out of two ordinary components just feels weird. Dwarf so good at adding bayonets the crossbow actually becomes a lot more accurate? Dwarven logic at it's finest...

      And I'd like to second that I don't really like mixing Japanese and Chinese stuff. As a Chinese guy who happens to speak some Japanese the little things kind of stand out. :P OrcFort looks awesome though, will give it a run as soon as my current fort screws up.

      Now that I think about it, maybe my chinese stuff idea was bad after all. But there should certainly be Wing Chun fighting monks, nah kidding.

      There should be chi strikers though, making that useless punching attack more syndrome effective.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Thundercraft on June 20, 2011, 01:45:33 am
      ...I've been trying to add a reaction that fix bayonets onto crossbows so they get a mediocre stab attack in melee. It's really annoying how reactions don't consider the quality of items used in it, argh. Getting a -steel bayonet xbow- out of a -birch crossbow- and -steel bayonet- is alright as the material of the crossbow only matters in melee and not in firing, but getting a masterwork out of two ordinary components just feels weird. Dwarf so good at adding bayonets the crossbow actually becomes a lot more accurate? Dwarven logic at it's finest...

      In that case, perhaps you would be interested in the Weapon Mod Mod (http://www.bay12forums.com/smf/index.php?topic=73390.0), which has separate downloads for vanilla DF (http://dffd.wimbli.com/file.php?id=3579) and Genesis compatible (http://dffd.wimbli.com/file.php?id=3688) versions. It has a lot of weapon modifications, including:
      Quote
      Bayonets can be added to crossbows. Adds a close range stab attack to the crossbow. Needs one bayonet, and one crossbow. The reaction takes the material from the CROSSBOW, so if you actually intend the bayonet to be useful, make sure the crossbow you're using is metal.

      The catch is that the latest versions were for 0.31.18 and there is no feedback on whether or not it would work with anything more recent. It might need to be tweaked a bit to get it to work. That, and I think it would make much more sense to use the material of the bayonet to determine damage, not the crossbow.

      (BTW: I'm surprised that Genesis doesn't already have crossbows with a stab attack.)

      The crossbow becomes accurate? I thought that the quality of crossbows only helps their bashing attack.

      According to the wiki page on crossbows (http://df.magmawiki.com/index.php/Crossbow):
      Quote
      The quality of the crossbow affects the accuracy of the shot, while the material of the crossbow is unimportant [to ranged attacks].
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Deon on June 20, 2011, 02:05:10 am
      I do not believe everything written on wiki because I often find false stuff there (like 10% of the time).
      That's why I said I don't know: unless I tested it (or someone who is an experienced modder), I don't believe it :).

      TomiTapio, I've merged your changes in. I took everything but made some minor tweaks.

      Are these all the creatures you've added, or did I miss some?
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Trapezohedron on June 20, 2011, 02:41:49 am
      Hey Deon, when do you plan on making a new or updated version?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: AcESCAR on June 20, 2011, 02:43:07 am
      May I ask how to make the pure iron bar in this mod ??

      Having great difficulty making steel and I am quite confuse on how to make this Pure iron bar.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Trapezohedron on June 20, 2011, 02:47:14 am
      May I ask how to make the pure iron bar in this mod ??

      Having great difficulty making steel and I am quite confuse on how to make this Pure iron bar.

      If I read the flowchart (it's on the first page) correctly, pure iron bars are made by simply smelting any of the metal yielding ores. Pig iron bars require those pures and some coal.

      EDIT: Btw, pure iron bars are known ingame as coarse iron bars.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: VinWij on June 20, 2011, 02:47:43 am
      May I ask how to make the pure iron bar in this mod ??

      Having great difficulty making steel and I am quite confuse on how to make this Pure iron bar.

      IIRC, you melt limonite, hematite or some others for Coarse Iron, melt that to Iron in the Finishing Forge, then make Pig Iron Bars using Iron in the Smelter and finally use Pig Iron in the Finishing Forge to get steel. You don't need flux anymore, which I'm really happy about, though you burn through half a forest for a single set of steel armor...

      I don't remember seeing Pure Iron in the latest version...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: dimosa on June 20, 2011, 02:52:26 am
      about the fireworks: nice idea, but in DF?
      I dunno where my fireworks idea came from.
      And I dunno, maybe a monk caste that can give chi strikes to their opponent. (paralysis, ice, fire or something similar.)
      I can see specialattack/hand injects "ki disruption" -- opponent gets unconsciousness, numbness, nausea, internal bruising, dizziness. Or injects molten iron.
      And the legendary "delayed death" strike very doable with injected syndrome. Left hand, right hand and bite can all inject a different venom.
      (Hey a ninjutsu dictionary: http://www.ninjutsu.org.uk/japanese_dictionary.html )

      How about this: Fireworks workshop makes a toy called fireworks, for exporting, from gunpowder-bars and Deon's vellum (or milled papyrus reed).
      A 4% chance that the fireworks shop makes an !!Error!! and creates a bonfire. (future DF versions: summons a curious fire imp)

      NAIL_TEMPLATE doesn't have HEALING RATE - does it mean that smashed nails will never heal?
      Thanks, I'll sort that out. Hopefully nail/claw/talon healing does not crash the game, but anything is poss...

      Are you going to make a .25 ASCII version? I believe you have said it would be a lot of work, but what exactly would you need to do to convert the Ironhand version to the ASCII version? If it isn't too complex you could possibly do it like you did the Orc language file.
      Orc Fort is allowed to use my ascii raws as a base. I'll have a June-20 or June-21 ascii ver out soon I suppose.

      i'm liking it, but it would be nice if i could simply add a failure chance to the fireworks that creates something like ash. because it seems a bit lame to have a legendary "fireworks" maker blow him self up, though everyone likes a mad orc.

      Also i'm thinking about changing the whole basic structure of the orc to more of a human sized one. though having more natural muscle tissue.

      about the ASCII version, i'll get one up as soon as i have the ironhand version up to 1.0, that will be in about 1 or 2 weeks. so be patient  :P

      Also maybe a new name, something like "orc genesis" or "genesis of the orcs". because orc fortress just doesn't do genesis much credit  :D and tbh sounds a bit lame.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Trapezohedron on June 20, 2011, 03:27:42 am
      about the fireworks: nice idea, but in DF?
      I dunno where my fireworks idea came from.
      And I dunno, maybe a monk caste that can give chi strikes to their opponent. (paralysis, ice, fire or something similar.)
      I can see specialattack/hand injects "ki disruption" -- opponent gets unconsciousness, numbness, nausea, internal bruising, dizziness. Or injects molten iron.
      And the legendary "delayed death" strike very doable with injected syndrome. Left hand, right hand and bite can all inject a different venom.
      (Hey a ninjutsu dictionary: http://www.ninjutsu.org.uk/japanese_dictionary.html )

      How about this: Fireworks workshop makes a toy called fireworks, for exporting, from gunpowder-bars and Deon's vellum (or milled papyrus reed).
      A 4% chance that the fireworks shop makes an !!Error!! and creates a bonfire. (future DF versions: summons a curious fire imp)

      NAIL_TEMPLATE doesn't have HEALING RATE - does it mean that smashed nails will never heal?
      Thanks, I'll sort that out. Hopefully nail/claw/talon healing does not crash the game, but anything is poss...

      Are you going to make a .25 ASCII version? I believe you have said it would be a lot of work, but what exactly would you need to do to convert the Ironhand version to the ASCII version? If it isn't too complex you could possibly do it like you did the Orc language file.
      Orc Fort is allowed to use my ascii raws as a base. I'll have a June-20 or June-21 ascii ver out soon I suppose.

      i'm liking it, but it would be nice if i could simply add a failure chance to the fireworks that creates something like ash. because it seems a bit lame to have a legendary "fireworks" maker blow him self up, though everyone likes a mad orc.

      Also i'm thinking about changing the whole basic structure of the orc to more of a human sized one. though having more natural muscle tissue.

      about the ASCII version, i'll get one up as soon as i have the ironhand version up to 1.0, that will be in about 1 or 2 weeks. so be patient  :P

      Also maybe a new name, something like "orc genesis" or "genesis of the orcs". because orc fortress just doesn't do genesis much credit  :D and tbh sounds a bit lame.

      Orcish Exodus?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Deon on June 20, 2011, 03:38:17 am
      Hey Deon, when do you plan on making a new or updated version?
      It's ready, I just add new spells for adventure mode ("morpheus gift" to knock people out, "petrification" to paralyze them, "voodoo chants" to cause pain etc.).

      Then I will have to update that damn japanese language file which I did not touch for a month, and make graphics for the new creatures, and it will be ready.

      NAIL_TEMPLATE doesn't have HEALING RATE - does it mean that smashed nails will never heal?
      Thanks for that. It irritates me to have brown fingers forever just because nails never heal :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Trapezohedron on June 20, 2011, 03:48:35 am
      Hey Deon, when do you plan on making a new or updated version?
      It's ready, I just add new spells for adventure mode ("morpheus gift" to knock people out, "petrification" to paralyze them, "voodoo chants" to cause pain etc.).

      Then I will have to update that damn japanese language file which I did not touch for a month, and make graphics for the new creatures, and it will be ready.

      Indeed. The Japanese language is VERY HARD to translate into their english equivalents, especially if taken word for word. Not to mention that some words in english just don't plain exist in japanese. Add to the fact that the language files are VERY long, yeah... major headache.

      Also, I'd like to ask a question. Is there a way to create a boiling stone with gas that can burn? I haven't had much luck in creating that.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Deon on June 20, 2011, 04:01:12 am
      Right now I am struggling to make boiling stones which cause syndromes :P. They DO NOT WORK no matter what I do, and when I am about to give up, they suddenly work.

      Spoiler (click to show/hide)

      I will try the burning effect while I am on it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Deon on June 20, 2011, 04:11:24 am
      Okay, apparently syndromes through gases work really randomly. I mean even without RESISTABLE and with 100% chance they still kick in pretty rarely. However they work, so you will get three more spells at your disposal. Especially wicked one is the petrification, since creatures suffocate. Morpheus gift is nice too to cause them to fall asleep.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: dimosa on June 20, 2011, 04:28:44 am
      quick question, anyone knows what the raw is for the crafts workshop because

      Spoiler (click to show/hide)

      XD thanks in advance
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Trapezohedron on June 20, 2011, 04:30:23 am
      Okay, apparently syndromes through gases work really randomly. I mean even without RESISTABLE and with 100% chance they still kick in pretty rarely. However they work, so you will get three more spells at your disposal. Especially wicked one is the petrification, since creatures suffocate. Morpheus gift is nice too to cause them to fall asleep.

      Yeah, boulder spells are kind of finicky. Just for variety, you might want to make a "slow" spell by causing paralysis in the legs, although it's kinda useless since petrification exists.

      Also, necrosis of the brain and spine is cool too. If the creature is necrosis-ified in the brain and spine, they die once hit, on any body part. 

      Are you planning to include grimoires to cast spells, or are you going to keep it as is?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Patchouli on June 20, 2011, 04:32:21 am
      I'm pretty sure you can't add reactions to the crafts workshop.

      You have to make a new workshop.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Trapezohedron on June 20, 2011, 04:32:55 am
      quick question, anyone knows what the raw is for the crafts workshop because

      Spoiler (click to show/hide)

      XD thanks in advance

      For the vanilla workshop, CRAFTSMAN is the craftsdwarf's workshop
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Trapezohedron on June 20, 2011, 04:33:54 am
      I'm pretty sure you can't add reactions to the crafts workshop.

      You have to make a new workshop.

      Actually, there is.

      Here's a list of vanilla buildings on the wiki:

      ""Valid buildings are KILN, SMELTER, TANNER, KITCHEN, QUERN, MILLSTONE, STILL, CRAFTSMAN, and any custom buildings. "
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Patchouli on June 20, 2011, 04:36:21 am
      Wow, that's news to me. Thanks for the clear up.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: dimosa on June 20, 2011, 04:41:34 am
      quick question, anyone knows what the raw is for the crafts workshop because

      Spoiler (click to show/hide)

      XD thanks in advance

      For the vanilla workshop, CRAFTSMAN is the craftsdwarf's workshop

      well that seemed to work, only did the game crash once the item was done, now to figure out the reasen XD
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: FluidDynamite on June 20, 2011, 04:52:05 am
      In that case, perhaps you would be interested in the Weapon Mod Mod (http://www.bay12forums.com/smf/index.php?topic=73390.0), which has separate downloads for vanilla DF (http://dffd.wimbli.com/file.php?id=3579) and Genesis compatible (http://dffd.wimbli.com/file.php?id=3688) versions. It has a lot of weapon modifications, including:

      Errr, oops. I guess I just performed the textbook definition of reinventing the wheel. Thanks for the link! I'll go check it out.

      Okay, apparently syndromes through gases work really randomly. I mean even without RESISTABLE and with 100% chance they still kick in pretty rarely. However they work, so you will get three more spells at your disposal. Especially wicked one is the petrification, since creatures suffocate. Morpheus gift is nice too to cause them to fall asleep.

      My personal experience with instant-vaporizing items is that they are very random. Sometimes they won't even create the cloud of vapor before completely disappearing, let alone affect the unit standing on top of it. Conjured up a bunch of syndrome-vapor producing bolts in adventure mode, dropped them all inside a room filled with orcs and ran away -- Lots of vapor, but no suffocation reports or anything even after walking around outside for a long time. So I'm very interested in how you got it to work. :D In my tests item size does not seem to effect the amount of vapor produced -- a barrel didn't seem to create more vapor than a crossbow bolt for example.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Kicior on June 20, 2011, 04:58:09 am
      Is it possible to get rid of the freezing vapor? I tried to eat it, but there is too much of it, I jumped into water and have been encased in ice, I jumped into magma and freezed to death. Can only rain save me?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Trapezohedron on June 20, 2011, 04:59:11 am
      Oh and boulder spells work if the creatures are "caught in a cloud of x" instead of a burst. Meaning that the spell needs to hit bullseye on the target creature.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Trapezohedron on June 20, 2011, 05:00:20 am
      Is it possible to get rid of the freezing vapor? I tried to eat it, but there is too much of it, I jumped into water and have been encased in ice, I jumped into magma and freezed to death. Can only rain save me?

      Most probably, but you'll need to wait until you "thaw", because if you immediately jump into water, you'll still freeze to death.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: dimosa on June 20, 2011, 05:05:10 am
      okey, can anybody shed some light on this wierd problem, so i got the board item created, got the reaction added to the shop. got the reaction and the item permettid for the race, but when i say create the item when he is done, NOTHING there.....

      anyone has a idea what went wrong?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Trapezohedron on June 20, 2011, 05:11:15 am
      Well, you'd have to post some raws here first.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Kicior on June 20, 2011, 05:28:49 am
      Is gelatinous cube killable?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Deon on June 20, 2011, 05:36:11 am
      Now it is. It has two parts now, so you can chop it in half.

      Also previously I've made a mistake: I've added a neural knot (I don't remember the exact name) but I gave it NOTHOUGHT, so it was useless. Now it can be killed by destroying its neural center. Well, in the upcoming release I mean :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Trapezohedron on June 20, 2011, 05:39:14 am
      Now it is. It has two parts now, so you can chop it in half.

      Also previously I've made a mistake: I've added a neural knot (I don't remember the exact name) but I gave it NOTHOUGHT, so it was useless. Now it can be killed by destroying its neural center. Well, in the upcoming release I mean :).

      Yes, I remember that time when even my rocket blasting (dimension zero based attack, except on godhax levels) golem couldn't even get to kill this aberration.

      The only way to kill it was to encase it in obsidian or cave it in.

      Oh and that neural knot was called the 'central knot'.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: kerlc on June 20, 2011, 05:47:54 am
      i just had my version of Bronzemurdered.

      a fire-something creature got into my fort (MAGMA!) and set the entry point ablaze. the result? 32 insta-deaths, then tantruming etc. brought my entire fort to 3 dwarves. and a mind flayer (CTHULU!!!!!!!!) got away with the 4th one (damn you snatchers!)

      now my dwarves have more than 50 coffins to make. but they are all happy.
      (http://img687.imageshack.us/img687/4591/genesisomg.png)

      oh, the lake was made by my dwarves.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Trapezohedron on June 20, 2011, 05:51:06 am
      Ouch, now they are traumatized to the point of feigning happiness. DD:
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: kerlc on June 20, 2011, 05:54:32 am
      or they just enjoy fiddling with the dead corpses, having dark, happy thoughts upon burial, enjoying being alone, and to harass the various merchants with their desires to kill and bury them.... remember, dwarves are sick bastard sons of chuck norris and adamantine, then enhanced via bloodsoaking. (there is A TON of blood all around the place.)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Nirek on June 20, 2011, 06:07:46 am
      Not sure if anyone here uses Dwarf Foreman with genesis, but I started working on a dfjobs.xml for genesis and thought I'd share.

      Still fairly small, I have alot of stuff written but untested, this is what's tested so far:

      Code: [Select]
      <!-- Bins -->
          <dfjob name="Wooden bin" category="Bins" type="76" materialType="wood">
              <item type="bin" material="all" />
      <!-- <item type="bin" material="organic" /> -->
              <source type="wood" material="all" />
          </dfjob> 
      <!-- Bins End -->
      <!-- Buckets -->
          <dfjob name="Wooden bucket" category="Buckets" type="128" materialType="wood">
              <item type="bucket" material="all" />
      <!-- <item type="bucket" material="organic" /> -->
              <source type="wood" material="all" />
          </dfjob> 
      <!-- Buckets End -->
          <dfjob name="Wooden bed" category="Beds" type="71" materialType="wood">
              <!-- <item type="bed" material="all" /> -->
      <item type="bed" material="organic" />
              <source type="wood" material="all" />
          </dfjob>
      <!-- Barrels -->
          <dfjob name="Wooden barrel" category="Barrels" type="127" materialType="wood">
              <item type="barrel" material="all" />
      <!-- <item type="barrel" material="organic" /> -->
      <!-- <item type="tool" subtype="pot" material="inorganic"/> subtype not supported, nor are rockpots that are full-->
              <source type="wood" material="all" />
          </dfjob> 
      <!-- Rock Pots aren't supported if full, and can't be item'd as subtype isn't supported in item
          <dfjob name="Rock pot" category="Barrels" type="221" subtype = "pot" materialType="other" other="INORGANIC">
              <item type="tool" subtype="pot" material="inorganic"/>
      <item type="barrel" material="all"/>
              <source type="boulder" material="all" />
          </dfjob>
      -->
      <!-- Barrels End -->
      <!-- Chairs -->
          <dfjob name="Wooden chair" category="Chairs" type="72" materialType="wood">
              <item type="chair" material="organic" />
              <source type="wood" material="all" />
          </dfjob>
          <dfjob name="Rock throne" category="Chairs" type="72" materialType="other" other="INORGANIC">
              <item type="chair" material="inorganic" /> <!-- Also catches metal chairs, unknown solution-->
              <source type="boulder" material="all" />
          </dfjob>
      <!-- Chairs End -->

          <dfjob name="Rock crafts" category="craftdwarf" type="83" materialType="other" other="INORGANIC">
              <source type="boulder" material="all" />
          </dfjob>
          <dfjob name="Rock mechanisms" category="mechanic" type="141" materialType="other" other="INORGANIC">
              <item type="trapparts" material="all" /> <!-- Dunno if trapparts is used for anything other than mechanisms -->
              <source type="boulder" material="all" />
          </dfjob>

          <dfjob name="drink" category="still" type="150" stack="5">
          <item type="drink" material="all" />   
      <source type="plant" material="THORN_SHARD" />   <!-- plant_botany_cave.txt --> <!-- Genesis_3.25dTT_Ironhand__WarDomestics_June14 -->
      <source type="plant" material="STALK_PURPLE" />
      <source type="plant" material="BOIL_BLOOD" />
      <source type="plant" material="BERRIES_GLOW" />
      <source type="plant" material="ROOT_STONE" />
      <source type="plant" material="CANE_CRYSTAL" />
      <source type="plant" material="CAVE_CACAO" />
      <source type="plant" material="CAVE_CORN_ALBINO" />
      <source type="plant" material="CAVE_POTATO" />
      <source type="plant" material="CAVE_PUMPKIN" />
      <source type="plant" material="CAVE_BEAN_ALBINO" />
      <source type="plant" material="CAVE_CHILI" />
      <source type="plant" material="ROCK_MELON" /> <!-- plant_botany_cave.txt end -->
      <source type="plant" material="FRUIT_GRAPE" /> <!-- plant_botany_fruit.txt -->
      <source type="plant" material="BERRY_MOON" />
      <source type="plant" material="FRUIT_WATERMELON" />
      <source type="plant" material="FRUIT_BLACKBERRY" />
      <source type="plant" material="FRUIT_PINEAPPLE" />
      <source type="plant" material="FRUIT_REDCURRANT" />
      <source type="plant" material="FRUIT_BLACKCURRANT" />
      <source type="plant" material="FRUIT_DRAGON" />
      <source type="plant" material="CUCUMBER" /> <!-- plant_botany_fruit.txt end -->
      <source type="plant" material="GRAIN_TUMBLEWEED" /> <!-- plant_botany_grain.txt -->
      <source type="plant" material="GRAIN_BUCKWHEAT" />
      <source type="plant" material="GRAIN_WHEAT" />
      <source type="plant" material="GRAIN_BARLEY" />
      <source type="plant" material="GRAIN_RICE" />
      <source type="plant" material="CORN" />
      <source type="plant" material="RYE" /> <!-- plant_botany_grain.txt end -->
      <source type="plant" material="LEAF_BUSH_AGAVE" /> <!-- plant_botany_leaf.txt -->
      <source type="plant" material="LEAF_DANDELION" />
      <source type="plant" material="LEAF_HOPS" /> <!-- plant_botany_leaf.txt end -->
      <source type="plant" material="ROOT_GINGER" /> <!-- plant_botany_root.txt -->
      <source type="plant" material="ROOT_POTATO_SWEET" /> <!-- plant_botany_root.txt end -->
      <source type="plant" material="STEM_SUGARCANE" /> <!-- plant_botany_stem.txt -->
      <source type="plant" material="STEM_HEMP" /> <!-- plant_botany_stem.txt end -->
      <source type="plant" material="ROOT_GINSENG" /> <!-- plant_genesis.txt -->
      <source type="plant" material="NIGHTSHADE" />
      <source type="plant" material="VEGETABLE_TOMATO" /> <!-- plant_genesis.txt end -->
      <source type="plant" material="MUSHROOM_HELMET_PLUMP" /> <!-- plant_standard.txt -->
      <source type="plant" material="GRASS_TAIL_PIG" />
      <source type="plant" material="GRASS_WHEAT_CAVE" />
      <source type="plant" material="POD_SWEET" />
      <source type="plant" material="ROOT_MUCK" />
      <source type="plant" material="TUBER_BLOATED" />
      <source type="plant" material="BULB_KOBOLD" />
      <source type="plant" material="BERRIES_PRICKLE" />
      <source type="plant" material="BERRIES_STRAW_WILD" />
      <source type="plant" material="GRASS_LONGLAND" />
      <source type="plant" material="WEED_RAT" />
      <source type="plant" material="BERRIES_FISHER" />
      <source type="plant" material="REED_ROPE" />
      <source type="plant" material="SLIVER_BARB" />
      <source type="plant" material="BERRY_SUN" />
      <source type="plant" material="VINE_WHIP" /> <!-- plant_standard.txt end -->
          </dfjob>
          <dfjob name="Lavish foods" category="still" type="115" subtype="4" stack="5" materialType="other" other = "GLASS_CLEAR">
      <!-- No idea why it thinks it needs clear glass, but it does, anything else gives a 'empty' job in kitchen that produces easy meals -->
      <item type="food" material="all" />   
          </dfjob>
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on June 20, 2011, 06:25:51 am
      TomiTapio, any reason why did you reduce the cardinal (bird) population to 20:50 while keeping other vermin bird at 250:500?
      P.S. Tomi, FYI, yaks do not moo, they growl. Now I have to combine your sounds with mine :P.
      I guess the cardinal was very prominent on the world's population text export. I think 250-500 is for flies, maggots, beetles, earthworms; and smaller numbers for squirrels and birds. Anyways I still haven't made a giant squirrel.

      I put placeholder "shuffles/a quiet shuffling" sound to all prone_to_rage beasts. Badger train shuffles choo-choo!
      Got much more to do on adventurer-sounds front, but for now you get the eagle, pigeon seagull spiritraven noises okay.

      Currently playing: Fallout 3 Mothership Zeta (did other expansions ages ago.)


      (private message) zen caste
      Zen goes well with archery skill.
      Zen, give concentration, persuasion, judging_intent and comedian skill. Comedy because http://ccbs.ntu.edu.tw/FULLTEXT/JR-PHIL/ew27029.htm

      How about... orcs mining skill xp gains are 8% instead of 100% ? That would certainly be different. Try [SKILL_RATE:MINING:8:60:12:120].
      Also could make mining skill rust quickly:  [SKILL_RATE:MINING:8:10:6:30]
      AND make picks super expensive so can't embark with it.. (orcish rule: picks can only be made of steel)

      TomiTapio, I've merged your changes in. I took everything but made some minor tweaks.
      Are these all the creatures you've added, or did I miss some?
      Thanks!  Didya see Baldur Monk the naked Nord kung-fu master? (I couldn't get them to put clothes on. They're similar to a "wandering goblin hero" which I haven't made yet.)

      Then I will have to update that damn japanese language file which I did not touch for a month, and make graphics for the new creatures, and it will be ready.
      And Deon's changes will get merged to my sub-release...
      How about an adventurer spell "bogeymen be gone"? But they're randomly named so syndrome cannot target only them..
      Perhaps spell "summon pool of contact poison" since bogeys don't have footwear.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: dimosa on June 20, 2011, 06:39:28 am
      here are the raws i'm using

      Spoiler (click to show/hide)


      Spoiler (click to show/hide)

      Spoiler (click to show/hide)

      Spoiler (click to show/hide)


      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: dimosa on June 20, 2011, 06:41:22 am
      Quote
      How about... orcs mining skill xp gains are 8% instead of 100% ? That would certainly be different. Try [SKILL_RATE:MINING:8:60:12:120].
      Also could make mining skill rust quickly:  [SKILL_RATE:MINING:8:10:6:30]
      AND make picks super expensive so can't embark with it.. (orcish rule: picks can only be made of steel)

      Well i dont want them to become real douches at mining :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: kerlc on June 20, 2011, 06:57:55 am
      yes, cause i mean, who has ever heard of orcs being good miners?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Trapezohedron on June 20, 2011, 07:18:18 am
      here are the raws i'm using

      Spoiler (click to show/hide)

      <snip>

      You forgot to select a reagent for the product line. Here's a fixed version:

      [REACTION:CRAFT_GO_BOARD]
         [NAME:Craft Go Board]
         [BUILDING:CRAFTSMAN:NONE]
         [REAGENT:A:1:BOULDER:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]
         [PRODUCT:100:1:ITEM_TOY_GO_BOARD:GET_MATERIAL_FROM_REAGENT:A:NONE]
         [SKILL:STONECRAFT]


      Changes are marked in orange.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: kerlc on June 20, 2011, 09:25:56 am
      sooo... with these reactions, i will be able to make a "go board" workshop? neat.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Thundercraft on June 20, 2011, 12:01:50 pm
      How about an adventurer spell "bogeymen be gone"? But they're randomly named so syndrome cannot target only them..
      Perhaps spell "summon pool of contact poison" since bogeys don't have footwear.

      Oooh! I like that idea. A lot!  8)

      BTW: This Genesis thread is about to hit 500 pages... Isn't it about time to start a new thread and retire this one? I'm sure a lot of the early pages are outdated.
      Perhaps start a new thread for the next release?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: kerlc on June 20, 2011, 12:49:39 pm
      post people! post! GENESIS MUST REACH 500!!!

      here's a little story.

      ==============================
      Athel sat on the entrance to the fort. next to him lay the ashes that remained from the great fire of 109. Nex to him sat a small dwarven boy. it wasn't his son. he lost his son in the great fire.
      "hey, uncle, what do you think will happen next?" said the boy.
      Athel stroked his beard and said: " i don't know, junior. we buried the dead. i guess we just wait for the caravan to arrive."
      The boy stood up and said: "me and my cat are going to have a walk on the walls"
      Athel nodded. "just be careful, i'm going fishing in the caverns"
      He stood up and started heading to the stairs. he heard the boy running on the wall. he shrugged and went down the stairs. he went past the farms, past the bedrooms. then he stopped in the dining room. he turned his head towards the big coffin in the corner, fell on his knees and prayed a silent prayer. he felt the need to cry, but the tears have long since dried in his eyesockets. then he heard the boy yelling. "Uncle! uncle! dwarves!"
      dwarves? wondered Athel as he started climbing the stairs. he reached the walls, and from the fortifications he indeed saw some dwarves, a rag-tag group, probably some criminals back from the mountainhomes. but he did not care. these dwarves were a electricity charge to the body of the almost dead fortress. he smiled, and then he started to give orders.
      well, this is a happy new beginning. he thought.

      ==============================

      whaddaya think? it's based of the now running fort of mine (screenshot on this thread, some posts back)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Rumrusher on June 20, 2011, 12:54:55 pm
      Hmm a good bogey be gone is this creature I made called the intern.
      Which loves to adventure and can be created by hatching one from a race changed egg(or crazy bought)
      the female lays eggs so they can reproduce easily... much easier with darius' egg hatcher which removes the need of males and year long waits just lay and hatch.
      Great for adventurers who need a companion quickly just lay eggs, end a fort(or retire), and return as the adventurer, use the hatcher to create these loveable over power bogey begone.
      the only thing I like to warn people about INTERNs is that in a rush, I slap void flayer attacks on top of them and made them immune to the stuff and made them shoot out about 50 kids who can also shoot out about 50 kids.
      so you get about if you made 7 nest a good 300 selectable companions who shoot out deadly toxins that could accidentally hit you in the back and leave you cripple oh and slow your pc due to the shear number of companions.
      during the test I had this song playing in my head. (http://www.newgrounds.com/portal/view/570552)

      Code: [Select]
      creature_intern_Rummod

      [OBJECT:CREATURE]

      [CREATURE:INTERN]
      [DESCRIPTION:A creature who is under internship.]
      [NAME:intern:intern:intern]
      [CASTE_NAME:intern:intern:intern]
      [CREATURE_TILE:'?'][COLOR:3:0:0]
      [CREATURE_SOLDIER_TILE:154]
      [INTELLIGENT]
      [CANOPENDOORS]
      [BENIGN]
      [PREFSTRING:weak]
      [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]
      [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
      [BODY_DETAIL_PLAN:STANDARD_TISSUES]
      [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
      [BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
      [USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
      [TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
      [USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
      [TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
      [USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
      [USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
      [TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
      [TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
      [SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
      [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
      [TL_MAJOR_ARTERIES]
      [BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
      [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
      [BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
      [BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
      [BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
      [USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
      [TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
      [LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
      [HAS_NERVES]
      [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
      [BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
      [CREATURE_CLASS:GENERAL_POISON]
      [GETS_WOUND_INFECTIONS]
      [GETS_INFECTIONS_FROM_ROT]
      [USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
      [PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
      [BODY_SIZE:0:0:4000]
      [BODY_SIZE:1:168:17500]
      [BODY_SIZE:12:0:70000]
      [BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
      [APP_MOD_IMPORTANCE:500]
      [BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
      [APP_MOD_IMPORTANCE:500]
      [SET_BP_GROUP:BY_CATEGORY:EYE]
      [BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
      [APP_MOD_NOUN:eyes:PLURAL]
      [BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
      [APP_MOD_NOUN:eyes:PLURAL]
      [BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
      [APP_MOD_NOUN:eyes:PLURAL]
      [BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
      [APP_MOD_NOUN:eyes:PLURAL]
      [SET_BP_GROUP:BY_CATEGORY:LIP]
      [BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
      [APP_MOD_NOUN:lips:PLURAL]
      [SET_BP_GROUP:BY_CATEGORY:NOSE]
      [BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
      [BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
      [BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
      [BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
      [APP_MOD_NOUN:nose bridge:SINGULAR]
      [SET_BP_GROUP:BY_CATEGORY:EAR]
      [BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
      [APP_MOD_NOUN:ears:PLURAL]
      [BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
      [APP_MOD_NOUN:ears:PLURAL]
      [BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
      [APP_MOD_IMPORTANCE:700]
      [APP_MOD_NOUN:ears:PLURAL]
      [BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
      [APP_MOD_IMPORTANCE:700]
      [APP_MOD_NOUN:ears:PLURAL]
      [SET_BP_GROUP:BY_CATEGORY:TOOTH]
      [BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
      [APP_MOD_NOUN:teeth:PLURAL]
      [SET_BP_GROUP:BY_CATEGORY:SKULL]
      [BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
      [BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
      [BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
      [BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]
      [SET_BP_GROUP:BY_CATEGORY:THROAT]
      [BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
      [BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
      [SET_BP_GROUP:BY_CATEGORY:HEAD]
      [BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
      [APP_MOD_IMPORTANCE:700]
      [BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
      [APP_MOD_IMPORTANCE:700]
      [MAXAGE:60:120]
      [ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
      [ATTACK_SKILL:GRASP_STRIKE]
      [ATTACK_VERB:punch:punches]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_FLAG_WITH]
      [ATTACK_PRIORITY:MAIN]
      [ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
      [ATTACK_SKILL:STANCE_STRIKE]
      [ATTACK_VERB:kick:kicks]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_FLAG_WITH]
      [ATTACK_PRIORITY:SECOND]
      [ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
      [ATTACK_SKILL:GRASP_STRIKE]
      [ATTACK_VERB:scratch:scratches]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
      [ATTACK_FLAG_EDGE]
      [ATTACK_PRIORITY:SECOND]
      [ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
      [ATTACK_SKILL:BITE]
      [ATTACK_VERB:bite:bites]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
      [ATTACK_FLAG_EDGE]
      [ATTACK_PRIORITY:SECOND]
      [ATTACK_FLAG_CANLATCH]
      [ATTACK:AVOID:BODYPART:BY_TOKEN:VOID]
      [ATTACK_SKILL:STANCE_STRIKE]
      [ATTACK_VERB:blast:blasts]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
      [ATTACK_FLAG_EDGE]
      [ATTACK_FLAG_WITH]
      [ATTACK_PRIORITY:MAIN]
      [USE_MATERIAL_TEMPLATE:DOOM:CREATURE_EXTRACT_TEMPLATE]
      [STATE_NAME:ALL_SOLID:doom]
      [STATE_ADJ:ALL_SOLID:doom]
      [STATE_NAME:LIQUID:doom]
      [STATE_ADJ:LIQUID:doom]
      [STATE_NAME:GAS:doom]
      [STATE_ADJ:GAS:doom]
      [MELTING_POINT:9950]
      [BOILING_POINT:10000]
      [PREFIX:NONE]
      [ENTERS_BLOOD]
      [STATE_COLOR:ALL_SOLID:GRAY]
      [STATE_COLOR:LIQUID:GRAY]
      [STATE_COLOR:GAS:GRAY]
      [SYNDROME]
      [SYN_NAME:doom]
      [SYN_AFFECTED_CLASS:GENERAL_POISON]
      [SYN_IMMUNE_CLASS:ILLITHID_CASTE]
      [SYN_IMMUNE_CLASS:ILLITHID:ALL]
      [SYN_INJECTED]
      [CE_PARALYSIS:SEV:300:PROB:100:START:0:PEAK:10]
      [ATTACK:AVSWRD:BODYPART:BY_TOKEN:VSWRD]
      [ATTACK_SKILL:STANCE_STRIKE]
      [ATTACK_VERB:slash:slashes]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:10]
      [ATTACK_FLAG_EDGE]
      [ATTACK_FLAG_WITH]
      [ATTACK_PRIORITY:MAIN]
      [SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:DOOM:LIQUID:100:100]
      [ATTACK:TOUCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:DEMON_NAIL]
      [ATTACK_SKILL:GRASP_STRIKE]
      [ATTACK_VERB:touch:touches]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
      [ATTACK_FLAG_EDGE]
      [ATTACK_PRIORITY:MAIN]
      [SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:ILLITHID_TOXIN:LIQUID:100:100]
      [SPECIALATTACK_SUCK_BLOOD:1000:5000]
      [USE_MATERIAL_TEMPLATE:DPFREEZE:CREATURE_EXTRACT_TEMPLATE]
      [STATE_NAME:ALL_SOLID:deep freeze]
      [STATE_ADJ:ALL_SOLID:deep freeze]
      [STATE_NAME:LIQUID:deep freeze]
      [STATE_ADJ:LIQUID:deep freeze]
      [STATE_NAME:GAS:deep freeze]
      [STATE_ADJ:GAS:deep freeze]
      [MELTING_POINT:9950]
      [BOILING_POINT:15000]
      [DISPLAY_COLOR:1:0:0]
      [STATE_COLOR:ALL_SOLID:BLUE]
      [STATE_COLOR:LIQUID:BLUE]
      [STATE_COLOR:GAS:BLUE]
      [PREFIX:NONE]
      [ENTERS_BLOOD]
      [SYNDROME]
      [SYN_NAME:stop]
      [SYN_AFFECTED_CLASS:GENERAL_POISON]
      [SYN_IMMUNE_CLASS:ILLITHID_CASTE]
      [SYN_IMMUNE_CLASS:ILLITHID:ALL]
      [SYN_CONTACT]
      [CE_UNCONSCIOUSNESS:SEV:1000:PROB:100:START:0:PEAK:100:END:500]
      [MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:DPFREEZE:TRAILING_VAPOR_FLOW]
      [USE_MATERIAL_TEMPLATE:ABSZERO:CREATURE_EXTRACT_TEMPLATE]
      [STATE_NAME:ALL_SOLID:absolute zero]
      [STATE_ADJ:ALL_SOLID:absolute zero]
      [STATE_NAME:LIQUID:absolute zero]
      [STATE_ADJ:LIQUID:absolute zero]
      [STATE_NAME:GAS:absolute zero]
      [STATE_ADJ:GAS:absolute zero]
      [DISPLAY_COLOR:0:0:0]
      [STATE_COLOR:ALL_SOLID:BLACK]
      [STATE_COLOR:LIQUID:BLACK]
      [STATE_COLOR:GAS:BLACK]
      [MELTING_POINT:0]
      [BOILING_POINT:15000]
      [MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:ABSZERO:TRAILING_VAPOR_FLOW]
      [USE_MATERIAL_TEMPLATE:GIGAFLARE:CREATURE_EXTRACT_TEMPLATE]
      [STATE_NAME:ALL_SOLID:gigaflare]
      [STATE_ADJ:ALL_SOLID:gigaflare]
      [STATE_NAME:LIQUID:gigaflare]
      [STATE_ADJ:LIQUID:gigaflare]
      [STATE_NAME:GAS:gigaflare]
      [STATE_ADJ:GAS:gigaflare]
      [DISPLAY_COLOR:3:0:1]
      [STATE_COLOR:ALL_SOLID:AQUA]
      [STATE_COLOR:LIQUID:AQUA]
      [STATE_COLOR:GAS:AQUA]
      [MELTING_POINT:1000000]
      [BOILING_POINT:1500000]
      [MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:GIGAFLARE:UNDIRECTED_VAPOR]
      [USE_MATERIAL_TEMPLATE:GRANDCROSS:CREATURE_EXTRACT_TEMPLATE]
      [STATE_NAME:ALL_SOLID:grand cross]
      [STATE_ADJ:ALL_SOLID:grand cross]
      [STATE_NAME:LIQUID:grand cross]
      [STATE_ADJ:LIQUID:grand cross]
      [STATE_NAME:GAS:grand cross]
      [STATE_ADJ:GAS:grand cross]
      [DISPLAY_COLOR:5:0:0]
      [STATE_COLOR:ALL_SOLID:PURPLE]
      [STATE_COLOR:LIQUID:PURPLE]
      [STATE_COLOR:GAS:PURPLE]
      [BOILING_POINT:1500000]
      [SYNDROME]
      [SYN_NAME:curse of the grand cross]
      [SYN_AFFECTED_CLASS:GENERAL_POISON]
      [SYN_IMMUNE_CLASS:INTERN]
      [SYN_IMMUNE_CLASS:INTERN]
      [SYN_CONTACT]
      [CE_SWELLING:LOCALIZED:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_OOZING:LOCALIZED:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_BRUISING:LOCALIZED:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_BLEEDING:LOCALIZED:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_NECROSIS:LOCALIZED:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_PAIN:LOCALIZED:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_BLISTERS:LOCALIZED:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_IMPAIR_FUNCTION:LOCALIZED:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_PARALYSIS:LOCALIZED:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_NUMBNESS:LOCALIZED:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_FEVER:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_NAUSEA:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_DIZZINESS:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_SWELLING:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_OOZING:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_BRUISING:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_BLEEDING:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_NECROSIS:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_DROWSINESS:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_PAIN:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_BLISTERS:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_COUGH_BLOOD:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_VOMIT_BLOOD:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_IMPAIR_FUNCTION:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_UNCONSCIOUSNESS:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_PARALYSIS:SEV:1000:PROB:10:START:0:PEAK:100:END:5000] --causes death by stopping breathing.
      [CE_NUMBNESS:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:GRANDCROSS:UNDIRECTED_VAPOR]
      [EQUIPS]
      [DIURNAL]
      [HOMEOTHERM:10067]
      [SWIMS_LEARNED][SWIM_SPEED:2500]
      [PERSONALITY:ADVENTUROUSNESS:100:100:100]
      [MANNERISM_FINGERS:finger:fingers]
      [MANNERISM_NOSE:nose]
      [MANNERISM_EAR:ear]
      [MANNERISM_HEAD:head]
      [MANNERISM_EYES:eyes]
      [MANNERISM_MOUTH:mouth]
      [MANNERISM_HAIR:hair]
      [MANNERISM_KNUCKLES:knuckles]
      [MANNERISM_LIPS:lips]
      [MANNERISM_CHEEK:cheek]
      [MANNERISM_NAILS:nails]
      [MANNERISM_FEET:feet]
      [MANNERISM_ARMS:arms]
      [MANNERISM_HANDS:hands]
      [MANNERISM_TONGUE:tongue]
      [MANNERISM_LEG:leg]
      [MANNERISM_LAUGH]
      [MANNERISM_SMILE]
      [MANNERISM_WALK]
      [MANNERISM_SIT]
      [MANNERISM_BREATH]
      [MANNERISM_POSTURE]
      [MANNERISM_STRETCH]
      [MANNERISM_EYELIDS]
      [SPOUSE_CONVERSION_TARGET]
      [MUNDANE]
      [CASTE:FEMALE]
      [FEMALE]
      [LAYS_EGGS]
      [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
      [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
      [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
      [EGG_SIZE:50]
      [CLUTCH_SIZE:30:50]

      [CASTE:MALE]
      [MALE]
      [BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
      [SELECT_CASTE:ALL]
      [SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
      [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
      [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
      [PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
      [PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
      [PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
      [PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
      [TL_COLOR_MODIFIER:AMBER:1:AUBURN:1:BLACK:1:BROWN:1:BUFF:1:BURNT_SIENNA:1:BURNT_UMBER:1:CHARCOAL:1:CHESTNUT:1:CHOCOLATE:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_CHESTNUT:1:DARK_TAN:1:ECRU:1:FLAX:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:LIGHT_BROWN:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:PALE_CHESTNUT:1:PUMPKIN:1:RAW_UMBER:1:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1]
      [TLCM_NOUN:hair:SINGULAR]
      [TL_COLOR_MODIFIER:GRAY:1]
      [TLCM_NOUN:hair:SINGULAR]
      [TLCM_TIMING:ROOT:40:0:70:0]
      [TL_COLOR_MODIFIER:WHITE:1]
      [TLCM_NOUN:hair:SINGULAR]
      [TLCM_TIMING:ROOT:70:0:90:0]
      [SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
      [TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
      [APP_MOD_NOUN:eyebrows:PLURAL]
      [TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
      [APP_MOD_NOUN:eyebrows:PLURAL]
      [TISSUE_LAYER_APPEARANCE_MODIFIER:HIGH_POSITION:0:70:90:100:110:130:200]
      [APP_MOD_NOUN:eyebrows:PLURAL]
      [SET_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
      [TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
      [APP_MOD_NOUN:eyelashes:PLURAL]
      [SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
      [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
      [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
      [PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
      [PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
      [TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
      [APP_MOD_NOUN:hair:SINGULAR]
      [APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
      [TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]
      [APP_MOD_NOUN:hair:SINGULAR]
      [TISSUE_LAYER_APPEARANCE_MODIFIER:GREASY:0:70:90:100:110:130:200]
      [APP_MOD_NOUN:hair:SINGULAR]
      [TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
      [APP_MOD_NOUN:hair:SINGULAR]
      [SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
      [TISSUE_STYLE_UNIT:HAIR:STANDARD_HAIR_SHAPINGS]
      [TSU_NOUN:hair:SINGULAR]
      [SET_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
      [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
      [TISSUE_STYLE_UNIT:BEARD:STANDARD_BEARD_SHAPINGS]
      [TSU_NOUN:beard:SINGULAR]
      [SET_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
      [TISSUE_STYLE_UNIT:MOUSTACHE:STANDARD_MOUSTACHE_SHAPINGS]
      [TSU_NOUN:moustache:SINGULAR]
      [SET_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
      [TISSUE_STYLE_UNIT:SIDEBURNS:STANDARD_SIDEBURNS_SHAPINGS]
      [TSU_NOUN:sideburns:PLURAL]
      [SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
      [TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
      [TLCM_NOUN:skin:SINGULAR]
      [TISSUE_LAYER_APPEARANCE_MODIFIER:WRINKLY:0:0:0:0:0:0:0]
      [APP_MOD_RATE:1:YEARLY:0:100:30:0:NO_END]
      [APP_MOD_NOUN:skin:SINGULAR]
      [SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
      [TL_COLOR_MODIFIER:IRIS_EYE_AMBER:1:IRIS_EYE_AQUA:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_ASH_GRAY:1:IRIS_EYE_AUBURN:1:IRIS_EYE_AZURE:1:IRIS_EYE_BLUE:1:IRIS_EYE_BRASS:1:IRIS_EYE_BRONZE:1:IRIS_EYE_BROWN:1:IRIS_EYE_CERULEAN:1:IRIS_EYE_CHESTNUT:1:IRIS_EYE_CHOCOLATE:1:IRIS_EYE_CINNAMON:1:IRIS_EYE_COPPER:1:IRIS_EYE_DARK_BLUE:1:IRIS_EYE_DARK_BROWN:1:IRIS_EYE_DARK_CHESTNUT:1:IRIS_EYE_DARK_GREEN:1:IRIS_EYE_DARK_OLIVE:1:IRIS_EYE_DARK_TAN:1:IRIS_EYE_ECRU:1:IRIS_EYE_EMERALD:1:IRIS_EYE_FERN_GREEN:1:IRIS_EYE_GRAY:1:IRIS_EYE_GREEN:1:IRIS_EYE_JADE:1:IRIS_EYE_LIGHT_BLUE:1:IRIS_EYE_LIGHT_BROWN:1:IRIS_EYE_MAHOGANY:1:IRIS_EYE_MIDNIGHT_BLUE:1:IRIS_EYE_OCHRE:1:IRIS_EYE_OLIVE:1:IRIS_EYE_PALE_BLUE:1:IRIS_EYE_PALE_BROWN:1:IRIS_EYE_PALE_CHESTNUT:1:IRIS_EYE_PERIWINKLE:1:IRIS_EYE_PINE_GREEN:1:IRIS_EYE_RAW_UMBER:1:IRIS_EYE_RUSSET:1:IRIS_EYE_SEA_GREEN:1:IRIS_EYE_SEPIA:1:IRIS_EYE_SKY_BLUE:1:IRIS_EYE_SLATE_GRAY:1:IRIS_EYE_SPRING_GREEN:1:IRIS_EYE_TAN:1:IRIS_EYE_TAUPE_DARK:1:IRIS_EYE_TAUPE_GRAY:1:IRIS_EYE_TAUPE_MEDIUM:1:IRIS_EYE_TAUPE_PALE:1:IRIS_EYE_TAUPE_SANDY:1:IRIS_EYE_TEAL:1:IRIS_EYE_TURQUOISE:1]
      [TLCM_NOUN:eyes:PLURAL]

      so the creature a mix of Dwarf/Illithid/Weebl -minus musical stats I should add that once I find that tag (http://www.newgrounds.com/portal/view/570552)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Deon on June 20, 2011, 01:02:17 pm
      BTW: This Genesis thread is about to hit 500 pages... Isn't it about time to start a new thread and retire this one? I'm sure a lot of the early pages are outdated.
      Perhaps start a new thread for the next release?
      This is the 300th page for me.

      Genesis: 300 dwarves! :P

      Once we hit a new DF version and we get a new and totally new update, I will make a new thread.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Rumrusher on June 20, 2011, 01:07:43 pm
      hope you link the thread so if people want to check on something they can access this.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on June 20, 2011, 06:02:51 pm
      Thought about workshop failures. Came up with these options:
      1. a fire starts
      2. a deadly contact poison is created (or maybe freezing)
      3. a mild poison, bleeding bruising pain, off to hospital for a month
      4. created debris, 10 to 30 unwanted junk toys called "scraps" which is an annoyance.
      5. created something nasty smelling rotting organic, get miasma soon
      Too bad the debris might hurt FPS too much. But would be nice that the failure in workshop made the workshop slower/cluttered!
      Heyyy should have a zero-value stone for those junk toys.

      What reactions do we currently have that succeed only rarely? Altar sacrifice, rock grinding, elite teaching-tome? Think we should have some more.

      Modders: noticed there's a [NOT_IMPROVED] tag, might be useful for the attach-bayonet-to-crossbow reaction.
      Spoiler (click to show/hide)

      Here's my current Ironhand state: don't DL, better stuff tomorrow with the marbles.
      Spoiler (click to show/hide)

      Or should a make a new FineMarble value 3 so the layer stone marble can remain at 2.
      "The great works of Michelangelo were carved from a white, translucent variety of Carrara marble"
      hey marble prices: http://www.findstone.com/pl/23.pdf http://www.findstone.com/pricelistblocks.htm
      70-80 USD/ton for crud marble, 300 for best marble. 700 alabaster.
      Bah, should make two fine marbles now. Making.
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Flaede on June 20, 2011, 09:20:36 pm
      you can also have "flavour" failures. Like blood covering everything.
      For nature altars this could even be the blood of the creature sacrificed!
      It's too bad vermin can't be created properly, or that could be a good "failure" for altars - demon roaches!

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: kerlc on June 21, 2011, 03:54:57 am
      one question: is the halberd the same as in vanilla?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Kicior on June 21, 2011, 07:17:10 am
      Pike is two-handed until user is 60kg.
      Dwarfs, goblins and elves weight 60 kg and humans a bit more, so who will need both hands to use a pike, kobolds?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: AcESCAR on June 21, 2011, 08:29:02 am
      May I ask where can i stockpile the Rocktip Bolts ?

      I dont think the options appear in the Ammo pile
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: plantpot on June 21, 2011, 11:16:54 am
      wat does a dongeon keeper and dongeon lord do
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: kerlc on June 21, 2011, 12:12:57 pm
      i STILL haven't gotten my answer: ARE THE HALBERDS EQUAL TO THOSE IN VANILLA?

      geez....
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Trapezohedron on June 21, 2011, 12:15:26 pm
      i STILL haven't gotten my answer: ARE THE HALBERDS EQUAL TO THOSE IN VANILLA?

      geez....

      Pikes stab. Halberds cut. Depending on your preferences, you might want to disable the opponent from the inside or cut of their limbs entirely.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Patchouli on June 21, 2011, 12:23:33 pm
      kerlc, it hasn't even been a day since you asked the question. You need to relax - they may be busy, and the modding board is relatively slow compared to the others.

      The easiest way to check for yourself is to compare the raw entry for halberds in Genesis with those in vanilla.

      They're different.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: kerlc on June 21, 2011, 12:54:44 pm
      kerlc, it hasn't even been a day since you asked the question. You need to relax - they may be busy, and the modding board is relatively slow compared to the others.

      The easiest way to check for yourself is to compare the raw entry for halberds in Genesis with those in vanilla.

      They're different.

      HOW? that is because my modding experience has rarely taken me beyond adding/removing tags from plants and creatures, and let us not forget civs.

      and i am a calm person, but i am just so nerved out today. YOU try to take care of 3 $%"(%&(#/(!!"## little cousins for the whole day, and we'll se how YOU react.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: plantpot on June 21, 2011, 12:55:43 pm
      is there a list anywere of genesis nobles and what they do? couse im confused
      thx :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on June 21, 2011, 01:09:31 pm
      Pike is two-handed until user is 60kg.
      Dwarfs, goblins and elves weight 60 kg and humans a bit more, so who will need both hands to use a pike, kobolds?
      They're all 70 kg in Genesis, thanks to Deon, so armor is compatible between the peace-loving races. I'm tempted to make pikes always two-handed, because they're "3 to 7.5 metres (10 to 25 feet) long". Close-combat spears are a rather different weapon. And there should be "all-metal short spear" and "metal-tip short wooden spear" with different staff-bashing properties.

      May I ask where can i stockpile the Rocktip Bolts? I dont think the options appear in the Ammo pile
      They're slightly bugged that way. Best way to ensure those bolts getting picked up seems to be.. deconstruct the workshop, leave ammo there. I'm testing the new "bayonet inbuilt" wooden crossbows in current fort. Wild bulls getting a dungload of "tearing the muscle".

      wat does a dongeon keeper and dongeon lord do
      Nothing, as "taming of exotic animals" vanilla DF feature is still broken. But you can still give someone that noble position, for role-playing.

      My Halberds are currently
      Spoiler (click to show/hide)
      after some recent tuning.
      Very hard to compare to battle axe's [ATTACK:EDGE:10000:2800:hack:hacks:NO_SUB:1250] and greataxe's [ATTACK:EDGE:25000:3800:hack:hacks:NO_SUB:1250]
      unless do many arena tests. Anyone want to do "30 stone dwarf in iron armor & iron battleaxe" vs. "30 stone dwarf in iron armor & iron halberd"? Not me.

      is there a list anywere of genesis nobles and what they do? couse im confused thx :)
      Here you go, the documentation all dorf nobles: They're useless, except bookkeeper, manager, psychiatrist. Oh and the site leader who talks trade agreements (Of course Red Steel you beard-combing fools!)
      Spoiler (click to show/hide)

      Now merging my recent things to my ascii sub-release...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Deon on June 21, 2011, 01:54:55 pm
      I'll just wait for your new Ironhand release to upload a new version. That's the only thing that holds me back (and the need to draw a few more sprites :P).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on June 21, 2011, 02:25:55 pm
      :'( :'( :'( Sub-release time!  :'( :'( :'(
      Ironhand: http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand_WarDucks_Marbles_June21.zip
      ASCII (and all replace-your-own-tileset peeps): http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_ASCII_WarDucks_Marbles_June21.zip
      Think of this "every domestic can be trained for combat" as the dwarf civ discovering an ancient tablet that teaches how to dunk waterboard bloodbathe the animals until they damn well obey their owners. QUACK, DAMN YOU.

      Changelog:
      Spoiler (click to show/hide)

      See why I added Pink Marble and Pure Marble and Black Marble: http://www.hesatterwhite.com/S-Marble.shtml
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: kerlc on June 22, 2011, 12:18:25 am
      sooo... what does psychiatrist do? convert crazy people?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Lamphare on June 22, 2011, 03:29:37 am
      sooo... what does psychiatrist do? convert crazy people?

         [NAME:psychiatrist:psychiatrists]
         [RESPONSIBILITY:BUILD_MORALE]
         [RESPONSIBILITY:MEET_WORKERS]

      they take over those two responsibilities off the site leader

      They're all 70 kg in Genesis, thanks to Deon, so armor is compatible between the peace-loving races. I'm tempted to make pikes always two-handed, because they're "3 to 7.5 metres (10 to 25 feet) long". Close-combat spears are a rather different weapon. And there should be "all-metal short spear" and "metal-tip short wooden spear" with different staff-bashing properties.
      i remember reading a post about "realistic" material input for production including workshops, id est carpenter's workshop needs saw n' ax, making a spear needs a wooden shaft and a metal tip etc.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: VinWij on June 22, 2011, 04:50:00 am
      i remember reading a post about "realistic" material input for production including workshops, id est carpenter's workshop needs saw n' ax, making a spear needs a wooden shaft and a metal tip etc.

      And create an entire freaking production factory for a simple spear? You'dd also need metal nails for the spear, and beeswax to make it look shiny, oil pressed from some nut to wax the wooden shaft with so it doesn't rot in the rain and a metal chisel and hammer so a dwarf can name it. And a bucket to contain the oil, no, a metal can so we have yet another semi-product. Yes, let's make it massively complex so we need 50 dwarves and as much workshops to create a spear! A SPEAR! Don't get me started on the components required for a pump, a 5 z-level pump stack would take around 10 years in the making!

      Aren't dwarves smart enough to figure out how to do all that shit with just a piece of metal? MAYBE add a log as reagent, but that's it...

      There. I feel better now. ^_^
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Kicior on June 22, 2011, 05:46:24 am
      Code: [Select]
      Morningstar of heavens ATTACK:BLUNT:60000:50000:bash:bashes:NO_SUB:20000
      Morningstar ATTACK:EDGE:10:500:bash:bashes:NO_SUB:2000
      Spiked mace  ATTACK:BLUNT:20:200:bash:bashes:NO_SUB:2000
      What's the point of spiked mace existence? And why Morningstar of Heavens has got huge contact area (6000 times bigger than a normal morningstar lol) and blunt damage (will it cut limbs off with edge damage or something?)?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: AcESCAR on June 22, 2011, 07:36:14 am
      May I ask if you can drown werewolves ??

      I got a few werewolves inside my drowning chamber and nothing seems to be happening to them.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Trapezohedron on June 22, 2011, 09:23:50 am
      Check if the creature has SWIMS_INNATE or swimming skill. If the werewolves have either one of those tags, you'll have to devise a better drowning trap.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Lamphare on June 22, 2011, 11:11:36 am
      i remember reading a post about "realistic" material input for production including workshops, id est carpenter's workshop needs saw n' ax, making a spear needs a wooden shaft and a metal tip etc.

      And create an entire freaking production factory for a simple spear? You'dd also need metal nails for the spear, and beeswax to make it look shiny, oil pressed from some nut to wax the wooden shaft with so it doesn't rot in the rain and a metal chisel and hammer so a dwarf can name it. And a bucket to contain the oil, no, a metal can so we have yet another semi-product. Yes, let's make it massively complex so we need 50 dwarves and as much workshops to create a spear! A SPEAR! Don't get me started on the components required for a pump, a 5 z-level pump stack would take around 10 years in the making!

      Aren't dwarves smart enough to figure out how to do all that shit with just a piece of metal? MAYBE add a log as reagent, but that's it...

      There. I feel better now. ^_^

      LoL very vivid association of ideas, but
      of course not that realistic. it's about realistic input materials, not components.
      i was not clear enough on the spear. I meant it needed a wooden shaft and a metal tip, so we choose a wooden log and a metal bar upon ordering such production. or we leave the choice to our beloved dwarves.
      maybe in a way to build two spears with one wood log and one metal bar, for the sake of mineral scarcity. so ppl can have a choice of a stronger full-metal short spear in hills rich of iron and coal, or a metal spear head mounted on a staff in a challenging embark.
      also it's definitely great that one day weapons armours furniture and other item would cost some upkeep, wax, oil and other things as you mentioned, and of course some labour and money(when economy returns without bugs)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on June 22, 2011, 01:16:03 pm
      i remember reading a post about "realistic" material input for production including workshops, id est carpenter's workshop needs saw n' ax, making a spear needs a wooden shaft and a metal tip etc.
      Would be cool for me if workshop-building required toolkits, like "basic tannery kit" but since the basic workshops are hardcoded, can't have that. Except with Deon's "invention makes blueprints, blueprints make special workshop".
      What if altars could be made of steel or gold only... And alchemy workshop construction required 20 gems.

      I really would like "if zero skill, 90% chance of fail to make product". 'Cause now every dwarf knows how to do every job, except archery, combat, teaching, studenting, appraising and psychiatry (eg. consoling).
      "We have no architect! Have to make many attempts to build this damn kiln!"

      Code: [Select]
      Morningstar of heavens ATTACK:BLUNT:60000:50000:bash:bashes:NO_SUB:20000
      Morningstar ATTACK:EDGE:10:500:bash:bashes:NO_SUB:2000
      Spiked mace  ATTACK:BLUNT:20:200:bash:bashes:NO_SUB:2000
      What's the point of spiked mace existence? And why Morningstar of Heavens has got huge contact area (6000 times bigger than a normal morningstar lol) and blunt damage (will it cut limbs off with edge damage or something?)?
      M.Of Heavens can only be gotten by sacrificing LOADS (50-200) of weapons on the altar of war. You can't make one when you feel like it. No idea how well it does in combat. It might as well be called Club of Thunderclouds.

      Blunt attack goes through armor differently than edged. Looks like spiked mace's 2000-velocity is too high, should be same as mace's, assuming same shaft length.
      Anyways they could be balanced by arena testing, but it's too much work (leather armor round, copper armor round, iron armor round...)

      All Werewolves know how to swim.

      of course not that realistic. it's about realistic input materials, not components.
      i was not clear enough on the spear. I meant it needed a wooden shaft and a metal tip, so we choose a wooden log and a metal bar upon ordering such production. or we leave the choice to our beloved dwarves.
      Alas, the finished product must be made of one material only, barring decorations. Thus all sorts of glue+paper+leather+bone+wood body armors are made of... "dorfy composite material" which needs to be modded in advance.
      One could have more spear sizes, with almost the same attack numbers but different [SIZE:400] [MATERIAL_SIZE:3].
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Lamphare on June 22, 2011, 02:49:29 pm
      Alas, the finished product must be made of one material only, barring decorations. Thus all sorts of glue+paper+leather+bone+wood body armors are made of... "dorfy composite material" which needs to be modded in advance.
      One could have more spear sizes, with almost the same attack numbers but different [SIZE:400] [MATERIAL_SIZE:3].

      I dont know modding very well, but is it possible to write a reaction for an item like an axe requiring two or more reagent and the product still bears a quality modifier, like those ones under reaction_crafting.txt(i've never made any of those, so i dont know if the end products have quality modifiers or not...)
      otherwise it's probably up to Toady.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: MiamiBryce on June 22, 2011, 06:07:51 pm
      Deon,

      I don't suppose I could convince you to add the remaining skills which don't otherwise have training buildings or books assigned to them be added to the library (like carpentry) could I?

      Thanks.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: FluidDynamite on June 22, 2011, 08:36:31 pm
      TomiTapio,

      Loving the new bayonet crossbows, but just thought I'd point out that the bayonet still uses the hammer skill. Perhaps spear skill will be more appropriate?

      And all my pig tail fiber items show up as stuff like "pig tail f rope", not sure if that was intended. :P

      In other fortress news, I now have a light blue oak tree in front of my fortress entrance. Light blue from the blood of a brook troll.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: AcESCAR on June 22, 2011, 09:00:22 pm
      I think I encountered armageddon in this game finally.

      (http://img849.imageshack.us/img849/6660/endoftheworld.png) (http://imageshack.us/photo/my-images/849/endoftheworld.png/)

      (http://img836.imageshack.us/img836/2314/endoftheworldtop.png) (http://imageshack.us/photo/my-images/836/endoftheworldtop.png/)

      (http://img802.imageshack.us/img802/3521/endoftheworldbottom.png) (http://imageshack.us/photo/my-images/802/endoftheworldbottom.png/)

      (http://img88.imageshack.us/img88/3503/endoftheworldbottomleft.png) (http://imageshack.us/photo/my-images/88/endoftheworldbottomleft.png/)

      There was this smoke and fire that move from 3 corner of the map and Kill everything on the surface.

      I dont know how but it happens lol
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Trapezohedron on June 22, 2011, 09:10:40 pm
      I think I encountered armageddon in this game finally.

      <image snip>

      There was this smoke and fire that move from 3 corner of the map and Kill everything on the surface.

      I dont know how but it happens lol

      Fire mephits or snakemen, methinks.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on June 22, 2011, 11:53:43 pm
      Loving the new bayonet crossbows, but just thought I'd point out that the bayonet still uses the hammer skill. Perhaps spear skill will be more appropriate?
      And all my pig tail fiber items show up as stuff like "pig tail f rope", not sure if that was intended. :P
      My crossbows have both the bash and stab, and can't have two skills attached to a weapon. So it's hammer skill, because that's what it has been for years.
      Fiber shortened to f is intended. Earlier I had "pigil fiber" items instead. Shame the interface doesn't resize.

      Yeah bushfires are cool, and one can dig channels, build walls or floors to make fire-isolated areas outdoors and in the cave grass. Sometimes grassfires give 1-5 fps, especially when fire is interacting with frozen waters.
      Also: snow doesn't stop grassfires, it melts the snow and exposes flammable grasses:
      Spoiler (click to show/hide)

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Rumrusher on June 23, 2011, 07:56:19 am
      Modify my intern race to have the ability to use the illithid attacks in adventure mode.
      Which is great. Not so great is having an Intern companion burst into flames killing their selves over trying to kill a gopher.
      Good thing I have it so they drop 50 eggs.
      though the attacks seem to just phase through so it still needs more testing.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on June 24, 2011, 04:41:36 am
      Today is Midsummer eve, the biggest alco-holiday in Finland and second biggest overall holiday.
      Started Divinity II the (western) RPG.

      --changelog entries
      slightly more native aluminum, for a better chance of mithril making.
      added "carpet", a kind of cloak that you can leave laying around on floors. Or should one build six of them into a 2x2 workshop? It is lousy as armor (but can be worn like a hoodless cloak, coverage 30%, doesn't protect head)
      renamed cloaks to hooded cloaks to remind of their head protection
      renamed ITEM_HELM_HORNED finally to actual ITEM_HELM_MASKED. Breaks save compatibility! Added back the old ITEM_HELM_HORNED, might prevent savebreak. Masked helm is 100% coverage, other helms 85%.
      gave crossbows to nords.

      reminder: a "mask" item does not protect the "face", but "50% of head", same what the Cap does.
      tip: mass "gather plants" operation, turn off all hauling (well, item hauling can't be stopped from o-menu) so the workers travel from plant to plant without interruptions.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: dimosa on June 24, 2011, 06:55:45 am
      (https://dl-web.dropbox.com/get/Photos/orc%20fortress%20village.png?w=ebf6045b)

      For those that wanted a example of a orc town/village.

      Here is a small orc village with 50 inhabitants. Most dont have bed rooms yet, but thats being built in the bottom right corner on the left side of the river.

      Bottom right is a small apartment complex.

      The top right building is a barrack, and the top left building is a in/dining room/dormitory
       
      Middle top walled in section is my farm section, though this will be moved outside to make some room, all open parts of the walls contain bridges. right side of the river walls are not finished yet. most of the buildings are made of wood, with the exception of the apartment complexes.

      If all goes well, version 1.0 of orc fortress will be up after this weekend. This will include several changed titles and the new castes. Thats it for now. Castes that will make the first release are:

      -Jungle
      -Plains
      -mountain
      -desert
      -zen
      -monk

      Thats all for now :)

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Trapezohedron on June 24, 2011, 06:58:09 am
      (https://dl-web.dropbox.com/get/Photos/orc%20fortress%20village.png?w=ebf6045b)

      For those that wanted a example of a orc town/village.

      Here is a small orc village with 50 inhabitants. Most dont have bed rooms yet, but thats being built in the bottom right corner on the left side of the river.

      Bottom right is a small apartment complex.

      The top right building is a barrack, and the top left building is a in/dining room/dormitory
       
      Middle top walled in section is my farm section, though this will be moved outside to make some room, all open parts of the walls contain bridges. right side of the river walls are not finished yet. most of the buildings are made of wood, with the exception of the apartment complexes.

      If all goes well, version 1.0 of orc fortress will be up after this weekend. This will include several changed titles and the new castes. Thats it for now. Castes that will make the first release are:

      -Jungle
      -Plains
      -mountain
      -desert
      -zen
      -monk

      Thats all for now :)

      If it's okay to ask, what do monk orcs do? Do they get a physical advantage? Or do they get some other monk related advantages?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: LordExumius on June 24, 2011, 01:30:24 pm
      Just a quick question, is there a mayday (or DFG) version of Genesis? I remember one in the older version, but I can't see one for .25d. Because the phoebus and ironhand packs just seem too gloomy and/or dull and evidently google isn't my friend.

      Incidently, (and slightly offtopic as well), am I the only person who thinks Google seems to not like DF very much? I mean in many of my searches Google gives me some unnecessary bullshit that, apparently just because it has DWARF FORTRESS in big capital letters, gets put in front of the actual threads I'm looking for.

      Rant over.  :)     
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on June 24, 2011, 03:26:49 pm
      ht  tps://dl-web.dropbox.com/get/Photos/orc%20fortress%20village.png?w=ebf6045b
      For those that wanted a example of a orc town/village.
      Here is a small orc village with 50 inhabitants. Most dont have bed rooms yet, but thats being built in the bottom right corner on the left side of the river.
      Image not showing up. Tried the URL, got "Error (403) It seems you don't belong here! You should probably try logging in?"
      Try the rightclick-copy_public_link feature in Dropbox file listing on web.

      Just a quick question, is there a mayday (or DFG) version of Genesis? I remember one in the older version, but I can't see one for .25d. Because the phoebus and ironhand packs just seem too gloomy and/or dull and evidently google isn't my friend.
      Nope, not those versions. But you can use my ASCII sub-release and use any tileset you want with that.

      ¤¤¤¤¤¤¤Edit while rolling rnew worgsl: new worlds: here's my current worldgen settings.
      Spoiler (click to show/hide)

      Oh wowza-gowza, my embark party managed to slay two dragon raptors and lose only one dorf! Team hand-axe wins!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: LordExumius on June 24, 2011, 03:32:02 pm
      Just a quick question, is there a mayday (or DFG) version of Genesis? I remember one in the older version, but I can't see one for .25d. Because the phoebus and ironhand packs just seem too gloomy and/or dull and evidently google isn't my friend.
      Nope, not those versions. But you can use my ASCII sub-release and use any tileset you want with that.

      Ah, that's a shame, I'll try that out then.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: greycat on June 25, 2011, 10:54:44 am
      The first post says that the ASCII sub-releases require downloading Genesis:ASCII first, but that doesn't seem right -- the Genesis:ASCII main release says it's for 0.31.19, rather than 0.31.25.  So, what I'm doing instead (on Linux) is:

      Code: [Select]
      $ mkdir genesis
      $ cd genesis
      $ tar xjf ../df_31_25_linux.tar.bz2
      $ mv df_linux/* .
      $ rmdir df_linux
      $ mv raw raw.orig
      $ unzip ../Genesis_3.25dTT_ASCII_WarDucks_Marbles_June21.zip >/dev/null

      It seems to be working, insofar as I can figure out what I'm doing... did I miss something, or is this how it's supposed to go?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on June 25, 2011, 03:06:33 pm
      The first post says that the ASCII sub-releases require downloading Genesis:ASCII first, but that doesn't seem right -- the Genesis:ASCII main release says it's for 0.31.19, rather than 0.31.25.  So, what I'm doing instead (on Linux) is: ... It seems to be working, insofar as I can figure out what I'm doing... did I miss something, or is this how it's supposed to go?
      Yep, that .19 ascii is rather old!
      I'm sorry, but it's your task to make sure the folders go into the right places. Look at folders and compare to how they are placed inside the distribution archive. Unless Linux DF places folders in some funny locations.

      I better release a ready-to-play ascii (for Windows of course), since it's annoying to combine the pieces from three different archives (ascii raws + ascii inits + ironhand readytoplay, or ascii raws + old ascii readytoplay + 3.25 exe). My last ascii ready-to-play was Genesis_3.25c_ASCII_Tomis_Bonfires__Apr23.zip.

      For everybody: http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_ASCII_READYTOPLAY_WarDucks_Marbles_June25.zip (http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_ASCII_READYTOPLAY_WarDucks_Marbles_June25.zip) (no music)
      Latest Ironhand raws: http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand_WarDucks_Marbles_June25.zip

      My changelog:
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: LordExumius on June 25, 2011, 04:08:55 pm
      Hmm... This is worrying...

      After downloading the ascii version, mayday tileset and extra raws, I find that my DF likes to crash at random intervals. a few times it was during generating the years of history for a large map, another time it was while running away from brook trolls.

      The crash is always the "Dwarf Fortress has encountered a problem and needs to close. We are sorry for the inconveniance" message.

      I would post the errorlog but I'm not sure which one of the seven billion errors led to the crash, although I could just post it all.

      I think I'll reinstall and see what happens...

      Oh and by the way, to install DFG I download the entire thing (with the dwarf fortress.exe and such) and use it to overwrite the files on the genesis ascii folder. Does that have anything to do with it?

      EDIT: Nope, it still crashes even on reinstallation. The non-genesis DFG game didn't crash, so my best bet is that it's something to do with something happening between mayday and genesis.

      The errorlog is too large for even an empty post, it seems, but it's mostly composed of unrecognized tokens, animal textures and inability to locate material template. All of them are to do with genesis creatures

      Oh, and it also crashes when I try to use the "Find desired location" option when embarking

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: greycat on June 25, 2011, 04:24:13 pm
      (ascii raws + ascii inits + ironhand readytoplay, or ascii raws + old ascii readytoplay + 3.25 exe)

      So there are actual gameplay changes in the data/init/ directory?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on June 25, 2011, 05:06:07 pm
      So there are actual gameplay changes in the data/init/ directory?
      Init directory tells what tileset (ascii tiles or graphics tiles) to use. And window size, autosave etc. Well maybe the tileset choice is not a gameplay change.

      After downloading the ascii version, mayday tileset and extra raws, I find that my DF likes to crash at random intervals. a few times it was during generating the years of history for a large map, another time it was while running away from brook trolls.
      Yep, I get worldgen crashes too, nothing to worry about.
      Adventurer crashes, maybe maybe I have had one, super rare.
      Fort mode crashes... they're more common, perhaps one per 2-3 fort years. So seasonal autosave and save after trading-done is a good idea. Sometimes incoming migrants cause the crash (caste, pet, items I have no idea which. I have set my Win7 to make crashdumps, which can only be read with like Visual Studio.)

      The errorlog is too large for even an empty post, it seems, but it's mostly composed of unrecognized tokens, animal textures and inability to locate material template. All of them are to do with genesis creatures
      You broke/duplicated a lotta something.
      Errorlog of ascii release was empty when I test-generated a world with it.

      Edit: what me embark with when have 3200 points (plus some more seed types on page 2)
      (http://dl.dropbox.com/u/8967397/current_embark_items_3200pt.png)

      Hmm in today-test ascii fort.. tiger killed two, both with "hand ripped off" AND NO OTHER DAMAGE. Gotta reduce bleeding a little.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: LordExumius on June 25, 2011, 05:21:42 pm
      Okay then, I've gone back to standard DF anyway because it seems more stable and less crashey.

      Edit: and I'm able to create 1050 year histories without a single crash on the non modded version.                               
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: vorpal+5 on June 26, 2011, 03:11:53 am
      I really like the mod, but there is a problem with a lack of detailed readme, wiki included. I would have expected at least one sentence on each new item.

      Example, what are the differences between a wood furnace and charcoal furnace ...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: celem on June 26, 2011, 04:13:42 am
      Charcoal furnace produces 2 logs per wood burned.

      Also, i'd agree, genesis needs better documentation.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Deon on June 26, 2011, 04:41:10 am
      What's wrong with the existing manual? It tells you what charcoal furnace does among other things. If you are too lazy to look for the file called "Genesis Manual" in the downloaded folder, I cannot help you :).

      If you want to write a more detailed manual, you are welcome. I have troubles writing my 120 page diploma which I should finish by tomorrow or tuesday ;).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Kicior on June 26, 2011, 04:48:31 am
      I have troubles writing my 120 page diploma which I should finish by tomorrow or tuesday ;).
      What is it about?  :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Deon on June 26, 2011, 04:56:30 am
      I have troubles writing my 120 page diploma which I should finish by tomorrow or tuesday ;).
      What is it about?  :P
      http://www.xantec.com/new/index.php?content=6&sub=6&haupt=6&gclid=CKa9v7Gm06kCFUrwzAodEAtfMQ

      But I don't use costly SPR sensors' filters, I use a 60-years-old japanese electron beam microscope (JEBD-2, tried to google it, but nothing in the internetz about it) to make SPR filters from common silicate glass and silver.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Kicior on June 26, 2011, 04:59:19 am
      Nice.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Deon on June 26, 2011, 05:06:46 am
      And also revolutionary. If I was not so lazy about writing, I could make a dozen publications already. But as noted a few times in this thread, I don't like writing about stuff, I like making stuff happen :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Deon on June 26, 2011, 08:26:08 am
      Okay, I am a bit tired of "butterfly brains" etc. so I simplify all vermin. They all get a "vermin" body and most get a mouth, and that's it.

      I am sure that's enough, they never use their tiny legs and tails anyway.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: vorpal+5 on June 26, 2011, 09:30:20 am
      What's wrong with the existing manual? It tells you what charcoal furnace does among other things. If you are too lazy to look for the file called "Genesis Manual" in the downloaded folder, I cannot help you :).

      If you want to write a more detailed manual, you are welcome. I have troubles writing my 120 page diploma which I should finish by tomorrow or tuesday ;).

      I just discovered the manual, because you said it existed. Sorry then. On the other hand, should the mere existence of a manual been indicated in big bold font in the first post, I would have read it, as I'm an avid reader...  :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Neyvn on June 26, 2011, 09:34:31 am
      So... I finally thought, Hey lets get around to trying this mod...

      So here I am.
      How do I install it with Ascii graphics. I hate Tilesets...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Torgan on June 26, 2011, 09:36:51 am
      There's an ASCII release in the first post.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Neyvn on June 26, 2011, 09:37:59 am
      There's an ASCII release in the first post.
      \\Blinks\\
      Where??? I can't see it, the only thing I see where it says Ascii is for OTHER MODS AND SUCH BASED OFF section...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Deon on June 26, 2011, 09:56:29 am
      Yes it's "other version" because it's new and updated to .25 and with TomiTapio's tweaks.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Neyvn on June 26, 2011, 10:09:13 am
      Yes it's "other version" because it's new and updated to .25 and with TomiTapio's tweaks.
      Whats the tweaks???
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: vorpal+5 on June 26, 2011, 10:13:19 am
      Ironwood, any special usage, like super crossbow bolts or whatever? It seems fairly precious...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on June 26, 2011, 04:12:00 pm
      How do I install it with Ascii graphics. I hate Tilesets...
      Unzip this http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_ASCII_READYTOPLAY_WarDucks_Marbles_June25.zip
      and you're all set. Then you can place your favorite song-game.ogg music in the sounds folder.

      Ironwood, any special usage, like super crossbow bolts or whatever? It seems fairly precious...
      Ironwood & spellwood are by Deon. Lots of fine tuning, new minerals, white bronze (copper-nickel), new trees (fairwood value 2x, goodwood value 3x, elite barrels and furniture), few new animals.
      Crossbows have a bayonet-stab worse than a dagger. Partial changelog sits in the raws folder.

      Edit: Here's the changelog also
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: FluidDynamite on June 26, 2011, 06:28:44 pm
      Noticed a minor typo: LIBRARY_READ_STONECRAFTING is "read stoinecrafing tomes" instead of "read stonecrafting tomes". Just thought I'd point it out. :)
      --
      Will it be wrong to ask for even more types of gems? :P Stuffing as many decorations as possible onto a single platinum statue is just sooo much fun...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Trapezohedron on June 26, 2011, 09:31:54 pm
      Noticed a minor typo: LIBRARY_READ_STONECRAFTING is "read stoinecrafing tomes" instead of "read stonecrafting tomes". Just thought I'd point it out. :)
      --
      Will it be wrong to ask for even more types of gems? :P Stuffing as many decorations as possible onto a single platinum statue is just sooo much fun...

      While on the topic, the gith (illithids) have a typo in one of their attacks. Strongy slashes is the typo, IIRC.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on June 26, 2011, 11:54:03 pm
      Noticed a minor typo: LIBRARY_READ_STONECRAFTING is "read stoinecrafing tomes" instead of "read stonecrafting tomes". Just thought I'd point it out. :)
      Will it be wrong to ask for even more types of gems? :P Stuffing as many decorations as possible onto a single platinum statue is just sooo much fun...
      Thanks for spotting that. Fixed "strongy" too.
      I don't think more gems are in order. Done all horn/hoof/ivory/tooth decorations to it?
      Most gems are about 30 frequency in my release, and 100 in Deon's.

      Getting little bits of inspiration from tv's http://en.wikipedia.org/wiki/Ancient_Discoveries documentary series.
      A chariot with four multi-bolt crossbows on it, without a driver, pulled at speed towards the enemy line by... a horse with its tail set aflame. Ep 6x09.
      And flexible metal slashing whip.. (but it should maim a novice user)

      War. War never changes. **mutilated corpses littering the area**

      Edit 03:36, just saw my first "black marble". Brought by traders.
      Whoa, one flayer wrestler stuck in a dried-up pool outdoors, real effort to get miners to overcome their fears to let us crush the haddockbiter.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Nirek on June 28, 2011, 06:28:35 pm
      Finally got foreman's job.xml to a semi usable state, for those that have asked:

      (based off Tomi's last build : Genesis_3.25dTT_Ironhand_WarDucks_Marbles_June25.zip )
      It's still very alpha but should be usable for basic things like barrels, meals and brew, lots of other things are in there but very untested, any glaring holes of things you'd like to see feel free to drop me a pm.

      Edit: url removed as depreciated
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Pawel1997PL on June 29, 2011, 10:51:43 am
      Hi, I have a question can I use illithid powers in adventure mode? Especially those like that poisonous AoE atack
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Trapezohedron on June 29, 2011, 01:43:18 pm
      Hi, I have a question can I use illithid powers in adventure mode? Especially those like that poisonous AoE atack

      Void masters have access to a powerful mind blast and some nice weaponry. The other mindflayers have some benefits too, but you can't use attacks like that poison breath aoe, since DF has yet to support breath attacks in adventure mode.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Deon on June 29, 2011, 01:58:29 pm
      Okay dudes, wish me luck. Tomorrow is my dissertation defense. I've already got all required documents and reviews by my project leader and my opponents, and I've made a Powerpoint presentation. I've managed to combine all the huge info in mere 15 slides :P.

      So now let's hope I can make the presentation and answer the questions good enough to get "five"!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on June 29, 2011, 07:49:16 pm
      Good luck Deon, crafter of research! Will you become a Doctor or Master of Science?

      Edit: in ascii, platinum is hard to distinguish from marble. Google for platinum, find http://nevada-outback-gems.com/prospect/gold_specimen/Natural_gold2.htm
      hmm silver-gray/white-gray how to represent.. I'll put bright yellow background on platinum ore.


      Edit2: Enough changes have accumulated, a new sub-release comes. Werewolves and mind flayers are deleted, to have a different world. Expect death by centaur hoof and four-armed nagas.
      For everybody: http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_ASCII_READYTOPLAY_NoWere_NoFlay_June29.zip (no music)
      For Ironhand tiles: http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand_NoWere_NoFlay_June29.zip

      My changelog:
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Elu on June 30, 2011, 11:05:26 am
      Good luck Deon!
      if you put the same effort in research as in Genesis, no doubt you'll end with maximum votes!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Deon on June 30, 2011, 01:33:18 pm
      Ooookay!

      It looks like the fact that I stopped playing and modding and focused on my university work payed off!

      Yay. No more univerisity! I've got an "excellent" mark for my dissertation.

      You can now call me Deon, the Magister of Physics and Medical technology!

      Good luck Deon, crafter of research! Will you become a Doctor or Master of Science?
      I am a magister. However I think in english it's "master's degree".

      P.S. Yup http://en.wikipedia.org/wiki/Master%27s_degree
      Quote from: wiki
      In some languages, a master's degree is called a magister, and magister or a cognate can also be used for a person who has the degree.

      A cognate Deon, the magister of the Order of medical physics

      :P :P :P :P :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: waerth on June 30, 2011, 04:31:20 pm
      Congratulations!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: piecewise on June 30, 2011, 07:56:56 pm
      medical physics? I assume it has something to do with nuclear medicine or imaging of some kind, but it makes me imagine someone doing surgery from a distance by calculating the most advantageous angle to huck scalpels at a patient.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Greiger on June 30, 2011, 08:58:24 pm
      Poking my head in here to say congratulations Deon!

      I might finish my Computer Engineering Technology Associates of Science degree... eventually...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Nirek on June 30, 2011, 09:10:14 pm
      Was combing over the raws/comparing to the inscreen lists while building my foreman things and ran into a couple of oddites I'm not sure are intended, in the stone restriction list: (This all against Tomi's June25 warducks)

      Mithril, Moon_silver, and CuNi (white bronze) don't show up in the warfare metals list, or anywhere else in the stone list
      Marble, and Black marble are 'usable' ie green in the flux stone list unlike all of the other flux stones
      Feldspar is also green and usable in the special stone section.
      Gypsum and Satinspar shows up in the other stone list, should probably be in special stone? (no idea about this one, just seemed odd to be the only other stone with a purpose)
      Frozen toxis spores shows up in the other stones list
      Pentlandite shows up in the other stones list, rather than ores.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: piecewise on June 30, 2011, 09:31:32 pm
      You kick The Barghest Axeman in the left testicle with your left hoof, bruising it through the small arachna silk cloak!
      You hear a bellow.
      The Barghest Axeman gives in to pain.
      The Barghest Axeman falls over.


      That never gets old.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on June 30, 2011, 10:40:40 pm
      Mithril, Moon_silver, and CuNi (white bronze) don't show up in the warfare metals list, or anywhere else in the stone list
      Marble, and Black marble are 'usable' ie green in the flux stone list unlike all of the other flux stones
      Feldspar is also green and usable in the special stone section.
      Gypsum and Satinspar shows up in the other stone list, should probably be in special stone? (no idea about this one, just seemed odd to be the only other stone with a purpose)
      Frozen toxis spores shows up in the other stones list
      Pentlandite shows up in the other stones list, rather than ores.
      Thanks for investigating, man!
      Indeed Mithril, Moon Silver and White Bronze do not have ores. Mithril is magicked from aluminum.
      pink and pure marbles are rare, so they should go to furniture use, not steelmaking reaction in my opinion (they appear inside marble layers). Black marble is NOT a flux stone in my opinion, too much bitumin-impurity.
      Feldspars (orthoclase, microcline and ten others) (let's say Feldspar represents those ten) are low-quality for furniture and statues, ofcourse they should be usable. Right, Feldspar is a tin-glaze component.
      Yeah I'll move pentlandite, black marble and f-t-spores around. Well the spores is stone, so I guess it automatically appears in stone list no matter what file it is in.

      You hear a bellow. The Barghest Axeman gives in to pain. The Barghest Axeman falls over.
      That never gets old.
      Fun randomness, eh? That was a sound from an unseen creature; if it was the barghest himself it would have been "The Barghest bellows."
      I like it when my keeper adventurer prays and sighs when facing tough opponents.
      Anyone killed a Dwarf King yet? The dorf rulers are chattable in towns because I've set dorfs and everyone to have towns. Well, Demons have forts.

      Edit: current changes..
      Spoiler (click to show/hide)

      Watching "Chinese food" episode "snakes" and pondering more meat animals for Fortress... then searching Yahoo Answers for wtf are the slowest animals(vertebrates).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: greycat on July 01, 2011, 07:49:26 am
      tip from BigD145: "All wells should be dipping into 2+ z-level deep bodies of water."

      Why's that?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: MiamiBryce on July 01, 2011, 09:19:52 pm
       Gratz Deon!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on July 02, 2011, 03:58:26 am
      tip from BigD145: "All wells should be dipping into 2+ z-level deep bodies of water."
      Why's that?
      It came up in a discussion of "how to make my water reservoir not stagnant." And it was his final word on the matter.

      Today's modding, inspired by "National Geographic - Wild Russia: The Secret Forest (2010)" documentary:
      - second tiger species "white tiger", larger and rarer, male 410kg(liger + 20), female 330kg. Now the previous tiger has major size difference between sexes.
      - "soft turtle" land animal, the kind that the chinese breed for turtle soup. http://en.wikipedia.org/wiki/Pelodiscus_sinensis Chinese softshell turtle, Sold 91 million CSS-turtles one year.
      - giant squirrel (finally!), size 40-75kg, not on tv.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: greycat on July 02, 2011, 10:05:12 am
      How does "Extract from Plant" (at a still) work?  I've got some peanuts, and the manual says I should be able to extract peanut butter.  But when I queue up an Extract job, I get "Urist cancels Extract from Plants: Needs unrotten extract-bearing plant plants."  I thought it might be a stockpile bug, so I disallowed peanuts from the stockpile, then dumped them to a tile outside the stockpile, unforbade them, and tried again -- with the same result.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on July 02, 2011, 11:22:48 am
      How does "Extract from Plant" (at a still) work?  I've got some peanuts, and the manual says I should be able to extract peanut butter.  But when I queue up an Extract job, I get "Urist cancels Extract from Plants: Needs unrotten extract-bearing plant plants."  I thought it might be a stockpile bug, so I disallowed peanuts from the stockpile, then dumped them to a tile outside the stockpile, unforbade them, and tried again -- with the same result.
      It's one of the more annoying labors -- need glass vials for the extracting, for "love potions" and such.
      http://df.magmawiki.com/index.php/DF2010:Flask
      http://df.magmawiki.com/index.php/DF2010:Extracts
      "Gnomeblight can be created from Kobold bulbs at a still via "Extract plant essence", requiring a vial and a dwarf with the Plant Gathering labor enabled"

      http://df.magmawiki.com/index.php/DF2010:Glass_industry
      damn ashes, fuels, bags

      Also: "must process peanuts speedily coz dorfs eat them raw." Or those peanuts might be claimed/owned and laying on some bedroom floor.
      I usually just hit bulk processing order at the farmer's workshop: a-l-r, a-p-r, a-v-r
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: greycat on July 02, 2011, 12:54:26 pm
      Hmm... well, I have several plants that should be extractable -- redcurrants, blood boils, etc.  I specifically chose those two (since they were the first two I noticed), disallowed them from the plant stockpile, dumped them, and claimed them.  Then I dumped some green glass vials, claimed them, and disallowed tools, flasks and goblets from the finished goods stockpile where they'd been sitting.

      So I had a plain non-stockpile tile with blood boils, redcurrants, and green glass vials sitting on it.  None of these are owned by any dwarf.

      I tried queueing "Extract from Plant" at the still, and it was cancelled.  I tried queueing "Process Plants (to vial)" at a farmer's workshop, and that was cancelled too.

      Edit: oh, hmm... "Process Plants (to barrel)" worked for the redcurrants.  So it looks like many (most? all?) of the plants marked as "Extract" in the manual are actually processed into barrels, not using "Extract from Plant" at a still.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Deon on July 03, 2011, 04:20:45 am
      Yeah, barrel and vial extracts are different labors. I should note it in the manual.

      Meanwhile, I plan to rework the farming alltogether. And cooking too.

      I will probably reduce the amount of plants, but make them more specific.

      There will be vegetables which cost less but grow faster. Also there will be fruits which grow longer but cost more (tasty) and are processable into jam. There also will be sugar-bearing plants and flour-bearing plants. And some more variants as well, but I didn't plan them.

      Cooking right now is "mincing", so all "fine meals" should be salads. I will make a separate reaction to make pies, raviolli etc. which will require actual flour and vegetable/meat filling. It will make dishes to have more sense.

      Also I will expand the current bread baking and candy making, and add a bunch of other recipes. The kitchen menu will look fun.

      Of course if you don't want to bother with it, you will still be able to "mince" reagents in common meals which will be just salads.


      P.S. About my situation, I'm just back from my graduation night on a ship, so I am not feeling well :P. You know, no sleep, lots of strong drinks and random food. I think I drank a full bottle of Gordons and half a bottle of vodka, not to mention champaigne wine and red/white wine here and there heh. But it was fun :D.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Sirdrake on July 03, 2011, 05:45:24 am
      P.S. About my situation, I'm just back from my graduation night on a ship, so I am not feeling well :P. You know, no sleep, lots of strong drinks and random food. I think I drank a full bottle of Gordons and half a bottle of vodka, not to mention champaigne wine and red/white wine here and there heh. But it was fun :D.

      luckily a dwarf isnt reading this

      Dwarf:pufft is that it i can do all that in less than an hour
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: FluidDynamite on July 03, 2011, 08:56:30 am
      Of course if you don't want to bother with it, you will still be able to "mince" reagents in common meals which will be just salads.

      Aww, no more yak cow guts swirlcakes? :P Expanded kitchen sounds very interesting, lots of fun can be had just looking at the crazy concoctions the dwarves manage to cook up. I think my silliest meal was one made out of four different types of minced eyeballs, had to micromanage the stockpiles pretty carefully to get that.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on July 03, 2011, 01:13:14 pm
      Aww, I've got 5-6 new plants on my todo list :) two fantasy non-rotting nuts and the rest chinese cuisine.
      Edit: and before coffee, there was an alcoholici drink made from coffee beans.
      Most boring meal I've seen: carrot seeds x4.

      Added giant owl and giant chipmunk today, they'll be seen in my next sub-release.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Sirdrake on July 03, 2011, 01:25:51 pm
      is it possible for there to be a 0.01% chance for birth of a certain caste because if there is i would think some kind of super dwarf mybe using the NATURAL_SKILL tags to start with like legendary+5 skills all around.

      kind of like a god caste, always been a thing that interested me in DF is the gods shame you cant have speacial dwarfs come to your fort
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on July 04, 2011, 04:08:01 am
      Enough changes have accumulated, a new sub-release comes. With animals. Nevermind that Toady's next version has 2-5 dozen new creatures, that might still be a month away.
      For everybody: http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_ASCII_READYTOPLAY_NoWere_NoFlay_July4.zip
      For Ironhand tiles: http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand_NoWere_NoFlay_July4.zip

      Recent changes:
      Spoiler (click to show/hide)

      is it possible for there to be a 0.01% chance for birth of a certain caste because if there is i would think some kind of super dwarf mybe using the NATURAL_SKILL tags to start with like legendary+5 skills all around. kind of like a god caste, always been a thing that interested me in DF is the gods shame you cant have speacial dwarfs come to your fort
      It is possible, but they will probably appear more often than one in 10 000, no matter what high popratio numbers one puts. I won't put a invincible demigod/DBZ caste into my worlds. And would it really matter if you got one ultradwarf in 50 forts.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Seraphyx on July 05, 2011, 12:19:54 am
      Hello everyone, I have a question about the Altars, display case, and anatomical theater. I don't understand how altars work, I had two dwarves with the alchemy labor enabled (which is the only thing it said on the genesis wiki I believe) but when I want to sacrifice a weapon, it would just appear in red, and clicking on it just tells me the regent and what I may get (same with nature altar). I'm not sure if I'm supposed to do anything else, I couldn't find any more information about this.

      Display case, it asks for a glass box? I had quite a bit of glass, all kinds, but I didn't see where to make the glass box.

      I couldn't get my doctor to use the anatomical theater at all, he wasn't busy and had all labors enabled. I also had all of the required items it said it needs to perform those tasks. Do I have to put it in a hospital zone or something?

      Amazing mod and thanks to anyone in advance for any help with this.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on July 05, 2011, 01:57:27 am
      Hello everyone, I have a question about the Altars, display case, and anatomical theater. I don't understand how altars work, I had two dwarves with the alchemy labor enabled (which is the only thing it said on the genesis wiki I believe) but when I want to sacrifice a weapon, it would just appear in red, and clicking on it just tells me the regent and what I may get (same with nature altar). I'm not sure if I'm supposed to do anything else, I couldn't find any more information about this.

      Display case, it asks for a glass box? I had quite a bit of glass, all kinds, but I didn't see where to make the glass box.

      I couldn't get my doctor to use the anatomical theater at all, he wasn't busy and had all labors enabled. I also had all of the required items it said it needs to perform those tasks. Do I have to put it in a hospital zone or something?
      Cheers mate. Maybe all your weapons are in use by the militia? Or the weapons stockpile is too far. One can cheat by sacrificing 100 wood or bone crossbows. I'd recommend a stockpile of low-quality weapons near the altar and trading depot.
      "- if a reaction is red (unavailable) in the workshop but you know you have the materials for it, maybe the materials are too far away and you need to make stockpiles near the workshop. Or try adding the job in the job manager queue (j-m-q). Might happen more often with soap maker and alchemy workshop." from my http://df-genesis.wikidot.com/tips-and-advice

      For the display case, one clear glass box is needed, from the glassmaker's workshop. ash -> potash -> pearlash required to make that clear glass. http://df.magmawiki.com/index.php/DF2010:Glass_industry

      Anatomical requires a piece cloth so the reaction has an input and output(the same cloth), so skill gain happens. We just assume everyone has extra cloth laying around. No need for anatomical theatre to be inside a hospital.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Seraphyx on July 05, 2011, 07:57:38 am
      Hmm.. thanks I will try putting a stockpile of weapons closer to the Altar.

      I'm still not understanding the glass box. I'm pretty sure I had extra clear glass laying around, but where do
      I actually 'make' the glass box? I don't recall seeing any options to build anything in the glass furnace.
      I'll recheck to make sure when I get a new fort started up.

      And about the cloth, yeah I think I should have had plenty of extra cloth as I usually buy several bins of
      cloth and leather whenever the caravans stop by so I'm not sure why he didn't want to do anything. I'll
      try again soon once I get into a new fortress.

      ---

      Got the anatomical theater working after I put a cloth bin next to it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Nirek on July 05, 2011, 11:46:31 pm
      Mithril, Moon_silver, and CuNi (white bronze) don't show up in the warfare metals list, or anywhere else in the stone list
      Marble, and Black marble are 'usable' ie green in the flux stone list unlike all of the other flux stones
      Feldspar is also green and usable in the special stone section.
      Gypsum and Satinspar shows up in the other stone list, should probably be in special stone? (no idea about this one, just seemed odd to be the only other stone with a purpose)
      Frozen toxis spores shows up in the other stones list
      Pentlandite shows up in the other stones list, rather than ores.
      Thanks for investigating, man!
      Indeed Mithril, Moon Silver and White Bronze do not have ores. Mithril is magicked from aluminum.
      pink and pure marbles are rare, so they should go to furniture use, not steelmaking reaction in my opinion (they appear inside marble layers). Black marble is NOT a flux stone in my opinion, too much bitumin-impurity.
      Feldspars (orthoclase, microcline and ten others) (let's say Feldspar represents those ten) are low-quality for furniture and statues, ofcourse they should be usable. Right, Feldspar is a tin-glaze component.
      Yeah I'll move pentlandite, black marble and f-t-spores around. Well the spores is stone, so I guess it automatically appears in stone list no matter what file it is in.
      I was looking at it more from a gameplay standpoint that stood out as 'odd' ie these are not like the others etc.
      (I'm actually learning alot in my quest to build a complete genesis dfjobs.xml for dwarf foreman, hehe)

      Are the warfare metals still ranked the same as they are on the wiki? (also where would white bronze fit there)
      One other question, what's the differences in the various helmets? Masked helmets I think were added to be the best/safest, yes?

      and one final random question, don't suppose you know of there's any manager jobs outside of the ones on workshops and furnaces?

      Edit: whoops forgot to link new djobs
      http://dl.dropbox.com/u/33793962/Genesis_dfjobs_xml_v0_5.zip (http://dl.dropbox.com/u/33793962/Genesis_dfjobs_xml_v0_5.zip) Carpenter and Mason fully implemented, some misc other useful ones (kitchen/still, few others)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on July 06, 2011, 02:28:29 am
      Are the warfare metals still ranked the same as they are on the wiki? (also where would white bronze fit there)
      One other question, what's the differences in the various helmets? Masked helmets I think were added to be the best/safest, yes?

      and one final random question, don't suppose you know of there's any manager jobs outside of the ones on workshops and furnaces?
      For the time being, white bronze has the same numbers as black bronze. They say it's hard to work with white bronze, very stiff. Perhaps someone could help us with the numbers, CuNi 75:25 is decently documented on the web.

      I put the masked helmet to cover 100% of head and all the other helmets 85%. Kettle hat the worst, 60%.
      A leather masked helm should be handy to have when wildcats are clawing at your face.
      Spoiler (click to show/hide)
      No, can't think of any queueable jobs that aren't in workshops. There's cleaning.. planting.. store in bin.. well isn't a workshop? Lever possibly isn't a workshop.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Torgan on July 06, 2011, 01:43:09 pm
      I'm still not understanding the glass box. I'm pretty sure I had extra clear glass laying around, but where do
      I actually 'make' the glass box? I don't recall seeing any options to build anything in the glass furnace.
      I'll recheck to make sure when I get a new fort started up.
      It should be at the glass furnace, a box is just the name for a glass chest/coffer.

      You need to have the materials to make clear glass, if you've already made it into a clear glass gem you can't use that to make something else, that's a finished item in itself.  It can only be cut (if rough) then used to encrust an item via the jeweler's workshop.  Unless Genesis has extra reactions using them of course, it's hard to keep track :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Nirek on July 06, 2011, 11:22:55 pm
      Found some more oddities, and one typo thus far (about halfway thru the workshops, at least recording the reactions, not actual foreman part yet)

      Typo in read stonecrafting tomes (reaction:library_study_stonecraft) 'read stoinecrafting tomes'
      moon silver and sun gold are missing the 'ice axe' weapon
      silver and sterling silver can be made into bow/crossbow bolts, but none of the other precious metals can, only warfare

      probably intended, but coarse iron can be made into anvils.

      Not a bug, but something that might want to be looked at: at the kiln is glaze clay/stone jug, and glaze clay/stone jug (ash) but the (ash) does not show up in the menu they look exactly alike in DF, glaze statue, large pot and crafts aren't really readable either, but they're atleast different.

      make lay pewter bars (use bars) exists, but (use ore) does not

      you can craft clear, green, crystal glass grates but only clear, green beds. (edit: You can also make glass grates at the glass furnace, as well as the furniture workshop)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on July 07, 2011, 02:39:25 am
      moon silver and sun gold are missing the 'ice axe' weapon
      silver and sterling silver can be made into bow/crossbow bolts, but none of the other precious metals can, only warfare
      probably intended, but coarse iron can be made into anvils.
      Right, ice axe uses mining skill for combat. It's the Nords' pick. I suppose it is dwarfy to have picks made of elite moon silver (which is almost as edged as red steel).
      Silver bolts vs. werecreatures, classic. And silver IRL is used for kitchen stuff and dinner knives, it's better in combat than gold. I guess I'll re-enable zinc nickel tin bolts.
      Yup, helps to make coarse iron anvils sometimes, especially when first and only anvil is either in smith's forge or finishing forge. The anvils are also a reasonable trade good, not too heavy.

      Not a bug, but something that might want to be looked at: at the kiln is glaze clay/stone jug, and glaze clay/stone jug (ash) but the (ash) does not show up in the menu they look exactly alike in DF, glaze statue, large pot and crafts aren't really readable either, but they're atleast different.

      make lay pewter bars (use bars) exists, but (use ore) does not
      you can craft clear, green, crystal glass grates but only clear, green beds. (edit: You can also make glass grates at the glass furnace, as well as the furniture workshop)
      too long text for the interface, right. Guess people aren't glazing many wooden jugs in the kiln. I'll reword to "ash-glaze X".
      Those reactions I'll leave for Deon to ponder, he's really good at reactions.

      Next patch's changelog so far:
      Spoiler (click to show/hide)

      Wait what, pots are in the raws, editable!
      [ITEM_TOOL:ITEM_TOOL_LARGE_POT]
      [NAME:pot:pots]
      [ADJECTIVE:large] --Think I'll delete this for a while
      [VALUE:10]
      [HARD_MAT]
      [TOOL_USE:FOOD_STORAGE]
      [TILE:232]
      [SIZE:5000] --jug is 300
      [MATERIAL_SIZE:1]
      [CONTAINER_CAPACITY:60000] --jug is 10 000. does this mean that hardcoded barrels are 60 liters??
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Nirek on July 07, 2011, 05:33:52 am
      Has anyone gotten their dwarves to make a Human fortress game? 300 toys and counting and.. nothing, got at least a dozen of every other toy that they're allowed in the entity file, but no human fortress :(

      Edit: Just after I wrote this, I had a dwarf caravan from the mountainhome.. come with a black bronze human fortress game..still none made by my dwarves though, I am making them out of rocks, wouldn't figure that would matter.

      Edit2: I also just noticed wooden toys aren't visible on the craftdwarf menu, though it can be assigned via manager
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Ladde on July 07, 2011, 06:34:34 am
      Would it be possible to add descriptions on seeds on which are above and underground seeds? That would make it alot easier, if it isn't to much hassel.
      And if I can do it myself, please tell.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TheIcelandicManiac on July 07, 2011, 12:12:50 pm
      Question kind sirs: What are Domple Dwarfs?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Dutchling on July 07, 2011, 12:25:06 pm
      Did Deon change the castes? A domple dwarf is probably a really stupid dwarf >.> Think of the beardless dwarf in snowwhite.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Deon on July 07, 2011, 03:20:05 pm
      It's TomiTapio's tweaking :). I've never made anything like warrior/domple dwarf in my base mod.

      Would it be possible to add descriptions on seeds on which are above and underground seeds? That would make it alot easier, if it isn't to much hassel.
      And if I can do it myself, please tell.
      You'd have to edit each plant and add something like (AG) and (UG) to them. Also probably biomes to AG plants since they don't grow everywhere :P. Well, I think it's easier to look in a table in a help file, but of course it's possible.
      Once I remake the plant/food system I plan to call underground seeds "spawns" or "spores" and aboveground just "seeds".

      Still working to get a good job here, guys. I didn't disappear for nothing :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on July 08, 2011, 01:44:10 am
      Domples are simpletons, they have huge difficulty learning things. Not to be confused with shroom caste, who are short-sighted, merry, slightly crazy, and have minor (-30%) learning handicap.
      Domples make for more fun roleplaying. "And then Dobar MacDolt won the election." "And the only survivor was a domple, who failed to do really much anything."

      "Unfortunately, some dwarves will never realize the glory of metalworking or stonecrafting. They are slow of mind, haphazard of beard, and childlike in thought. Their blades will never strike true and even the goats will laugh at them. Learning is not for them, but they don't get distracted from their hauling duty. If they are ever given a weapon, it should be a mace."
      Spoiler (click to show/hide)

      Warrior caste "The warrior mindset lets these learn the ins and outs of combat quicker than their fellows. Their legs however can never be as swift as the fastest other castes."
      Spoiler (click to show/hide)

      And my baseline of dwarf skills, for most castes:
      Spoiler (click to show/hide)

      That's a good idea Deon, calling underground plants' seeds something else. I think I'll do that.
      Synomyms for seed.. "egg, egg cell, embryo, germ, grain, kernel, ovule, ovum, pip, spore" http://dictionary.reverso.net/english-synonyms/seed I think I'll use "pips".

      Human Fortress tabletop game doesn't have [HARD_MAT] like 90% of the toys... I'll add that. That leaves "flower" toy for leather/cloth only crafting.

      Unrelated, X-Com alien items research pondering:
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: greycat on July 08, 2011, 07:28:58 am
      Once I remake the plant/food system I plan to call underground seeds "spawns" or "spores" and aboveground just "seeds".

      I really like that.  (Better than I like "pips".)  Also, if you could somehow manage to force the underground plants and the aboveground plants to group together in the stockpile list, that would be really nice.  As it is now, in order to make an underground seed stockpile, you have to go through the whole list and select these 12... skip a few... these 3... skip some more... these 5... skip more... this one... etc.  That's not as important as labeling them, though.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Alkhemia on July 08, 2011, 07:29:34 am
      A Upright Mithril Long Sword is that better then Adamantine? ???

      edit: looked at the wiki no it not but whatever I have a candy shop
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Isher on July 08, 2011, 09:41:57 pm
      Hi,

      I checked the manual but it doesn't have info on white bronze. Is white bronze's density near that of black bronze? I'm thinking it'd be better than by black steel shield. Unless you've changed up how shields work (as I understand it a shield blocks like a shield and the denser the better it hits, so denser is better).

      Also, if I were to use phoebus would tomitapio's latest updates still work (like dragging ascii in?) - and what effect will trying to use beefmo's unit graphics have? It does look like some of the ironhand units are beefmo units. But I like phoebus/beefmo so any way to get that in would be kickass.

      Also, for your second mission is it typical to have to kill a guy (orc in this case) and find he's surrounded by 40 dudes, half of them elves and half of them orcs? It's nice having them all there to wittle the edges off, just wondering.

      Also, is a baldur monk really not a notable kill? Cause that was an epic fight (well 15 of them were epic beatdowns against me and one was a random thrown bolt brainshot but it was an epic series of "i'm going to lose this character - oh, no, I'm not" events).

      I promise to use the word also less in future posts.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on July 09, 2011, 03:59:52 am
      I checked the manual but it doesn't have info on white bronze. Is white bronze's density near that of black bronze? I'm thinking it'd be better than by black steel shield. Unless you've changed up how shields work (as I understand it a shield blocks like a shield and the denser the better it hits, so denser is better).
      Deon has not yet approved of White Bronze, he's busy with real life. No updates since late April. WB is only in my experimental releases, and inside the raws it says something like "using black bronze's values for now".
      Every material of the same shield size ([BLOCKCHANCE:23]) should block the same. They say material only affects the bashing attack of shield, heavier the better.
      Hey, could have a magic shield with ultra-high blockchance coming from Altar Sacrifices.

      Also, if I were to use phoebus would tomitapio's latest updates still work (like dragging ascii in?) - and what effect will trying to use beefmo's unit graphics have? It does look like some of the ironhand units are beefmo units. But I like phoebus/beefmo so any way to get that in would be kickass.

      Also, for your second mission is it typical to have to kill a guy (orc in this case) and find he's surrounded by 40 dudes, half of them elves and half of them orcs? It's nice having them all there to wittle the edges off, just wondering.

      Also, is a baldur monk really not a notable kill? Cause that was an epic fight (well 15 of them were epic beatdowns against me and one was a random thrown bolt brainshot but it was an epic series of "i'm going to lose this character - oh, no, I'm not" events).
      Should totally work when put tileset-for-vanilla into my ascii release... unit-gfx-for-vanilla probably needs manual tweaking since there's lots of changes (halberds being the most prominent) and castes.

      Second kill-task, yeah sounds normal to "go kill bandit leader" and in my raws I've increased the banditry a lot, for Adventuring Fun. Then seems like the local bandits can recruit people from other banditry-having civs.

      My Baldur Monk is just a wild animal I'm afraid, cannot command in the raws that he/she belongs to a civilization. And if he belonged to a civ, the monk would not come kick dwarves in the face!
      Glad you're having Adventuring Fun!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Isher on July 09, 2011, 09:22:54 pm
      Thanks for your response Tomi (and the awesome modding work).

      One more thing (also), no people/orcs/elves are ever initially hostile to me. If i have a task to kill them, still not hostile. If they halt me in the middle of the world and say "tell them it was the serious ironies if you live!" they don't actually attack. I have to start the hostilities. I make sure to attack just to be fair to the poor computer but it allows me to get way closer.

      Now there was one time when I camped near that band of 40 people I told you about earlier (there were actually 63, I know because I killed them all eventually) that they surrounded me and said "tell them etc. etc." and then mobbed and killed me... but I do believe I had started hostilities with them already and had just ducked out to let some of the wounds heal.

      (EDIT)
      And then I was attacked in another "tell them" episode and I attacked (sylvan elves) and then the whole civ seems to be at war with me. But they may have already been. I just wondered into their hamlet and was going to go rest and I had to kill some civs. Each building has this "i'm so and so and I killed all these people" like they were targets (they weren't). I'm thinking maybe this is because, as the description says, sylvan elves are not nice. But it could be because I started some sh*t with some bandits, I dunno.

      I'm trying to describe this as thoroughly as possible in case it's a bug (it's probably known already if it is but I want to toss my 2 cents in to help if it's something relatively new). And I surely don't mean to complain, this is fun as hell. I just want to know the system so I know how things are supposed to be.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on July 10, 2011, 06:07:13 am
      One more thing (also), no people/orcs/elves are ever initially hostile to me. If i have a task to kill them, still not hostile. If they halt me in the middle of the world and say "tell them it was the serious ironies if you live!" they don't actually attack. I have to start the hostilities. I make sure to attack just to be fair to the poor computer but it allows me to get way closer.
      Hmm, my adventurers get a very hostile welcome at bandit camps, they start their alarm shouts and charging and shooting.
      What race is/was your adventurer in question, that might be quite important. Might be that bandit camps are always friendly to goblins or evil civs, don't know.
      Seems super rare to be stopped by bandits while travelling, in my adventures.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Deon on July 10, 2011, 03:56:44 pm
      I had experienced a similar thing: when I killed a few named monsters/megabeasts which were enemies of everyone, it made me a friend of bandits. They try to attack but cannot.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Black Rabbit on July 10, 2011, 08:54:52 pm
      Hey Deon, please forgive me if this has already been mentioned, as I didn't have time to comb through past messages, but I thought I'd pipe up real quick to point out that blue crystals are showing up in massive clusters.  Looking at the raw, I see they're CLUSTER, not CLUSTER_SMALL.  If this is as intended, alrighty, but just thought I'd point it out if it's not intentional.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Nirek on July 10, 2011, 11:30:43 pm
      Going thru the plants now, oddity time :)

      Glowberries (berries_glow, plant_botany_cave) appear to have duplicate edible tags

      Dwarven grog (cave_bean_albino, plant_botany_cave) Ginseng tea (root_ginseng plant_botany_root) and nightshade liquor (nightshade,plant_genesis) can be cooked.

      Quarry bush leaves have 2 edible_cooked tags (bush_quarry, plant_standard)
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on July 11, 2011, 10:31:10 am
      Hey Deon, please forgive me if this has already been mentioned, as I didn't have time to comb through past messages, but I thought I'd pipe up real quick to point out that blue crystals are showing up in massive clusters.  Looking at the raw, I see they're CLUSTER, not CLUSTER_SMALL.  If this is as intended, alrighty, but just thought I'd point it out if it's not intentional.
      Fixed to be rare veins in my releases, many months ago. Don't know what alchemy Deon wants/wanted with them.

      Going thru the plants now, oddity time :)
      Dwarven grog (cave_bean_albino, plant_botany_cave) Ginseng tea (root_ginseng plant_botany_root) and nightshade liquor (nightshade,plant_genesis) can be cooked.
      Thanks Nirek! Removed the duplicates now, and I made more alcohols allowed to be cooking ingredients (chicken in red wine, beer muffinses, beer porridges... rum, sweet liquor) (we have rum-soaked raisins icecream IRL)
      But Deon is planning a plants & cooking overhaul.


      Enough changes etc. here's latest sub-release. Two new decorative stones/minerals, two new aggressive creatures (d-monk and t-monk), seven non-warfare metals allowed to become ammo.
      For everybody: http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_ASCII_READYTOPLAY_NoWere_NoFlay_July11.zip
      For Ironhand tiles: http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand_NoWere_NoFlay_July11.zip


      Recent changes:
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Nirek on July 11, 2011, 10:41:39 am
      I would actually sooner cooking it being removed, mostly because dwarves are dumb and will cook themselves out of drink :p and realistically, would a dwarf use alchohol in a meal? Would be such a waste of perfectly drinkables using it to cook and have all the alchohol burn off, hehe.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on July 11, 2011, 10:46:29 am
      For dwarves, bread and cookies become better when you cook with beer! Much better with beer than with pointy-eared mint tea and pineapple dak dak dak krys.

      It's only like 8 alcohols out of 30-35 that I allowed. Easy to turn their cook_okay flag off in the z-menu.

      Recently I've been playing very little, everything is boring.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Isher on July 11, 2011, 11:09:06 pm
      Hey tomi, I see I can't make a sword out of a dragon fang, but is a dragon bone sword alright, as in sharp? I can't tell the difference so far between it and black steel but I've had limited experience and It'd take a lot more tests.

      Also, is dragon bone good for armor or just... ok. Same with dragon scale cloaks, compared to, say, sun gold chainmail.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on July 12, 2011, 02:49:02 am
      Sorry, but bone weapons, even from 2x or 4x toughness bones, are awful. Toughbone armor might be decent if you only have copper. Dragon scales lose to copper also.
      Actually Oak and Mahogany and other goodwood spears are better weapons than toughbone spears. 2500 edge vs 2000 edge. Default stone has 1000.

      http://df-genesis.wikidot.com/tips-and-advice
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: greycat on July 15, 2011, 08:22:55 pm
      This is a copper mail shirt.
      On the item is a rendition of a superiorly designed image of mittens.  The image is the symbol of The Unkempt Alchemy-Sin, a serpentfolk civilization.  It is made from wax opal.

      Awww... they're just so proud of actually having hands!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Isher on July 16, 2011, 02:37:25 pm
      Is there a way to switch off the monks?

      I tend to start out as a peasant and throw away my weapons, shirk companions and buying stuff, and make my own crappy stone/bone/leather weapons/armor til I find better. It's hard enough (I restart all the time) but a monk surprise is an immediate death sentence. Add to that the first quests often send you after animals, and since the monk is an animal I can't get a local quest that doesn't require that I defeat something that moves 5x faster than me and is both untouchable and immediately lethal.

      Don't want to sound like I'm whining, it's just that the monk really limits starting options as he's a universal presence.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Sirdrake on July 16, 2011, 05:00:12 pm
      Is there a way to switch off the monks?

      I tend to start out as a peasant and throw away my weapons, shirk companions and buying stuff, and make my own crappy stone/bone/leather weapons/armor til I find better. It's hard enough (I restart all the time) but a monk surprise is an immediate death sentence. Add to that the first quests often send you after animals, and since the monk is an animal I can't get a local quest that doesn't require that I defeat something that moves 5x faster than me and is both untouchable and immediately lethal.

      Don't want to sound like I'm whining, it's just that the monk really limits starting options as he's a universal presence.

      Probaly just remove it from, the RAW files
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Isher on July 16, 2011, 07:21:20 pm
      Probaly just remove it from, the RAW files

      I know the bogeymen can't be removed without doing a world without night creatures (at least this is what everyone says) so I figured maybe that's not a way to do it.

      If it IS that's great. Would one have to restart the game to make this work?

      And I wanted to add, I've fought monks with much better people and still gotten demolished (except one time I got a lucky bolt throw to the brain); with an advanced guy the fight is pretty fun and it is awesome how the monks actually use wrestling well (and nice to still face a threat in the game at an advanced stage) - I like them in the game, but it's been a point of aggravation.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on July 16, 2011, 08:12:35 pm
      Probaly just remove it from, the RAW files
      If it IS that's great. Would one have to restart the game to make this work?
      And I wanted to add, I've fought monks with much better people and still gotten demolished (except one time I got a lucky bolt throw to the brain); with an advanced guy the fight is pretty fun and it is awesome how the monks actually use wrestling well (and nice to still face a threat in the game at an advanced stage) - I like them in the game, but it's been a point of aggravation.
      Probably can't delete them from save's raws. Easy to nerf them in an existing world: set their speed to 1200 or 1400. Or put natural skills to zero or two. They're [SPEED:650] by design, so they're mightier than minotaurs when they come to one's fort. The three types of monks have different biomes. They're in creature_custom_tt.txt, where some of my critters reside.
      Hmm perhaps they are a little too tough for adventurers, I haven't probably encountered them enough.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Jackledead on July 19, 2011, 03:48:40 am
      Tomi, it has come to my attention that during the "plan carefully" embark screen, the miner profession is listed twice, once at the top, and once at the start of the military skills.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: frodo0800 on July 19, 2011, 03:45:29 pm
      is it possible to use the newest version of phoebus with this mode ? because i've downloaded the one on the front page,and when i try to stall the newest versions of phoebus i that one dwarf civ disapear and i can only play as elfs.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Phoebus on July 19, 2011, 04:51:39 pm
      is it possible to use the newest version of phoebus with this mode ? because i've downloaded the one on the front page,and when i try to stall the newest versions of phoebus i that one dwarf civ disapear and i can only play as elfs.
      No, the two mods are not compatible.
      The way the modding system works, the definition of what something looks like is located in the same file as it's gameplay properties.
      So when you install a graphic mod over a gameplay mod, a large number of gameplay modifications end up being overwritten in the process; it breaks the game.

      The graphic modification need to be merged with the gameplay modifications.
      In itself that isn't such a big problem, but Genesis and it's variants add a lot of new content, and that new content also needs to modded graphically.
      TomiTapio and Deon are playing using the Ironhand tileset (I presume), so they're modding their new creations for the Ironhand tileset as they go.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on July 21, 2011, 05:09:40 am
      Tomi, it has come to my attention that during the "plan carefully" embark screen, the miner profession is listed twice, once at the top, and once at the start of the military skills.
      Hmm, so it is. Probably because there's two weapons that use the mining skill. Just a DF quirk.

      ps. bought "Dwarfs!?" on Steam since it was only 2 euros. trailer: http://www.youtube.com/watch?v=XIMarlHF7Pk
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Sirdrake on July 21, 2011, 01:21:22 pm
      ps. bought "Dwarfs!?" on Steam since it was only 2 euros. trailer: http://www.youtube.com/watch?v=XIMarlHF7Pk
      DIGGY DIGGY HOLE!!!!!! lol ment to be a good game
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Befenismor on July 21, 2011, 03:37:51 pm
      I was wondering if there's a list of genesis prefstrings somewhere?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Deon on July 21, 2011, 05:23:50 pm
      Good news, I am back to modding (somewhat). I am still limited in time, but I will get my PC back this weekend and finish the dev version of Genesis.

      Right now I am modding Cataclysm the roguelike :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Sirdrake on July 21, 2011, 05:32:39 pm
      Good news, I am back to modding (somewhat). I am still limited in time, but I will get my PC back this weekend and finish the dev version of Genesis.

      Right now I am modding Cataclysm the roguelike :).

      WELCOME BACK :D
      I need to start playing df again been awhile :-[
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Samohan25 on July 22, 2011, 04:44:28 am
      TomiTapio, on thing that I was just wondering about, is obsidian meant to be found naturaly in stone layers? I found it a mere 5 layers below the ground, no where nere a volcano. Part way in to digging my dining hall I noticed several rough-hewn obsidian walls which I don't remember could exist unless water and lava mixed.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Tiruin on July 22, 2011, 05:51:42 am
      TomiTapio, on thing that I was just wondering about, is obsidian meant to be found naturaly in stone layers? I found it a mere 5 layers below the ground, no where nere a volcano. Part way in to digging my dining hall I noticed several rough-hewn obsidian walls which I don't remember could exist unless water and lava mixed.

      Sorry for answering in his stead. Yes, it is meant to be found naturally, in igneous extrusive layers, also a vanilla feature  :) .

      And since I can't find it, does the latest Genesis link have werewolves/demons/Illithids? I heard that Illithids and werewolves were removed, why?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on July 22, 2011, 05:51:59 am
      I was wondering if there's a list of genesis prefstrings somewhere?
      No, but someone with a unix commandline can very easily make one. Something like "cat *.txt |grep prefstring > output.txt" (we had many unixes at university)

      TomiTapio, on thing that I was just wondering about, is obsidian meant to be found naturaly in stone layers? I found it a mere 5 layers below the ground, no where nere a volcano. Part way in to digging my dining hall I noticed several rough-hewn obsidian walls which I don't remember could exist unless water and lava mixed.
      Yes, obsidian occurs naturally, as does basalt (plus pumice & scoria porous gassy-magma made minerals in my releases.)
      Obsidian is set as a [IGNEOUS_EXTRUSIVE] layer-only appearing stone. (max_edge 20k, better than copper)

      And since I can't find it, does the latest Genesis link have werewolves/demons/Illithids? I heard that Illithids and werewolves were removed, why?
      My latest doesn't have flayers and weres, as told in the changelog. It's so that folks who won't edit their raws will have different worlds, if using my releases. And I want to see more of lizardfolk.
      Also: Toady has coded a brand new were-creature system, so I think werewolf civ should be removed from Genesis.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Tiruin on July 22, 2011, 06:35:57 am
      Thanks for the quick reply, seconds after mine.

      Anyone know where to download the latest version? I will miss fighting wolfies but I'd love to see the serpents in action.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Deon on July 22, 2011, 07:11:02 am
      They are all in action :).

      RIght now you can use TomiTapio's tweaks. I will patch a release in a few days.

      I won't remove werewolves as a civ. With the new mechanic I will probably call them wolfmen or something in the next version and give them appropriate syndromes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Gyron on July 22, 2011, 05:31:36 pm
      I'm having problems with the Orc fortress mod. Make adamantine wafers isn't popping up at smelter and I do have adamantine thread extracted from raw adamantine. Do you need a magma smelter, or was it moved?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Samohan25 on July 23, 2011, 03:52:51 am
      Sorry for answering in his stead. Yes, it is meant to be found naturally, in igneous extrusive layers, also a vanilla feature  :) .
      Yes, obsidian occurs naturally, as does basalt (plus pumice & scoria porous gassy-magma made minerals in my releases.)
      Obsidian is set as a [IGNEOUS_EXTRUSIVE] layer-only appearing stone. (max_edge 20k, better than copper)

      Thanks and sorry for the rather obvious question, still learning the ins and outs of the stone system.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: jeisler on July 23, 2011, 08:47:46 am
      Hey, I just wanted to throw a post in here.   I figured I'd offer to give something back, since I've enjoyed the works of quite a few folks in the modding area.


      I've updated Dwarf Therapist for the Genesis mod.    It determines gender of each dwarf (no more all-female lists), and Caste has been added to the "group by" menu, so it's easy to identify what's what in your immigrants.   Also the hover-over tooltip shows the caste as well.


      Specifically I've updated it for the TomiTapio version (so it handles Domple and Warrior castes), but there's no reason it wouldn't work with the regular version either.

      Here's a quick screenshot showing basically what's going on:

      (http://img34.imageshack.us/img34/5981/dtgenesis.jpg) (http://imageshack.us/photo/my-images/34/dtgenesis.jpg/)


      If this is something people would be interested in, I could make it available to the Genesis folks, or maybe even distribute it through Dwarf Therapist as an alternate version or something.    It would actually be pretty easy to make it flexible enough to allow any mod with added castes to work fine.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: RaidSoft on July 23, 2011, 10:01:36 am
      I would love that, I actually give my dwarves nicknames based on their caste already so this would save me quite a bit of effort and stop me having ugly nicknames on my dorfs! (Since I tend to assign them jobs based on their caste, especially steel ones for my military!)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Sirdrake on July 23, 2011, 12:06:54 pm
      Hey, I just wanted to throw a post in here.   I figured I'd offer to give something back, since I've enjoyed the works of quite a few folks in the modding area.


      I've updated Dwarf Therapist for the Genesis mod.    It determines gender of each dwarf (no more all-female lists), and Caste has been added to the "group by" menu, so it's easy to identify what's what in your immigrants.   Also the hover-over tooltip shows the caste as well.


      Specifically I've updated it for the TomiTapio version (so it handles Domple and Warrior castes), but there's no reason it wouldn't work with the regular version either.

      Here's a quick screenshot showing basically what's going on:

      (http://img34.imageshack.us/img34/5981/dtgenesis.jpg) (http://imageshack.us/photo/my-images/34/dtgenesis.jpg/)


      If this is something people would be interested in, I could make it available to the Genesis folks, or maybe even distribute it through Dwarf Therapist as an alternate version or something.    It would actually be pretty easy to make it flexible enough to allow any mod with added castes to work fine.

      Download please? looks cool
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Deon on July 23, 2011, 01:09:48 pm
      This looks epic. I didn't get my PC back this weekend but I will get it in a day, and this edition for DT would be awesome to play with :).

      A question: how do you read caste names?

      Still I have returned to modding as I promised, here's my new mod :)
      http://cataclysmff.zxq.net/SMF/index.php?topic=21.0
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: vaaern on July 23, 2011, 01:46:32 pm
      stupid question maybe, but i'm going to install linux(ubuntu) on a laptop i got from my sister. can I play DFgenesis mod on linux? do I have to do anything special? and other things I should thinks about? thanks in advance and I apologize if this was asked before!
      greets
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Deon on July 23, 2011, 02:03:15 pm
      stupid question maybe, but i'm going to install linux(ubuntu) on a laptop i got from my sister. can I play DFgenesis mod on linux? do I have to do anything special? and other things I should thinks about? thanks in advance and I apologize if this was asked before!
      greets
      You need to take the appropriate files from the mod. Remove your /raw/ folder and put the one from genesis. After that you have to copy /data/speech, /data/sound and /data/art folders, and set up your /data/init/init.txt and d_init.txt to read the appropriate font from the /data/art/ folder. Don't forget to turn VARIED_GROUND_TILES off.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: vaaern on July 23, 2011, 02:27:29 pm
      can i use phoebus?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: greycat on July 23, 2011, 05:14:46 pm
      I'm playing Genesis/ASCII (TomiTapio's) on Linux.  What I did was extract the ready-to-play Genesis file, then copy the df script and the libs/ subdirectory from the vanilla DF Linux tarball and drop them in place.  See http://df.magmawiki.com/index.php/DF2010:Installation#Linux if you have problems.  I can't help you with alternate tilesets.  Oh... use xchm to read the manual.

      I've got an ironwood bed that I can't dismantle.  The Furniture Workshop dismantled everything else, but won't touch this one -- the job's redded out in the workshop menu, even though the bed is in the carpenter shop, on the same Z level, about 12 tiles away (as were all the other beds I dismantled).  Trying to queue it through the manager now, see if that works....  Nope, the jobs gets cancelled with "Needs REFINE_WOOD bed."
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Nirek on July 23, 2011, 09:08:21 pm
      Been working on a foreman file for genesis for a while now, and I'm really struggling to find a 'good' way to categorize things as it gets larger, what I've come up with so far is to group things mostly by industry, and split it up by warfare/precious for items, still looking for ideas if anyone has any other thoughts of a better way of grouping.

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: jeisler on July 23, 2011, 11:37:26 pm
      This looks epic. I didn't get my PC back this weekend but I will get it in a day, and this edition for DT would be awesome to play with :).

      A question: how do you read caste names?

      Still I have returned to modding as I promised, here's my new mod :)
      http://cataclysmff.zxq.net/SMF/index.php?topic=21.0

      It turns out that the castes are actually how DT currently reads gender.   That is to say, a female X is one caste, and a male is another.

      So I just actually look at the caste value for each dwarf, and use that to correctly indicate gender, and then just pop up the appropriate caste text.   Right now it just says "one is male" and "anything else is female"  ... so adding castes is what makes DT go wacky.


      Right now the names are hard coded in, but there are two possible next steps.   The easy way is to have a text file which any mod maker could use, specifying their custom caste names.    This would allow DT to (basically) never need updating, and any mod maker could easily customize it for their own mod.

      The more difficult way is to actually read the raw data.   I see how it could be done, but I'm not certain it could be done perfectly without a lot of work (especially if people made races other than dwarf playable).

      I'll probably go the "easy" route, as it'll allow any modder to have their own castes show up with a minimal amount of work.    I'll look into reading the raws a bit more though, as it would be the cleanest and cleverest way to do it.   


      As far as the download goes, I wanted to try and get a hold of the DT maintainer (if there even is one) before I start distributing anything.    I guess it may be OK to hand out the plain executable to some folks, but I didn't want to step on any toes or anything.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Deon on July 24, 2011, 05:18:54 am
      Yep, I hoped it would read the CASTE:MALE_ASPID, take out the MALE part to determine the gender and get ASPID as a caste name :P. It would make the program usable for different versions of the game mod without recompiling.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: jeisler on July 24, 2011, 06:50:19 am
      Yep, I hoped it would read the CASTE:MALE_ASPID, take out the MALE part to determine the gender and get ASPID as a caste name :P. It would make the program usable for different versions of the game mod without recompiling.


      I've actually gone ahead and done it via a text file - I gave more thought to reading the raws themselves, and felt that there was too much room for error.   

      For example, it just says "CASTE:MALE" for stone dwarves, and the "CASTE:XXX" is just a label, we can't really trust that the name there is the "real" name you'd want for the caste.    Then if I go into the CASTE_NAME area, there's say "moss dwarf" and "moss dwarfette"  ... but then we don't know which of the two caste names you'd actually want to use.

      Say you had a human race of "warrior" and you wanted the female of a warrior caste to be called "Amazon" and the male ... it's just not practical to have these decisions all made automagically without some goofiness.


      Sooo.... I figured the text file definition is the best way - the way I've done it you can just write in the names you want, and you specify the gender (I thought it was reasonable to think there would be a mod somewhere that has an only-male or only-female caste, so I didn't want to hard code in 2 genders for each caste).


      The format is really simple.    Just do:

      [MALE]Stone Dwarf
      [FEMALE]Stone Dwarf
      [MALE]Aspid Dwarf
      [FEMALE]Aspid Dwarf

      etc.

      Enter these in the order in which they appear in the mod's raw file and that's it.    This will (should?) work for any mod, although it'd be weird if you had a mod where you could play more than one different race in fortress mode, but as far as I know that doesn't happen.

      This'd even work for the Orc Fortress version of Genesis as well, just need to punch in the orc's caste names.     I may even create a file for it myself.



      I've been trying to find anyone in the Dwarf Therapist IRC channel, but so far no luck.    I'll upload the .exe for this soon, if some people want to give it a try.     Provided all is good, you'd be totally welcome to list it with the Genesis mod and make it available for anyone to download.     


      If I can get in touch with anyone about the DT code, I'll see if they want to get these changes merged into the official DT code tree (the changes will have no effect on the core DT - if there's no caste file supplied, it just runs vanilla... so there's no real reason not to merge it, I guess).


      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: jeisler on July 24, 2011, 07:18:47 am
      Uploaded to Mediafire:

      ** Feb 18th 2012 - Note:   This Therapist for Genesis is for DF2010, and will almost certainly not work with 34.01
      ** I saw that someone picked up maintaining DT after chmod retired from it, so I may look into merging my changes into the new version at some point....

      http://www.mediafire.com/download.php?3b4si2fsrri4bis (http://www.mediafire.com/download.php?3b4si2fsrri4bis)


      Just a small zip file.   There's the new "Dwarf Therapist - Castes.exe" file you can run (I changed the name so nobody accidentally overwrites their original), and then the caste definition file is "etc/caste_default.txt"

      Unzip into your "DwarfTherapist 0.6.10" folder and it should be set.


      If some people want to give it a try, feel free.   All I ask is not to distribute it around much, at least until I can figure out who (if anyone) is handling Dwarf Therapist maintenance/development.



      Oh yes, and it will not require a new .exe file when any mods are changed - just update the caste_default.txt file with any changes and you're good to go.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: RaidSoft on July 24, 2011, 09:22:55 am
      That's awesome, only problem I see is that every mod would need to be manually added rather then it just detecting the stuff manually but hey can't have it all I guess? :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: jeisler on July 24, 2011, 10:06:55 am
      That's awesome, only problem I see is that every mod would need to be manually added rather then it just detecting the stuff manually but hey can't have it all I guess? :D


      Fortunately, it won't require any monkeying with Dwarf Therapist itself.   Any mod maker can just include a text file with their mod that people can use.   It's not *quite* as good as having it detected, but when I eyeballed the raws some more, and gave it thought, I realized there was no realistic way to make it magically detected for any possible mod.

      Mod makers can just supply a "caste_default.txt" file and DT will work fine.   If you change mods, just swap the .txt file and you're fine.    Note, I named the file _default.txt because I figured at some point it'd be nice to be able to select which file you want to use from within DT itself, so you could have files like "caste_genesis" "caste_tomitomo" "caste_orcfort" etc, and you could just pick the one appropriate for the mod you're currently using.

      I may end up doing that anyway, but it really doesn't add all that much value, I think.... so I don't plan to put a lot of effort into this unless the changes are likely to get picked up and put into the official DT.


      So... the short version is, there won't be a need to add any mods to DT itself, so there's no issue with mod makers needing to get their mod added in any way.   They just spend literally 30 seconds typing up the .txt file and their mod is supported  ;)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: vaaern on July 24, 2011, 10:28:25 am
      I'm playing Genesis/ASCII (TomiTapio's) on Linux.  What I did was extract the ready-to-play Genesis file, then copy the df script and the libs/ subdirectory from the vanilla DF Linux tarball and drop them in place.  See http://df.magmawiki.com/index.php/DF2010:Installation#Linux if you have problems.  I can't help you with alternate tilesets.  Oh... use xchm to read the manual.

      I've got an ironwood bed that I can't dismantle.  The Furniture Workshop dismantled everything else, but won't touch this one -- the job's redded out in the workshop menu, even though the bed is in the carpenter shop, on the same Z level, about 12 tiles away (as were all the other beds I dismantled).  Trying to queue it through the manager now, see if that works....  Nope, the jobs gets cancelled with "Needs REFINE_WOOD bed."

      Pfft, thanks for the help but I can't even open the normal dwarf fortress (no mods) i always get permission denied in the terminal (ubuntu 11.04 btw). I'm really an ubuntu noob. Is there a thread or place I can get more help from? I don't want to spam this thread with linux questions.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Gyron on July 24, 2011, 11:49:21 am
      Found the problem with Orc Fortress, make adamantine wafers was missing from the reaction_smelter raw.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TheIcelandicManiac on July 24, 2011, 01:08:01 pm
      Ok i asked about the Domple Caste and got the awnser from that but What is the Warrior cast and what is so good about them?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: greycat on July 24, 2011, 03:11:55 pm
      Pfft, thanks for the help but I can't even open the normal dwarf fortress (no mods) i always get permission denied in the terminal (ubuntu 11.04 btw).

      If you get permission denied after typing ./df in the correct directory, there are two things I can think of to look at.  The first would be the permissions on the df script itself; it should be rwxr--r-- straight out of the tarball, meaning the person who owns it can run it.  If the permissions are wrong, you can change them, or you could just run bash ./df to work around them.  The second thing would be mount options on the file system it's sitting in.  A file system that is mounted with "noexec" can't run programs; and on Linux, "user" implies "noexec".  If you're running from somewhere like /tmp or /var/tmp, or a mounted removable device, it's possible your file system has one of these options set.  bash ./df would not suffice as a workaround in that case, because the ./libs/Dwarf_fortress program that the wrapper script invokes wouldn't be executable.  You'd need to move the whole thing to a file system that isn't mounted noexec, or change the mount options.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: UltraValican on July 24, 2011, 04:33:30 pm
      I've tried giving orcs the [CIV_CONTROLLABLE ] tag but whenever I take it away from the dwarves worldgen never moves past placing cave civs.
      Whats going on?
      -edit- I suck at spelling, I mispelled the fricken tag.....
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Destructios on July 25, 2011, 11:20:13 am
      Is there any advantage to playing as a demon in adventure mode?  A majority of the other races have some advantages like multiple arms and such but they don't seem to have any.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: NobodyPro on July 26, 2011, 01:28:42 am
      ...
      It's a demon.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: EddyP on July 26, 2011, 04:01:04 am
      Is there anyway to get this in ASCII?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Deon on July 26, 2011, 08:31:45 am
      Sure, download TomiTapio's ASCII release.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on July 26, 2011, 09:23:11 am
      Maybe next week I'll merge Deon's changes to my ascii subrelease.

      Ok i asked about the Domple Caste and got the answer from that but What is the Warrior cast and what is so good about them?
      They learn combat skills 10-20% faster than stone dwarves, and are slightly less tough than stone caste. (Stone caste toughness causes them to be stiffer -- slightly worse at leveling dodging)

      Is there any advantage to playing as a demon in adventure mode?  A majority of the other races have some advantages like multiple arms and such but they don't seem to have any.
      Demons are large (200 kg), strong and speed 700 (instead of 900). In my editions.
      But still a steel dwarf might be better, due to skill learning speed. A steel dwarf is like 2-3 times the power of Batman.

      ps. want a zombie survival flashgame with lots of inventory? http://armorgames.com/play/12009/the-last-stand-union-city
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Deon on July 26, 2011, 03:54:49 pm
      Yeah I know that game :).

      I've finally got my Genesis and my PC back, hehe. A bit stuck in coding tonight, I want to release another version of my Cataclysm mod tonight. My wife will go on a vacation in a few days so I will be all mine :P.

      If any of your roguelike-lovers would come and provide a feedback and ideas for my Cataclysm mod, I would be most grateful.

      Game thread: http://www.bay12forums.com/smf/index.php?topic=87501.0
      Mod: http://cataclysmff.zxq.net/SMF/index.php?topic=21.0
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Crustypeanut on July 26, 2011, 10:25:31 pm
      Just got the mod.. looks great so far, but one thing is driving me aBsolutely nuts - the music.. I KNOW THIS MUSIC! But I can't place my finger on it! Where's it from? More specifically, the music in-game in dwarf mode.  *Twitch*

      Edit: *Twitches more*

      AHHH I KNOW IT! Its on the tip of mah tongue!

      Crustypeanut cancels brainstorm: Too insane
      Crustypeanut has gone stark raving mad!


      Edit 2: *Twitches*

      Its an old game.. one I played often.. this song brings back memories.. memories so blurry.. I CAN'T REMEMBER!

      Edit 3: AHA!

      Its from the Warcraft Music player! I KNEW IT! DAMNIT I KNEW IT! I played that thing so much while playing WoW.. *Twitches* 

      P.S. I love your mod. 
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Tiruin on July 27, 2011, 04:58:26 am
      Just got the mod.. looks great so far, but one thing is driving me aBsolutely nuts - the music.. I KNOW THIS MUSIC! But I can't place my finger on it! Where's it from? More specifically, the music in-game in dwarf mode.  *Twitch*

      Edit: *Twitches more*

      AHHH I KNOW IT! Its on the tip of mah tongue!

      Crustypeanut cancels brainstorm: Too insane
      Crustypeanut has gone stark raving mad!


      Edit 2: *Twitches*

      Its an old game.. one I played often.. this song brings back memories.. memories so blurry.. I CAN'T REMEMBER!

      Edit 3: AHA!

      Its from the Warcraft Music player! I KNEW IT! DAMNIT I KNEW IT! I played that thing so much while playing WoW.. *Twitches* 

      P.S. I love your mod.
      Somehow I knew that music felt familiar.


      Anyway the new additions to Genesis are great!. I'm using the one before they removed Illithids and werewolves but still, I love a mod that compiles all mods. With extras!




      Bug (?): In an effort to drain and dam the brook I had, with water spilling overland and muddying it all, in some time (autumn, winter, spring. Frozen ice spilling out of pump -> Unfrozen overland water)

      Then all dead bushes/tree saplings appeared as ASCII in Ironhand graphics (Giant red I's)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: jeisler on July 27, 2011, 10:46:47 am
      Just checking in here to see if there's any feedback on the Dwarf Therapist changes for Genesis.  (page 509 if anyone missed it and wants to try) ... it's had a small handful of downloads, so if anyone has had any trouble or anything, let me know.

      I've run it quite a bit without any troubles, but I may just be lucky... or something.

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Deon on July 27, 2011, 04:32:55 pm
      Wow, I missed it, thanks! I will put it in the OP.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Sirdrake on July 28, 2011, 06:27:23 am
      is there any way to make a drill better than a pickaxe at mining? ???
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: numbertheo on July 28, 2011, 08:57:44 pm
      It doesn't seem to have been stated elsewhere in the thread.  The problem with ironwood is due to the lack of [REACTION_CLASS:REFINE_WOOD] in [MATERIAL_TEMPLATE:IRONWOOD_TEMPLATE].  Adding it should not require a regen.

      Also, the tile for large pots in the ironhand version points to buckets (150) not pots (232) and orcs.PNG should be renamed orcs.png.

      I see a bunch of other tile issues but I haven't had a chance to make sure they aren't my fault.  I'm playing on linux so I've got the standard ironhand version merged over a standard vanilla ironhand. 
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: toupz on July 28, 2011, 10:49:09 pm
      Edit: Delete please
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: ninja137 on July 29, 2011, 04:59:50 am
      Hey, I was curious about something. If I wanted to add just the Steel and Jade dwarves from this mod, what exactly would I need to cut and paste, and where exactly would I need to do it to? This is more or less my first time messing with the raws, so I dont want to accidentally turn my dwarves into some sort of skinless monstrosities with this by not knowing what I'm doing.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Siquo on July 29, 2011, 07:08:22 am
      so I dont want to accidentally turn my dwarves into some sort of skinless monstrosities
      Why not? It'll be FUN! :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Deon on July 29, 2011, 08:08:50 am
      It doesn't seem to have been stated elsewhere in the thread.  The problem with ironwood is due to the lack of [REACTION_CLASS:REFINE_WOOD] in [MATERIAL_TEMPLATE:IRONWOOD_TEMPLATE].  Adding it should not require a regen.

      Also, the tile for large pots in the ironhand version points to buckets (150) not pots (232) and orcs.PNG should be renamed orcs.png.

      I see a bunch of other tile issues but I haven't had a chance to make sure they aren't my fault.  I'm playing on linux so I've got the standard ironhand version merged over a standard vanilla ironhand. 
      Yeah, I keep forgetting that .png and .PNG is different for Linux. I will fix that.

      Hey, I was curious about something. If I wanted to add just the Steel and Jade dwarves from this mod, what exactly would I need to cut and paste, and where exactly would I need to do it to? This is more or less my first time messing with the raws, so I dont want to accidentally turn my dwarves into some sort of skinless monstrosities with this by not knowing what I'm doing.
      Copy-paste the caste definitions.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Nabobalis on July 29, 2011, 09:33:27 am
      How do you remove the caste from dwarfs and turn them back into vanilla?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Cropher on July 29, 2011, 11:11:26 am
      Okay, so i searched the forums, googled, looked into the genesis mod wiki, but I just cant find out how to do a breath attack in adventure mode.

      When you play a Red Dragon, you can pull one of these off, right? I just don't get HOW. Can anyone help?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: WraithLord24 on July 29, 2011, 11:32:20 am
      I'm pretty sure that you can't use breath attacks in adventure mode but you can make a fire arrow and you can throw that at enemys.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Ifeno on July 29, 2011, 08:07:25 pm
      a simple suggestion but...how about Sphinx's as mega beasts?  I notice you have many different mythologys implemented but you don't seem to be using egyption mythology.  Also, how about scarabs, mummies, etc.?  Just a thought^^
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Weaselcake on July 29, 2011, 10:44:19 pm
      Why isn't there a readme in the download? :(
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Weaselcake on July 29, 2011, 10:46:56 pm
      Seriously, there needs to be a txt file that details this mess. I'm really confused and the wiki doesn't help and is lacking a lot of things.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Sirdrake on July 30, 2011, 06:00:08 am
      Why isn't there a readme in the download? :(

      there is unless your using TT's Version i think
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Deon on July 30, 2011, 06:14:09 am
      a simple suggestion but...how about Sphinx's as mega beasts?  I notice you have many different mythologys implemented but you don't seem to be using egyption mythology.  Also, how about scarabs, mummies, etc.?  Just a thought^^
      Mummies are in and I thought about scarabs. A sphynx? Sounds cool :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Tiruin on July 30, 2011, 08:50:16 am
      Idea: Hows about a super rare caste centered on the Golem?

      Its like a dwarf who has given himself so much to the earth that he lives in that even after death, he lives it out as the protector of it. (Military ++, Civilian - no.)

      Just had this weird idea when thinking about "warriors of the stone."  :D

      + an Ironhand graphic dedicated to it maybe?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Weaselcake on July 30, 2011, 04:48:00 pm
      I can't seem to find any weapon/armor-making ore in a lot of the biomes I'm starting in. I've tried and it gives me a whole lot of errors including something about sharpening and melting...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Sirdrake on July 30, 2011, 05:36:46 pm
      I can't seem to find any weapon/armor-making ore in a lot of the biomes I'm starting in. I've tried and it gives me a whole lot of errors including something about sharpening and melting...

      thats just vanilla DF you can go into World Files and change mineral scarcity the lower number the more minerals
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Weaselcake on July 30, 2011, 05:57:41 pm
      It includes regular rock too. I try making a rock shortsword and it says I need "sharpenable hard rock"... Whatever that is.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Sirdrake on July 30, 2011, 06:12:34 pm
       
      It includes regular rock too. I try making a rock shortsword and it says I need "sharpenable hard rock"... Whatever that is.

      certain rocks not all rocks have the ability to be used as weapons but there crap last time i checked
      If you look(k) and press enter on the rock it should say Sharp Weapons or something like that
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: roxxis on July 31, 2011, 12:23:52 am
      i have two questions:

      1. is the dragon raptor the most powerful creature you can bring with you at the start when you prepare for the journey carefully? of not what is?

      2.  what controls what different types of creatures you can choose to bring? is it random? or is there a way to manipulate what creature is on the list when i prepare for my journey carefully?

      sorry if my English is bad 
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Sirdrake on July 31, 2011, 06:36:08 am

      2.  what controls what different types of creatures you can choose to bring? is it random? or is there a way to manipulate what creature is on the list when i prepare for my journey carefully?


      Its were you embark if its god you get good creatures if its evil you get evil.
      To find what animals come in a certain area in their raws they should have the tags either [GOOD] or [EVIL]
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on July 31, 2011, 09:05:41 am
      It includes regular rock too. I try making a rock shortsword and it says I need "sharpenable hard rock"... Whatever that is.
      It is Obsidian (volcanic glass) that the reaction wants. Same as in vanilla DF. http://df.magmawiki.com/index.php/DF2010:Obsidian

      Genesis has rock spear and rock maul making at the stonecutter's workshop (which used to be called stonegrinder's)

      1. is the dragon raptor the most powerful creature you can bring with you at the start when you prepare for the journey carefully? of not what is?
      2. what controls what different types of creatures you can choose to bring? is it random? or is there a way to manipulate what creature is on the list when i prepare for my journey carefully?
      1. it probably is. They have size, skills and speed.
      2. adding [PET] and [COMMON_DOMESTIC] should make any creature bringable. If I recall correctly.
      Provided that your civ can use the good/evil animals.

      Its were you embark if its god you get good creatures if its evil you get evil.
      To find what animals come in a certain area in their raws they should have the tags either [GOOD] or [EVIL]
      Civilizations (entities) have tags use_good_animals, use_evil_animals. So the goblins would only ride on evil beasts.

      ps. my pc broke on Tuesday. Mainboard stopped talking properly to drives. Now using wife's gaming laptop for three days. Maybe on Monday we'll purchase a new 450 € (650 USD) desktop pc for me. Sad to see money flying away due to components breaking.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Lamphare on July 31, 2011, 02:35:07 pm
      Alright, I guess I should ask permission here.
      I'm maintaining a small Chinese community of DF players, meanwhile few fellows and I are localising/writing tutorials for new Chinese players.
      And it kinda reaches the stage when many people feel vanilla DF is less hard to play, thus start to seek more challenge, somehow.
      I played genesis mod extensively so I reckon I'd introduce it to my community.

      So I want to ask permission from you, Deon, and TomiTapio, to repackage your mod/submod with(and only with) my hand-made Chinese manual for the mod and to distribute.
      Is it okay?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Weaselcake on July 31, 2011, 11:49:49 pm
      Is there a file I an edit which gives embark locations more iron..? This mod seemed to make Any form of iron, or any basic "Warfare metals" nonexistant, and It's really difficult as a somewhat new player to go about making a military when I can't even make the most basic metal equipment...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Weaselcake on July 31, 2011, 11:54:45 pm
      Alright, I guess I should ask permission here.
      I'm maintaining a small Chinese community of DF players, meanwhile few fellows and I are localising/writing tutorials for new Chinese players.
      And it kinda reaches the stage when many people feel vanilla DF is less hard to play, thus start to seek more challenge, somehow.
      I played genesis mod extensively so I reckon I'd introduce it to my community.

      So I want to ask permission from you, Deon, and TomiTapio, to repackage your mod/submod with(and only with) my hand-made Chinese manual for the mod and to distribute.
      Is it okay?

      I'm learning mandarin and a bit of basic chinese. I don't really read or speak it well yet but I'm working on it with a bit of QQ help. I might be able to help you all though. If you want to, could you link the community? :p
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Lamphare on August 01, 2011, 01:11:56 am
      I'm learning mandarin and a bit of basic chinese. I don't really read or speak it well yet but I'm working on it with a bit of QQ help. I might be able to help you all though. If you want to, could you link the community? :p
      Yes, indeed! Since you use QQ, you must know QQ群, go and search 165624149(not user ID) and I'll fill you in.


      Is there a file I an edit which gives embark locations more iron..? This mod seemed to make Any form of iron, or any basic "Warfare metals" nonexistant, and It's really difficult as a somewhat new player to go about making a military when I can't even make the most basic metal equipment...
      You may try and change mineral scarcity in advance world generation parameter to a lower number though.
      Or you can go to raw\inorganic_stone_genesis and change the [ENVIRONMENT:] token of iron ores, to make them either appear in current environment more often, or in additional environment.
      Better do both if you feel it is really a serious problem for you.
      For the sake of FUN, I also suggest to harvest goblinite and its counterparts for a long term healthy metal production.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Weaselcake on August 01, 2011, 02:44:15 am
      Any word on a Stonesense edit for this? All the purple question marks are getting a bit annoying.

      edit: Also, is it possible to pick things from plants (strawberries, potatos, etc) I run into in Adventurer mode? Every time I press G the only option regarding the plant is lighting it on fire...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Sirdrake on August 01, 2011, 07:25:53 am
      Is there a file I an edit which gives embark locations more iron..? This mod seemed to make Any form of iron, or any basic "Warfare metals" nonexistant, and It's really difficult as a somewhat new player to go about making a military when I can't even make the most basic metal equipment...
      I Dont think there is a way to make a certain material more abundant but you can change the mineral scarcity in the World_gen file
      Lower means more minerals

      Hope this Helps :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on August 01, 2011, 12:27:01 pm
      So I want to ask permission from you, Deon, and TomiTapio, to repackage your mod/submod with(and only with) my hand-made Chinese manual for the mod and to distribute.
      Is it okay?
      You have my permission, but you don't really need it. Deon's opinion on this matters more.

      Is there a file I can edit which gives embark locations more iron..? This mod seemed to make Any form of iron, or any basic "Warfare metals" nonexistant, and It's really difficult as a somewhat new player to go about making a military when I can't even make the most basic metal equipment...
      Try a mineral scarcity of 400 to 850 in the init/world_gen.txt settings. I have a hunch that areas with sedimentary layers have more iron.

      edit: Also, is it possible to pick things from plants (strawberries, potatos, etc) I run into in Adventurer mode? Every time I press G the only option regarding the plant is lighting it on fire...
      Not possible until Toady allows it. Genesis adventurer has a "gather-from-thin-air" reaction for getting plants and logs. Just roleplay it and don't put corpses into your backpack.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Cropher on August 01, 2011, 02:56:00 pm
      I have no idea where you got the music, but the second track, the one thats not even a minute long and sounds like funky medieval times, is so awesome. Oh man. Really cool.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Sirdrake on August 01, 2011, 04:25:48 pm
      I have no idea where you got the music, but the second track, the one thats not even a minute long and sounds like funky medieval times, is so awesome. Oh man. Really cool.
      the music is from Warcraft i think
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Deon on August 02, 2011, 04:26:26 am
      Alright, I guess I should ask permission here.
      I'm maintaining a small Chinese community of DF players, meanwhile few fellows and I are localising/writing tutorials for new Chinese players.
      And it kinda reaches the stage when many people feel vanilla DF is less hard to play, thus start to seek more challenge, somehow.
      I played genesis mod extensively so I reckon I'd introduce it to my community.

      So I want to ask permission from you, Deon, and TomiTapio, to repackage your mod/submod with(and only with) my hand-made Chinese manual for the mod and to distribute.
      Is it okay?

      Sure, go ahead, why not.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on August 02, 2011, 09:18:45 am
      Hey Deon! Could we have a pet animal that leaves a slimy trail! Big annoyance when a migrant shows up with a slimegoat. Or a slitherkin. Or an Eelsnake. Or a Cave Gnort.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Tiruin on August 03, 2011, 03:21:31 am
      Question: What is the history of the Dusk Elves and Keepers? Making a DF story on my extinct civilization with only them as allies versus goblins and werewolves and &'s and I just want to add more lore to it just for fun.  :D

      Could I ask for it?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Ahra on August 03, 2011, 05:43:26 am
      duskies are elves with metal ... noldorin?
      keepers are medieval crusaders.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Tiruin on August 03, 2011, 06:33:39 am
      duskies are elves with metal ... noldorin?
      keepers are medieval crusaders.

      About that, any more detailed descriptions of them?  :)

      Edit: Just noticed the description on the Dusk elves, also noted that it is related to J.R.R. Tolkien's work  :D

      Now for the Keepers. Why keepers?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Jackledead on August 05, 2011, 08:42:33 pm
      Tomi, i just noticed that my War Cow Moose just gave birth to an Elk Fawn....

      Infact, all my moose are giving birth to elk fawns, none have grown up yet, so i cant tell if they are actually moose or not.

      EDIT: the elk fawns do indeed grow up to be moose, its just confusing to call moose elk...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: BigD145 on August 05, 2011, 09:34:54 pm
      Tomi, i just noticed that my War Cow Moose just gave birth to an Elk Fawn....

      !!Science!!

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: urpokarhu on August 06, 2011, 11:51:45 am
      Hello,

      I'm just getting started with Genesis. It seems that the version with Phoebus graphic pack crashes constantly before and in the middle of embark. Game goes to "not responding" or "visual c++ error" error pops up. Vanilla DF with Phoebus and Genesis with Ironhand works fine. Is the release more unstable with Phoebus? I'm using 64 bit Win7 and I have tried compability modes without a success. Shame, I love Phoebus graphics.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on August 06, 2011, 01:10:10 pm
      Tomi, i just noticed that my War Cow Moose just gave birth to an Elk Fawn....
      Infact, all my moose are giving birth to elk fawns, none have grown up yet, so i cant tell if they are actually moose or not.
      Probably simple neglect in making Moose.
      My main "installed" version of Genesis went poof when I formatted my SSD to install fresh Win7 (new pc hardware). I'll have to use my July-11 upload as a base when I resume tuning :´)

      I'm just getting started with Genesis. It seems that the version with Phoebus graphic pack crashes constantly before and in the middle of embark. Game goes to "not responding" or "visual
      Alas, I'm not supporting Phoebus or Goldplated. Ascii and Ironhand are enough work. Guess I'll put out a sub-release when next DF version comes out.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: urpokarhu on August 06, 2011, 01:22:27 pm
      I'm just getting started with Genesis. It seems that the version with Phoebus graphic pack crashes constantly before and in the middle of embark. Game goes to "not responding" or "visual
      Alas, I'm not supporting Phoebus or Goldplated. Ascii and Ironhand are enough work. Guess I'll put out a sub-release when next DF version comes out.

      That would be great, if you decide to do that.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: urpokarhu on August 07, 2011, 02:21:18 am
      Hello,

      I'm just getting started with Genesis. It seems that the version with Phoebus graphic pack crashes constantly before and in the middle of embark. Game goes to "not responding" or "visual c++ error" error pops up. Vanilla DF with Phoebus and Genesis with Ironhand works fine. Is the release more unstable with Phoebus? I'm using 64 bit Win7 and I have tried compability modes without a success. Shame, I love Phoebus graphics.

      Finally I got Genesis + Phoebus up and running. First I turned on "windows 95" compability mode and "disable themes" in the compability settings. After embarking I turned every compability options off, they were causing major slow down to the game. Now the game is running but really choppy, sometimes FPS drops to 5-6, this happens especially above ground, underground is much smoother. Any idea what might be causing this? I'm running high end Core i7 with 6GB of RAM workstation so the CPU/RAM isn't the case here.

      PS. I also notice some rubberband effect even while FPS stays 100. This means that the dwarves gets a sudden burst of speed and then slow down to normal speed.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Tiruin on August 07, 2011, 05:09:46 pm
      Does anyone know how to remove the Ironhand graphics from the Genesis mod for uploading movies? Or to just remove it to see what are the ASCII symbols properly?

      Turning graphics to NO strangely makes it like vanilla but the detail is wrong though.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on August 08, 2011, 06:49:09 am
      Does anyone know how to remove the Ironhand graphics from the Genesis mod for uploading movies? Or to just remove it to see what are the ASCII symbols properly?
      Turning graphics to NO strangely makes it like vanilla but the detail is wrong though.
      I know how to do it, but it's many hours of work unless... WinMerge (or other code-comparison tool) the tile definitions from ascii to ironhand.
      Almost all the plant and tree tiles are different between those two versions, and the creatures in Ironhand are all "tile 255 pile of bones". Not sure about workshop and item tile differences.

      In theory, if you're using my ironhand release, you could just overwrite all raws with my corresponding ascii release. In practice... probably doesn't work.


      Reminder for people new to TomiTapio-enhanced Genesis:
      - more tree species and three classes of wood: regular (value 1 birch, fir, cork oak etc.), fairwood (value 2 beech, yellow satinwood), goodwood (value 3 oak, mahogany, teak, maple, ebony, holly etc. real-life furniture woods.) So one can manage which logs go to furniture and which to fuel. Tip: designate with mouse which logs to dump away from the fuel-wood stockpile. Good wood is set to dark red.

      - new minerals based on Real Life (fluorspar, biotite(dark iron mica), migmatite, hornfels, greenstone, elvan, zeolite, syenite, scoria, pumice, augite, azurite, corundum, sphene, barite, pegmatite. Pink Marble, Pure[best] Marble, Black Marble[bitumin-darkened limestone] )

      - tissue bleeding and pain-fainting rebalance
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: urpokarhu on August 08, 2011, 07:13:44 am
      I'm tempted to pick up TomiTapio's isubrelease with Ironhand, you are doing a great job :) I got Genesis with Phoebus working quite ok, with my ultra powerful PC but still not smooth as vanilla. Personally I dislike the way Workshop looks like in the Ironhand tileset, very hard to tell which is which.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: urpokarhu on August 09, 2011, 12:53:03 am
      Hello,

      I'm just getting started with Genesis. It seems that the version with Phoebus graphic pack crashes constantly before and in the middle of embark. Game goes to "not responding" or "visual c++ error" error pops up. Vanilla DF with Phoebus and Genesis with Ironhand works fine. Is the release more unstable with Phoebus? I'm using 64 bit Win7 and I have tried compability modes without a success. Shame, I love Phoebus graphics.

      Finally I got Genesis + Phoebus up and running. First I turned on "windows 95" compability mode and "disable themes" in the compability settings. After embarking I turned every compability options off, they were causing major slow down to the game. Now the game is running but really choppy, sometimes FPS drops to 5-6, this happens especially above ground, underground is much smoother. Any idea what might be causing this? I'm running high end Core i7 with 6GB of RAM workstation so the CPU/RAM isn't the case here.

      PS. I also notice some rubberband effect even while FPS stays 100. This means that the dwarves gets a sudden burst of speed and then slow down to normal speed.

      I tried TomiTapio's Geneis with Ironhand quickly yesterday and noticed crashing before embarking (fixed with windows 95 compability and disabling win7 themes in the compability settings) and the "rubber band" effect in the game. Guess it isn't machine or graphic pack related. Maybe it's DF itself, although vanilla never does this. My computer runs Crysis 2 with DX11 effect on ultra fine, but as said in the NY Times article the games take more CPU than calculating plane wing aerodynamics.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on August 09, 2011, 04:08:38 am
      I dislike the way Workshop looks like in the Ironhand tileset, very hard to tell which is which.
      If you have some suggestions how to make them look better, using the existing ironhand tiles, please tell them. We can change things around, but not too much.

      I tried TomiTapio's Genesis with Ironhand quickly yesterday and noticed crashing before embarking (fixed with windows 95 compability and disabling win7 themes in the compability settings) and the "rubber band" effect in the game. Guess it isn't machine or graphic pack related. Maybe it's DF itself, although vanilla never does this. My computer runs Crysis 2 with DX11 effect on ultra fine, but as said in the NY Times article the games take more CPU than calculating plane wing aerodynamics.
      Hmm the rubberband effect might be due to your harddisk suddenly taking a chunk of processor time. You could try telling your OS in task manager "DF can only run on cpu cores 0 and 1".
      Genesis should run as fast as vanilla; more variety in items and creatures shouldn't cause more cpu use, only more memory use.
      Want to try my init file? Genesis_3.25dTT_ASCII_READYTOPLAY_NoWere_NoFlay_July11.zip\Genesis_3.25dTT_ASCII\data\init\tomis_init_for_tinkering folder. And Truetype definitely off in DF init.

      DF takes only a little bit of CPU... if you're satisfied with 5 fps (5 time-ticks per second) and a small map. I prefer the 90-300 fps range and 3x2 map over "issue commands, go do something else for 15min".
      "One fort season (100800 ticks) is: 67 minutes at 25 fps, 34 minutes at 50 fps, 17 minutes at 100 fps." -me

      Stuff sitting on my DF todo list... no motivation this month either
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: urpokarhu on August 09, 2011, 11:04:11 am
      I dislike the way Workshop looks like in the Ironhand tileset, very hard to tell which is which.
      If you have some suggestions how to make them look better, using the existing ironhand tiles, please tell them. We can change things around, but not too much.

      I tried TomiTapio's Genesis with Ironhand quickly yesterday and noticed crashing before embarking (fixed with windows 95 compability and disabling win7 themes in the compability settings) and the "rubber band" effect in the game. Guess it isn't machine or graphic pack related. Maybe it's DF itself, although vanilla never does this. My computer runs Crysis 2 with DX11 effect on ultra fine, but as said in the NY Times article the games take more CPU than calculating plane wing aerodynamics.
      Hmm the rubberband effect might be due to your harddisk suddenly taking a chunk of processor time. You could try telling your OS in task manager "DF can only run on cpu cores 0 and 1".
      Genesis should run as fast as vanilla; more variety in items and creatures shouldn't cause more cpu use, only more memory use.
      Want to try my init file? Genesis_3.25dTT_ASCII_READYTOPLAY_NoWere_NoFlay_July11.zip\Genesis_3.25dTT_ASCII\data\init\tomis_init_for_tinkering folder. And Truetype definitely off in DF init.

      DF takes only a little bit of CPU... if you're satisfied with 5 fps (5 time-ticks per second) and a small map. I prefer the 90-300 fps range and 3x2 map over "issue commands, go do something else for 15min".
      "One fort season (100800 ticks) is: 67 minutes at 25 fps, 34 minutes at 50 fps, 17 minutes at 100 fps." -me

      Hello, thanks for noticing this! I tried your configuration getting over 430 FPS but the game was too fast, it was like the dwarves at the speed of the sound. I had to limit FPS to 100, i don't know if your configuration have any other options that might resolve my issues. Apparently I have also some major graphical issues, some dwarves are only visible by half or missing heads etc. I don't know what causes this. Maybe I'm just a newbie who hadn't figures out how to install your version for Ironhand right (1. unzip ironhand to some folder 2. copy your zip file in to it 3. play)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Hellcommander on August 10, 2011, 07:10:23 am
      Found errors in the errorlog, can anyone tell me how I get fix these slight errors. Here are some examples (errors are similiar and linked to same problem) WOLF_ICE:FEMALE:crotch: No tissue thickness
      WOLF_ICE:FEMALE:womb: No tissue thickness
      WOLF_ICE:FEMALE:right ovary: No tissue thickness
      HIPPO:Unrecognized Creature Token: MULTIPLY_VALUE
      I'm using deons genesis 3.25d Ironhand with Ironhand installed beforehand.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Morwaul on August 10, 2011, 08:47:22 am
      Is there a way to control what Castes you get on Embark?  I just do not see my leader saying "Ok, who wants to go start a fort? Ok, lets go!"  I figure he would actually take some time and pick a team.

      On a separate note, I found that I kept wondering which stone or wood was more valuable so I created a quick spreadsheet.  I may add more info if there is interest.  Also, I was not certain about some of the Fuels.  Are black mire and Swamp Peat fuels?  They have ignite values.

      https://spreadsheets.google.com/spreadsheet/ccc?key=0Aoo7gDkbr1RQdHRfWHQxWHBDRC10alliaFBqYTRXU2c&hl=en_US (https://spreadsheets.google.com/spreadsheet/ccc?key=0Aoo7gDkbr1RQdHRfWHQxWHBDRC10alliaFBqYTRXU2c&hl=en_US)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: BigD145 on August 10, 2011, 02:52:10 pm
      Is there a way to control what Castes you get on Embark?  I just do not see my leader saying "Ok, who wants to go start a fort? Ok, lets go!"  I figure he would actually take some time and pick a team.

      On a separate note, I found that I kept wondering which stone or wood was more valuable so I created a quick spreadsheet.  I may add more info if there is interest.  Also, I was not certain about some of the Fuels.  Are black mire and Swamp Peat fuels?  They have ignite values.

      https://spreadsheets.google.com/spreadsheet/ccc?key=0Aoo7gDkbr1RQdHRfWHQxWHBDRC10alliaFBqYTRXU2c&hl=en_US (https://spreadsheets.google.com/spreadsheet/ccc?key=0Aoo7gDkbr1RQdHRfWHQxWHBDRC10alliaFBqYTRXU2c&hl=en_US)

      Volunteers are never what you want them to be when making a new civilization.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Hellcommander on August 10, 2011, 04:06:19 pm
      fixed it seems might ive been left over from previous override delete folder and used fresh copy and no errorlog  :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Hellcommander on August 10, 2011, 08:54:10 pm
      uploaded a fix/replacement SanDiego tissue rebalance with no errors in errorlog for use with Genesis (was real pain to mod).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on August 11, 2011, 07:41:02 am
      uploaded a fix/replacement SanDiego tissue rebalance with no errors in errorlog for use with Genesis (was real pain to mod).
      Provide a link? I assume you put it to DFFD. Got install instructions, perhaps "overwrite the tissues file with my file"?

      On a separate note, I found that I kept wondering which stone or wood was more valuable so I created a quick spreadsheet.  I may add more info if there is interest.  Also, I was not certain about some of the Fuels.  Are black mire and Swamp Peat fuels?  They have ignite values.
      https://spreadsheets.google.com/spreadsheet/ccc?key=0Aoo7gDkbr1RQdHRfWHQxWHBDRC10alliaFBqYTRXU2c&hl=en_US (https://spreadsheets.google.com/spreadsheet/ccc?key=0Aoo7gDkbr1RQdHRfWHQxWHBDRC10alliaFBqYTRXU2c&hl=en_US)
      Thanks, I didn't quite finish my list of new trees
      Spoiler (click to show/hide)
      please put the "ironwood is iron-tough" and "nethercap is magically cold" into your table.
      it was a bit of research, finding out what trees are crap and what make fine non-rotting furniture. And their real densities. Heavy wooden bolts to those geese!

      Only compact peat, lignite, bituminous can be converted into fuel. I put ignite values in the black mire and swamp peat for added realism. They'll probably withstand magma anyway, being stone-in-the-ground. Don't wear hats made of graphite.
      Maybe in a future DF, magma can reshape the landscape (with means other than "become obsidian").

      You all agree with me when I put [MATERIAL_VALUE:3] on bituminous coal, so it's more valuable than fir logs and granite boulders?

      Anyone fancy creating some new plants for Genesis cooking?
      "eat-raw and eat-cookedonly plants of the chinese cuisine" is on my ideas list.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: greycat on August 11, 2011, 12:41:35 pm
      Reminder for people new to TomiTapio-enhanced Genesis:
      - more tree species and three classes of wood: regular (value 1 birch, fir, cork oak etc.), fairwood (value 2 beech, yellow satinwood), goodwood (value 3 oak, mahogany, teak, maple, ebony, holly etc. real-life furniture woods.) So one can manage which logs go to furniture and which to fuel. Tip: designate with mouse which logs to dump away from the fuel-wood stockpile. Good wood is set to dark red.

      Or, set up separate wood stockpiles by the carpenter shop (good) and by the furnace (bad).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Morwaul on August 11, 2011, 04:56:53 pm

      please put the "ironwood is iron-tough" and "nethercap is magically cold" into your table.
      it was a bit of research, finding out what trees are crap and what make fine non-rotting furniture. And their real densities. Heavy wooden bolts to those geese!


      Done

      On metals, what are the important numbers?  I know Max Edge is one but what about the others? 

      Also, when doing this list I was surprised by the jump in value of metals.  Moon Silver and Sun Gold 60 then Adamantine and Mithril 300 with nothing in between.  Seems like there should be some metals between there.  You think Deon would mind if we created some in between metals or maybe changed the values of the existing ones?  Maybe something like Moon Silver 60, Sun Gold 100, Mithril 200, Adamantine 300.  Of course this doesn't really matter so it may be better to leave it as is.  Your Call.

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Morwaul on August 11, 2011, 11:22:44 pm
      Heh, I just Embarked on a map that has 2 Adamantine tubes that run from about 5 Z levels above the surface hopefully down to the lava.  I didn't get a scream from below message though so maybe they stop somewhere.

      Anyway, I made another spreadsheet if anyone is interested.  This one shows the skill bonuses and penalties for all the castes.  The link is:

      https://docs.google.com/spreadsheet/ccc?key=0Aoo7gDkbr1RQdDZCMWpQZzctV3lDT0IzLVhEcW5jUkE&hl=en_US#gid=0 (https://docs.google.com/spreadsheet/ccc?key=0Aoo7gDkbr1RQdDZCMWpQZzctV3lDT0IzLVhEcW5jUkE&hl=en_US#gid=0)

      I am a little confused by these numbers.  What is the difference between SKILL_RATE (SR) and SKILL_LEARN_RATE (SLR)?  Would a Jade dwarf that has a 140 SLR in Masonry and a general 180 SR be better at Masonry than a Gloomer that has a 150 SLR in Masonry but a general 100 SR?

      Also, I am making several assumptions.  Please correct me if I am wrong.  In short my first assumption is :

      (Base Dwarf General SR<Base Dwarf Specific SR<Caste General SR<Caste Specific SR)

      In other words the SKILL_RATES tag for the first dwarf in the raw file which is labeled Dwarf applies to all dwarves unless they have a Caste SKILL_RATES tag or a specific SR/SLR tag for a skill.   Does this also apply to SLR?  So for example, a Stone Dwarf has a 115 SLR in Carpentry, Jade Dwarf has a 180 SLR in Leatherworking but a 140 SLR in Carpentry, and a Steel Dwarf would have a Cooking SR of 40.

      My second is that if a Skill is not listed it falls under the General SR so the base Mechanic (Machinery?) SR for a Jade would be 180 and 115 for a Moss.

      Thanks for any info.

      PS Tomi, I PM'd you my email address.  If you send me yours I will add you as an editor to these spreadsheets.  Deon also if he wants it of course.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on August 12, 2011, 03:50:41 am
      Also, when doing this list I was surprised by the jump in value of metals.  Moon Silver and Sun Gold 60 then Adamantine and Mithril 300 with nothing in between.  Seems like there should be some metals between there.  You think Deon would mind if we created some in between metals or maybe changed the values of the existing ones?  Maybe something like Moon Silver 60, Sun Gold 100, Mithril 200, Adamantine 300.  Of course this doesn't really matter so it may be better to leave it as is.  Your Call.
      Armor numbers, I would say [SHEAR_YIELD:100000] is resist axe and [IMPACT_YIELD:350000] is resist blunt. Probably get torsion and bending when a giant is wrestling your limbs off.

      Since Adamantine is pretty much a guaranteed find on a map that has a clown layer, I would drop Adamantine value to 100 and have mithril(enchanted aluminum) at 70. Deon?
      And I'd make "silver thread" clothing for armor. Saw silver thread as a textile component on tv one day.
      I guess Adamantine tubes can be pretty close to surface if have one or zero cavern layers. (A challenge for bored mayors: world with no caverns no magma sea. No underground plants.)


      [SKILL_LEARN_RATE:CHEESEMAKING:60] sets learning rate.
      [SKILL_RATE:CHEESEMAKING:x:x:x:x] sets four values "% of improvement points you get[the learning rate], unused counter rate, rust counter rate, demotion counter rate"
      The SKILL_LEARN_RATE is easier to read and understand.
      See http://df.magmawiki.com/index.php/DF2010:Creature_token#S

      Quote
      In short my first assumption is: (Base Dwarf General SR<Base Dwarf Specific SR<Caste General SR<Caste Specific SR)
      Declarations just get overwritten by later lines, is what I say. Dwarf: set all=120. Dwarf: set B=110. Gets a different result than first setting specific B and then overwriting that declaration with "set all of those skills"
      There's no priority between general and specific AFAIK. You just declare a different number inside a caste; if not, it inherits the numbers from creature level.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Tiruin on August 13, 2011, 09:01:45 am
      Small question, how do you mod the Sylvans so they will carry Longbows instead of bows? They are the basic elf race (who, I can see get replaced/killed off by werewolves most of the time) and they have good bows to prove it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Hellcommander on August 13, 2011, 02:32:24 pm
      Link to patch is for tissue rebalance is http://dffd.wimbli.com/file.php?id=4815
      override the files in object folder with these
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: FluidDynamite on August 13, 2011, 11:46:26 pm
      I've recently thought of an idea about tweaking the Altar of War: Instead of sacrificing weapons, why not sacrifice skulls? This both prevents dwarves from wasting the weapons you get out of the altar by sacrificing them right back into it, and prevents bone crossbow spamming the altar for the better weapons. The amount of reactions you'd be able to perform will be closely tied to how much death occurs in your fort, which I personally think fits pretty thematically as well. If I were a god a war I'd probably be more pleased with 50 kitten skulls than 50 kitten bone crossbows anyway. :p The yields chances of the reaction would probably need to be tweaked a bit though. What do you think?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on August 14, 2011, 04:54:40 pm
      Small question, how do you mod the Sylvans so they will carry Longbows instead of bows? They are the basic elf race (who, I can see get replaced/killed off by werewolves most of the time) and they have good bows to prove it.
      in entity_sylvan.txt replace [WEAPON:ITEM_WEAPON_BOW] with [WEAPON:ITEM_WEAPON_LONGBOW].

      I've recently thought of an idea about tweaking the Altar of War: Instead of sacrificing weapons, why not sacrifice skulls? This both prevents dwarves from wasting the weapons you get out of the altar
      I was thinking "sacrifice iron weapon, 7% chance of elite bronze weapon" and "sacrifice steel weapon, 5% chance of elite red steel weapon" . Skulls are sort of easy from cavern monsters and wildlife and puppy farms, but not as easy as "sacrifice wooden crossbows". I tend to leave the reactions to Deon.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Jackledead on August 15, 2011, 02:17:50 pm
      Toady needs to hurry up on the new release, all the mod threads are dying...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Saeldanya on August 15, 2011, 04:17:33 pm
      Nevermind... there IS a wiki! Should read the first post more carefully, duh.  :-[
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Sirdrake on August 15, 2011, 06:02:52 pm
      Toady needs to hurry up on the new release, all the mod threads are dying...

      Why should he,so what if mod threads are dying it means they have reached their potential for the current version

      And Good work cant be rushed ;)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Tiruin on August 16, 2011, 04:31:24 am
      ^ There's always room for more  :)

      ~~~
      Thanks for answering my question so fast, now here come real archers!

      To the developers of the mod, could I use references and names/descriptions of your added stuff (civilizations, creatures) in a story I'm making?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Saeldanya on August 16, 2011, 11:26:17 am
      Alright, I realized the wiki doesn't contain all the information... so, how do I access the manual? I keep getting a message about website navigation being interrupted when I try to open it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on August 16, 2011, 01:31:32 pm
      I have many creatures and animals on my to-do list, but it is logical to first see what 50 new animals Toady has added in the past months.

      To the developers of the mod, could I use references and names/descriptions of your added stuff (civilizations, creatures) in a story I'm making?
      Of course. Call it "fan fiction" :´)
      "This is made from Pekyt leather. Better armor than your cowhide. Too bad the Pekyt droppings attract all the insects in the caverns."

      Alright, I realized the wiki doesn't contain all the information... so, how do I access the manual? I keep getting a message about website navigation being interrupted when I try to open it.
      I told Deon that .CHM compiled hypertext help file was a poor format. The wiki should have all you need, and if you really need to know the plant biomes, creature speeds, attacks, poisons and lifespans, read their raws.
      What do you need that isn't in the wiki? Strengths of metals?
      Anything I should add to my http://df-genesis.wikidot.com/tips-and-advice page?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Saeldanya on August 16, 2011, 04:07:42 pm
      Naw, I don't need the plant biomes or creature speeds.  :D There are a few pages that are still empty however. "cavern races", "expanded bestiary" and "new items" are empty pages. There was also at least one page (I don't remember which one right now) that was based on a few forum quotes rather than concrete information, and was pretty vague. Overall, the wiki seems unfinished in parts and is sometimes confusing. BUT! Thanks for taking the effort with the wiki. An unfinished one is much better than none.  :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Torgan on August 17, 2011, 04:04:19 am
      There is the manual file in the Genesis folder that is a bit more up to date if that's any help.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Saeldanya on August 17, 2011, 04:38:36 am
      That's the thing, I can't open the included manual  ::) Keep getting error messages.

      Do I need a manager to make military dwarves (rather than random dwarves) train with the training dummy?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Tiruin on August 17, 2011, 07:20:44 am
      Do I need a manager to make military dwarves (rather than random dwarves) train with the training dummy?

      Yes, managers help in making which dwarf use which workshop. The dummy is technically a workshop  :)


      Thanks a lot for the info Tomi!


      Question: I've heard of dark dwarves, even got them once but somehow they appear in very small groups (1?) and are pretty underpowered when I get to breaching the caverns (Black Bronze?). Is there anyway to edit it so that there will be more of them (with better armor/weapons [iron+]) and that they will not leave the map in any way?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on August 17, 2011, 09:37:46 am
      Question: I've heard of dark dwarves, even got them once but somehow they appear in very small groups (1?) and are pretty underpowered when I get to breaching the caverns (Black Bronze?). Is there anyway to edit it so that there will be more of them (with better armor/weapons [iron+]) and that they will not leave the map in any way?
      Well, certainly can increase their clusternumbers, skills, and speed, but probably not their equipment. But as a group of 15 they might donate too much gear.
      Can't stop them from leaving the map, but Don't recall any times that cavern humanoid camps (who have food laying around) have fled.

      Many times I like to dig four early exploration tunnels down from the surface to -30ish, see what resources we have available. Then build floor or wall on the surface to cap off the un-used stairwell.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: BeforeLifer on August 17, 2011, 10:41:27 pm
      QUACK, DAMN YOU.
      MYTHBUSTER REFERANCE FOR THE WIN!!!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: EddyP on August 18, 2011, 08:37:25 am
      I'm having a problem with mineral generation in worlds. I've genned a few large regions with scarcity set to 750.

      When I look for an embark I find quite a few places that don't have any metals at all - only soil, and sometimes not even that. And when I do find an embark that promises shallow and deep metals, I only find an iron ore, tetrahedrite and thousands of units of blue crystal and rock crystal, which aparrently form magnetite clusters. This has been repeated across four embarks. Is this supposed to happen?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Tiruin on August 18, 2011, 08:45:01 am
      metals - ore. Ore that can be made into bars, it doesn't mean metal as in weapons/armor forgeable metal. And there is a bug (?) or typo in the Blue_Crystal thing that set it to CLUSTER not CLUSTER_SMALL. Thats why you have giant clusters of blue crystal.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: EddyP on August 18, 2011, 08:55:34 am
      metals - ore. Ore that can be made into bars, it doesn't mean metal as in weapons/armor forgeable metal. And there is a bug (?) or typo in the Blue_Crystal thing that set it to CLUSTER not CLUSTER_SMALL. Thats why you have giant clusters of blue crystal.

      I know what it means when it says metal. But the only metal I find is tetrahedrite and iron ores. No gold, platinum, zinc, nickel etc.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on August 18, 2011, 04:06:30 pm
      I know what it means when it says metal. But the only metal I find is tetrahedrite and iron ores. No gold, platinum, zinc, nickel etc.

      Yeah, the minerals placement seems off at times. I have tried to balance the frequencies, but maybe the frequencies are too low then and the DF worldgen expects every mineral to be max freq. I run my tests at medium region 650-scarcity. Ores seem to appear in three z-levels at once, so soil -> chance of 3 levels of something -> chance of 3 levels of something etc.

      For example, I've got gold at [ENVIRONMENT:IGNEOUS_ALL:VEIN:16]
      and aluminum(for mithril) at [ENVIRONMENT:IGNEOUS_EXTRUSIVE:CLUSTER_SMALL:100] [ENVIRONMENT:IGNEOUS_EXTRUSIVE:VEIN:10]
      and cobaltite [ENVIRONMENT:IGNEOUS_ALL:VEIN:13] [ENVIRONMENT:METAMORPHIC:VEIN:13]
      The idea is to have the good stuff rare, so you can be happy if you find it. "Thorin sits down and starts singing about gold."

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Deon on August 19, 2011, 12:22:12 am
      metals - ore. Ore that can be made into bars, it doesn't mean metal as in weapons/armor forgeable metal. And there is a bug (?) or typo in the Blue_Crystal thing that set it to CLUSTER not CLUSTER_SMALL. Thats why you have giant clusters of blue crystal.
      It's not a bug, I wanted to have more crystal glass... But it could be a bad design decision :P.

      Found errors in the errorlog, can anyone tell me how I get fix these slight errors. Here are some examples (errors are similiar and linked to same problem) WOLF_ICE:FEMALE:crotch: No tissue thickness
      WOLF_ICE:FEMALE:womb: No tissue thickness
      WOLF_ICE:FEMALE:right ovary: No tissue thickness
      HIPPO:Unrecognized Creature Token: MULTIPLY_VALUE
      I'm using deons genesis 3.25d Ironhand with Ironhand installed beforehand.

      That's weird. At first, you shouldn't install ironhand beforehand. And I will check it, but I had no errors. It could be because you installed it wrong.

      Quote from: TomiTapio
      Since Adamantine is pretty much a guaranteed find on a map that has a clown layer, I would drop Adamantine value to 100 and have mithril(enchanted aluminum) at 70. Deon?
      And I'd make "silver thread" clothing for armor. Saw silver thread as a textile component on tv one day.
      Noted :). Good ideas.

      I've recently thought of an idea about tweaking the Altar of War: Instead of sacrificing weapons, why not sacrifice skulls? This both prevents dwarves from wasting the weapons you get out of the altar by sacrificing them right back into it, and prevents bone crossbow spamming the altar for the better weapons. The amount of reactions you'd be able to perform will be closely tied to how much death occurs in your fort, which I personally think fits pretty thematically as well. If I were a god a war I'd probably be more pleased with 50 kitten skulls than 50 kitten bone crossbows anyway. :p The yields chances of the reaction would probably need to be tweaked a bit though. What do you think?
      Yeaaah. SKULLS FOR THE SKULL THRONE. I seriously modded in altars just for fun and didn't bother with them at all since then... Mostly because I didin't come up with an idea how to use them better. Skulls sound great.

      Toady needs to hurry up on the new release, all the mod threads are dying...

      Why should he,so what if mod threads are dying it means they have reached their potential for the current version

      And Good work cant be rushed ;)
      In my case it's mostly me trying to please my wife's needs and look like a grown up man. So lots of work, sex and lack of sleep. Dayuuummm. And almost no time to play games :(.

      It's mostly because I became concerned about my wife spending a lot of time in chats/social networks and communicating with other male species while ignoring me (because I was ignoring her with my gaming/modding habits). So I guess I have to do it, otherwise it can be a bad end of the family :P.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Tiruin on August 19, 2011, 04:17:11 am
      You could hold on the modding for a while then, family first before anything  :D

      We don't want that to control your life and then ruin it...That would be worse than...well, it would be really bad.


      ~~~

      Anyway back on topic, I found a tiny bug (?) in dust breathing deep beasts. They go off and also give freezing vapors AND boiling mist too so more fun for your unlucky dwarves / adventurers.

      Spoiler (click to show/hide)
      Example above. The frozen extract is actually a dust cloud, it boosted itself straight on me while I was running away.
      Spoiler (click to show/hide)

      Ended well for a talented swordsman though.  :D

      Also, I noticed that Sylvan elves die out easily to werewolves, do not edit that. Not that I hate elves, its just a great fact in Genesis on mortality (although it might be due to the low population in the entity_raws)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Rhazak on August 19, 2011, 09:54:26 am
      Could you possibly give Dagger Dwarfs a graphic?

      Like the one already available:

      Spoiler (click to show/hide)

      Because I made a squad of dagger dwarfs to act as kinda assassins but they use their second highest skill as their graphic instead and it looks kinda lame.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Alhash on August 19, 2011, 05:02:02 pm
      Since there are werewolves, perhaps you should add aconite? Get dwarves harvest them, and maybe make a sort of draught that you put on your weapons/throw? And using it will drastically increase the damage dealt to the werewolves.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on August 20, 2011, 06:10:42 am
      Guess I should do some modding this weekend. Trying Age of Conan f2p MMO today, seems much duller than DDO STO DCUO. On Thursday I introduced my friends to The Beatles: Rockband Xbox singing.
      Should implement four classes of leather: cat,elf,dwarf,human,turkey suede (20% the numbers of vanilla leather, thin leather makes clothes), vanilla leather (pig, cow, bear, what we use IRL), my toughleather/hide 200% (troll, lesser giant, were, supernatural), scalehide? (better than iron) need better name
       Also I'll put weres and flayers back into that subrelease.

      Edit: ok started the task, put w & f in, gave longbows to sylvans, boosted dark dwarves. So much stuff to do, later.

      You could hold on the modding for a while then, family first before anything  :D
      Anyway back on topic, I found a tiny bug (?) in dust breathing deep beasts. They go off and also give freezing vapors AND boiling mist too so more fun for your unlucky dwarves / adventurers.
      My wife too is totally addicted to LiveMessenger and irc chat... luckily she isn't MMO-addicted this year.

      That demon is not in the raws, it is procedurally generated. Only Toady can fix such oddities, if He ever finds the time.

      Since there are werewolves, perhaps you should add aconite? Get dwarves harvest them, and maybe make a sort of draught that you put on your weapons/throw? And using it will drastically increase the damage dealt to the werewolves.
      Never heard of Aconite. And no, weapons cannot be coated in poison, or it would be done in the major mods already.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Tiruin on August 20, 2011, 07:15:26 am
      Thanks for the info on the & Tomi, I thought you added something special that goes with the "cave-in" package.

      How do I transfer my edited raws (weapon names changed, some minerals edited. In short, I made Genesis harder for me  :P ) into a new patch?

      Or at least from the Ironhand version into the ASCII one?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on August 20, 2011, 07:35:02 am
      Thanks for the info on the & Tomi, I thought you added something special that goes with the "cave-in" package.
      How do I transfer my edited raws (weapon names changed, some minerals edited. In short, I made Genesis harder for me  :P ) into a new patch?
      Or at least from the Ironhand version into the ASCII one?
      What cave-in package? I have no clue. Only renamed soil's liquid state to "soilmagma".

      For merging code (DF raws) into other code, I use WinMerge. http://winmerge.org/downloads/  or a more trusted download from CNET: http://download.cnet.com/WinMerge/3000-2216_4-10874082.html
      There are many other "code comparison" tools also.

      . . Edit at 20:53: phew, finished going through all the creatures (except fish) and assigning the new "thin skin, becomes thin suede leather" to about half of them.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Tiruin on August 20, 2011, 08:42:36 am
      What I meant was that it was really strange seeing dust + ice + fire together. I only thought that the freezing clouds and boiling mist were added in the genesis mod - explaining the Frost Wyrms and such.

      And thanks again for the speedy reply  :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Rhazak on August 20, 2011, 07:41:21 pm
      What about dagger dwarfs Tomi? :<
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on August 21, 2011, 04:45:53 am
      Looks like there is no profession name in the graphics definitions for the dagger users, what we have is:
      Spoiler (click to show/hide)
      The black cloak sneaky icons are for babysnatcher and thief AFAIK.
      Magmawiki says: "Knife users are skilled in the use of daggers. Dwarves won't make daggers, but thieves will carry them onto your map."


      Edit: made skin and leather mark 4 and 5 now. Which creatures should get them...
      [MATERIAL_TEMPLATE:LEATHERFOUR_TEMPLATE] -- made from x. "leather mark 4", better than copper. Demon and troll class.
      [MATERIAL_TEMPLATE:LEATHERFIVE_TEMPLATE] -- made from x. "leather mark 5", slightly better than iron. Dragon and high demon class.

      Before these, dragon leather was the same as elephant and rhino leather, but renamed.

      Edit2: 40 minutes later, the bad-asses have got their mark 4 and 5 skins. Now to roll a world, and later today start a test fort. CYAN isn't valid, using CERULEAN instead... of course the "mythskin boots" and "deephide boots" should be a different color from regular leather and toughleather(hide).

      Brook trolls ate my speardwarf. You may test my current ascii raws: http://dl.dropbox.com/u/8967397/tomis%20ascii%20for%20quick%20testing%20-%20raws.zip
      there are more minor things to do before I "approve of this sub-release".
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: LordLynxx on August 21, 2011, 02:51:23 pm
      Help me pls.. Furnace operators doesn't want to make charcoals. Also ambushers never leave my fort perimeter, because  i made it inaccessible :S

      Im playing with Genesis mod with phoebus tileset. Any ideas?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on August 21, 2011, 04:09:10 pm
      Help me pls.. Furnace operators doesn't want to make charcoals. Also ambushers never leave my fort perimeter, because  i made it inaccessible :S
      if making fuel from bituminous coal or lignite, MUST have one fuel to start with. Try making charcoal at the basic wood furnace (need logs, dismantle a bed or cabinet for firewood if desperate, at the furniture workshop). Un-forbid your logs in "z" stocks screen if they're forbidden.
      Make the area accessible, by removing a wall or digging a tunnel.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Roses on August 21, 2011, 09:58:57 pm
      I am currently creating a very extensive creatures mod (current plan is to add most species of animals present in our world, I currently only have about 150 species done though so we shall see if I keep my steam going) and since I play your mod almost exclusively I have been balancing the creatures around your modifications. I was wondering if I could publish it to the community if I give you and Tomi credit for your work on the creatures.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: LordLynxx on August 21, 2011, 11:36:19 pm
      Help me pls.. Furnace operators doesn't want to make charcoals. Also ambushers never leave my fort perimeter, because  i made it inaccessible :S
      if making fuel from bituminous coal or lignite, MUST have one fuel to start with. Try making charcoal at the basic wood furnace (need logs, dismantle a bed or cabinet for firewood if desperate, at the furniture workshop). Un-forbid your logs in "z" stocks screen if they're forbidden.
      Make the area accessible, by removing a wall or digging a tunnel.
      Thanks for the quick help. I have many logs stockpiled, cut down and bought from caravans. The problem is that my furnace operators are ignoring the command either from manager menu or manually checked at the furnace, which is right next to the stockpile, ready to use. Which wood furnace should I try to use, because I have the original and the one included in the mod. (I've been trying both tho.)

      Anyways I'll keep trying, i can buy charcoal every year, but the problem is that my map is very low on other mineable fuels.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Tiruin on August 22, 2011, 09:04:46 am
      ^ Use the Modded furnace, quote "Trees are HUGE. Two fuel for one tree!"
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: LordLynxx on August 22, 2011, 11:27:23 am
      Ok, I upload my savefile so, you can relieve me i'm not retarded or something. I can't understand why it doesn't work.

      lynxx.uw.hu/region2.zip (http://lynxx.uw.hu/region2.zip)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on August 22, 2011, 04:08:08 pm
      No modding today. Maybe tomorrow copy my latest improvements to Ironhand side.

      I am currently creating a very extensive creatures mod (current plan is to add most species of animals present in our world, I currently only have about 150 species done though so we shall see if I keep my steam going) and since I play your mod almost exclusively I have been balancing the creatures around your modifications. I was wondering if I could publish it to the community if I give you and Tomi credit for your work on the creatures.
      Sounds like a proper project.
      Keep in mind that Toady is adding 50+ animals in the next DF version.
      I guess you're using genitalia tissue, the genitals, and my tuned-for-combat tissue bleeding & pain numbers?
      Do you have a master chart of animal movement speeds, with birds at the top? Weight(size) and littersize and clustersize are easy compared to assigning a single speed to a species.
      How detailed animal bodypart colors are you doing?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Roses on August 22, 2011, 04:26:57 pm

      Sounds like a proper project.
      Keep in mind that Toady is adding 50+ animals in the next DF version.
      I guess you're using genitalia tissue, the genitals, and my tuned-for-combat tissue bleeding & pain numbers?
      Do you have a master chart of animal movement speeds, with birds at the top? Weight(size) and littersize and clustersize are easy compared to assigning a single speed to a species.
      How detailed animal bodypart colors are you doing?
      [/quote]

      I know Toady is adding a lot of animals, and I will probably use some of them as basis, but right now I'm trying to get as many different species as I can in the game (grouping them by Class, Order, Family, and Genus). I am planning on doing a couple different run throughs of the creatures, my first is giving them accurate descriptions, biomes, speeds, sizes, and littersizes. My next run through will be giving them proper clustersizes, population numbers, and any unique traits that may fit that particular species, and finally giving them properly colored body parts (snow leopards different from clouded leopards different from normal leopards etc...) with the proper ratios for genetic variants (white lions, black jaguars, etc...)

      Currently I am done with my first run through of the Mammalia of the Carnivora order (felines, canines, bears, weasels, seals, etc...) which is about 140 species or so (I dropped all animals with great in their name so that I can create great variants later that are actually great in size, and I dropped all animals that are named after people, like the Geoffrey's cat, and all animals that are named after places, like the Iriomote cat, and changed the ones I could, like the Chinese Mountain Cat, became the Mountain Cat).

      Right now I can get about 20 to 30 species done with the first run through a day, which means it will only take me about 10 years to get all the species done!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Jactus Cack on August 22, 2011, 07:13:37 pm
      Not sure if this is a bug but I generated a new region since my previous two had all fortresses inhabited only by animals, and now my new region has the fortress problem fixed and I can play as a bronze colossus outsider. I have to say I really love this mod right now!  :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: UltraValican on August 22, 2011, 07:16:06 pm
      Not sure if this is a bug but I generated a new region since my previous two had all fortresses inhabited only by animals, and now my new region has the fortress problem fixed and I can play as a bronze colossus outsider. I have to say I really love this mod right now!  :D
      Thats not a bug, If a fortress fell in legends it will be populated by animals(implying that it is now a ruin)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: toupz on August 22, 2011, 07:31:55 pm
      Is this mod still good for adventurer?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Jactus Cack on August 22, 2011, 07:36:51 pm
      Not sure if this is a bug but I generated a new region since my previous two had all fortresses inhabited only by animals, and now my new region has the fortress problem fixed and I can play as a bronze colossus outsider. I have to say I really love this mod right now!  :D
      Thats not a bug, If a fortress fell in legends it will be populated by animals(implying that it is now a ruin)

      Ah, almost every fortress in my first two regions must have fallen then.  :o
      Wow I just realized my colossus is called Persuasius Raventattoo the Strong Climax. Dear god do I love this game.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on August 23, 2011, 03:38:31 am
      Is this mod still good for adventurer?
      Yup, it's good for adventuring. Deon made the weapon&armor crafting for adventure mode. Monsters have more "natural skill" than in vanilla and are more dangerous.
      I have added sounds for animals and people, so you can hear bandits shouting and cursing! (not reacting to anything, just make sound at random intervals.)

      In my August sub-release the number of leather classes goes from 2 (normal, tough) to 5 (weak, normal, tough hide, coppertough mythskin for demons, irontough deephide). So if you slay a dragon, your dragon leather armor/clothes will be very tough. I added "kitchen dagger" and "kitchen axe" which can be found in monster lairs. Oh and my crossbows have inbuilt dagger-like bayonets since the militia can not carry a dagger in backpack/belt.
      Note: can disable the night bogeymen by setting night creature types to zero in worldgen.

      I am planning on doing a couple different run throughs of the creatures, my first is giving them accurate descriptions, biomes, speeds, sizes, and littersizes. My next run through will be giving them proper clustersizes, population numbers, and any unique traits that may fit that particular species, and finally giving them properly colored body parts
      For more realism... the same species can have different frequency(rarity) and clustersize in different biomes. So in savannah, high chance of a lion pride; semidesert, low chance of 1-2 lions. AFAIK to do that, one must split the animal into two creature definitions. Outdoor rabbits should be more common than cave rabbits.
      Also to consider: [VIEWRANGE:20] [LIKES_FIGHTING] [NOFEAR] [PRONE_TO_RAGE:1] and the [SAVAGE] biome modifier.
      I have my birds at high viewrange and [FLEEQUICK]. A low viewrange curiousbeast might be interesting... gets very close, then notices a dorf. Fox power!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on August 23, 2011, 10:12:40 am
      All right, here is my latest release, with five classes of leather.

      Ironhand raws folder: http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand_FiveLeathers_Aug23.zip
      ASCII raws folder: http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_ascii_raws_FiveLeathers_Aug23.zip
      Totally not save-compatible due to new materials and new altar of war reactions. Enjoy.


      Changelog of this and two previous:
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: tilly on August 23, 2011, 02:18:20 pm
      Thanks Deon, you're/your awesome!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Roses on August 23, 2011, 03:24:21 pm
      For more realism... the same species can have different frequency(rarity) and clustersize in different biomes. So in savannah, high chance of a lion pride; semidesert, low chance of 1-2 lions. AFAIK to do that, one must split the animal into two creature definitions. Outdoor rabbits should be more common than cave rabbits.
      Also to consider: [VIEWRANGE:20] [LIKES_FIGHTING] [NOFEAR] [PRONE_TO_RAGE:1] and the [SAVAGE] biome modifier.
      I have my birds at high viewrange and [FLEEQUICK]. A low viewrange curiousbeast might be interesting... gets very close, then notices a dorf. Fox power!

      That is a good idea, I will have to add that to my spread sheet of animals. I am hoping to get some pretty unique combinations of tags since the animal kingdom is fairly unique. There are definately some mammals that have lower view ranges then others, I just wish there was a way to increase an animals hearing ability to compensate for low vision.

      Question about the [SAVAGE], [GOOD], and [EVIL] tags. Do they just say that the animal can be found in those regions, or do they say that the animal can only be found in those regions?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Deon on August 23, 2011, 05:33:12 pm
      Thanks Deon, you're/your awesome!
      You mean "thanks TomiTapio"? He keeps the thread afloat!

      Great job with the new skins/leathers, I really love it!

      Is this mod still good for adventurer?
      Yup, it's good for adventuring. Deon made the weapon&armor crafting for adventure mode. Monsters have more "natural skill" than in vanilla and are more dangerous.
      Actually the base of the adventure crafting is made by Lofn. Of course I tweaked it and added stuff here and there, but the major credit goes to him.

      Question about the [SAVAGE], [GOOD], and [EVIL] tags. Do they just say that the animal can be found in those regions, or do they say that the animal can only be found in those regions?
      It limits the creature to the said biomes. I am not sure how to make a creature to appear in a normal AND evil biome, there's no [NEUTRAL] token... I think it may be impossible.

      P.S. I think in addition to other stuff I should rebalance creature populations. I haven't really utilized the [BENIGN] token enough.

      There should be benign areas where civs like to settle, and they should be full of cattle and birds; the normal (which are mediocre wild) areas should have stuff like wolves, deer and the like; and the wild areas should have beasts which would eat any person who is not robust enough; there should be a reason why nobody settles there. I think it will make the world to behave more "realistically" (close to our expectations) and improve the game experience.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Roses on August 23, 2011, 05:47:57 pm
      Well like Tomi suggested for the different biomes you could make two different creatures, and have the only difference be one has the [SAVAGE] tag and one doesnt, you could also then change the population ratios so that more of a certain creature appears in one the savage area than the benign or vice-versa.

      For my mod I plan on doing just that with the added definitions of giving certain species different color variation ratios and different sizes for their different biomes. For example the brown bear has several subspecies, each one has a different size depending on its biome, while the leopard is differently colored depending on its biome. It's really to bad you can't make different pop ratios and biomes in the caste's 'cause then you wouldn't have to make multiples of the creature

      Edit: Question, how big is one map square in terms of miles or kilometers? Would like to get realistic pop numbers.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Deon on August 24, 2011, 02:30:27 am
      The problem with your idea is that you still have to change the creature name (which is not really bad, just a fact) because otherwise you will have i.e. two cow leather in stockpile menu and other oddities like that.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Roses on August 24, 2011, 02:58:15 am
      The problem with your idea is that you still have to change the creature name (which is not really bad, just a fact) because otherwise you will have i.e. two cow leather in stockpile menu and other oddities like that.

      Ah I didn't even think about that. Well for now I will stick with just the one creature and have them be the same across all their biomes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Dwarfu on August 24, 2011, 03:30:37 am
      The problem with your idea is that you still have to change the creature name (which is not really bad, just a fact) because otherwise you will have i.e. two cow leather in stockpile menu and other oddities like that.

      It is possible to get multiple like-named (different-indexed) creatures to give the same leather (and other products), such that COW_A named cow and COW_B named cow will both give cow leather and it only be a single entry in stockpiles, etc.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Deon on August 24, 2011, 04:41:40 am
      Yeah but you need special shaeningans for that, like to define butchered products from COW_B to be products of COW_A if I understand you correctly.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on August 24, 2011, 08:46:49 am
      definitely some mammals that have lower view ranges then others, I just wish there was a way to increase an animals hearing ability to compensate for low vision.

      Speaking of hearing... one can add sounds to creatures. I have put sounds to the prone-to-rage creatures I think. Maybe I should put more sounds in. Wonder how the extravision tag works in outdoors darkness and daylight.
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Mayama on August 24, 2011, 09:00:19 am
      I might be wrong but the last version I played had an option to disable dwarf castes so you could play with "normal" stone dwarfs only.
      Is this still possible?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on August 25, 2011, 12:05:16 pm
      I might be wrong but the last version I played had an option to disable dwarf castes so you could play with "normal" stone dwarfs only.
      Is this still possible?
      It is relatively easy to do, just delete all other castes and "select caste" statements that refer to them. Here's the relevant file for you, with only stone dwarves:
      http://dl.dropbox.com/u/8967397/creature_genesis.txt (not tested, might give errors.)

      Sorry, no configuration program to "use the new minerals y/n, use the new metals y/n, use dwarf castes y/n, number of enemy civs 0...7"


      No more extreme depth-delving with 'd', 'i', 'Enter', 'Enter', '>', repeat!  Hooray!
      dude, you can do that [designate stairwells] with the mouse.  "d","i","click and hold","hold >".  youll designate up/down stairs to the bottom of the map.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: BigD145 on August 25, 2011, 03:22:27 pm
      I might be wrong but the last version I played had an option to disable dwarf castes so you could play with "normal" stone dwarfs only.
      Is this still possible?

      That version used a mod loader. It hasn't been updated since it was first made, I thought.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: bombzero on August 25, 2011, 09:18:20 pm
      im unable to equip crafted gloves in adventure mode. i made them from wolf bone and have unequipped everything and still cant equip them. boots, helm, and breastplate. made from same pack of wolves worked fine.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: SirAaronIII on August 25, 2011, 11:24:08 pm
      Yeah, crafted gloves are messed up because they don't get a left/right tag. Boots don't either, but they don't need them.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Mayama on August 26, 2011, 09:40:30 am
      It is relatively easy to do, just delete all other castes and "select caste" statements that refer to them. Here's the relevant file for you, with only stone dwarves:
      http://dl.dropbox.com/u/8967397/creature_genesis.txt (not tested, might give errors.)

      Sorry, no configuration program to "use the new minerals y/n, use the new metals y/n, use dwarf castes y/n, number of enemy civs 0...7"


      Nice :D thank you
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: greycat on August 26, 2011, 02:52:13 pm
      Help me pls.. Furnace operators doesn't want to make charcoals.

      Wood burners make charcoal.  Wood burning is under the Farming group of labors, not the metalworking group.  Same as in vanilla.
      Title: Re: Genesis Mod [ 3.25d ] - Tomitapio's and Dimosa's versions adde
      Post by: Deon on August 26, 2011, 02:59:49 pm
      holy cow. ive bought a phone with internet powers and i am typing this through it. forums just became a hundred times better!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: bombzero on August 26, 2011, 03:31:03 pm
      Yeah, crafted gloves are messed up because they don't get a left/right tag. Boots don't either, but they don't need them.

      alright thanks for letting me know. its ok though i found some cobalt gloves later on.

      also everything i craft that is armor/weapon related seems to be masterpiece. i know its randomish so i guess im just lucky.
      Title: Re: Genesis Mod [ 3.25d ] - Tomitapio's and Dimosa's versions adde
      Post by: TomiTapio on August 26, 2011, 03:50:27 pm
      holy cow. ive bought a phone with internet powers and i am typing this through it. forums just became a hundred times better!
      If it be an Android phone, I have some app (not game) recommendations to give. I wouldn't want to type a paragraph of text using a touchscreen mobile.

      Edit: Art: a Finnish lass on my watchlist drew a dwarf portrait: http://kissaotus.deviantart.com/art/Gald-Son-Of-Uruk-Colored-254961778
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Dwarf13 on August 27, 2011, 03:27:21 am
      Hi Tommi, tnx for the great updates!
      Quick question, did you test them for having siedges\ambushes?
      Id played first fort for 4 (!!) years not having a thing exept random snatchers\thiefs

      OK, id regen new world, setting savagery'\civs to max and embarked sinister location... Well its the end of the 2nd year and still no action :|

      I'd recall having massive siedges starting the end of the year 2 earlier in this mod, and even sometimes ambushes early y2, making me to abandon the fort or lock tight underground. :)

      Cheers
      Title: Re: Genesis Mod [ 3.25d ] - Tomitapio's and Dimosa's versions adde
      Post by: Deon on August 27, 2011, 04:03:02 am
      Nah, I picked a cheap phone (around 70 bucks) so no touchpad. But it has a qwerty keyvoard, so perfect for forums. It's samsung E2222 or something like that :),
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: Deon on August 28, 2011, 04:14:46 am
      Yay, I'm finally working on it :D.

      Current changes:
      Spoiler (click to show/hide)

      Quick, remind me about something important I need to make!

      P.S. Damn it, TomiTapio, I AM LOVING IT!

      (http://img.ie/56b50.png)

      Thank you very much for this work, it took a long time, I know :D.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - I'm back, dudes :D
      Post by: Tiruin on August 28, 2011, 06:50:56 am
      Leather is now back!!

      Small question on the raws, how do I replace (patch?) my old Genesis raws (before all the new stuff) with the new ones? And if I get the seed of the world created and re-use it, do I get the same world? Or do I have to download the new release and generate a new one?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - I'm back, dudes :D
      Post by: Deon on August 28, 2011, 07:21:16 am
      If you use a bit modified raw files, the seed wil make a different world...

      You can use the Winmerge program to compare two /raw/ versions and make appropriate changes. It's really easy.

      Meanwhile, the next release is ready for ASCII. Now I need to spend a hell lot of time to make graphical versions :P.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - I'm back, dudes :D
      Post by: Tiruin on August 28, 2011, 08:59:15 am
      If it may, could you please post the link to that?  :)


      Found a bug(?) below:

      I have a Sylvan Elf adventurer with supersylvan strength.
      Turned my combat preferences to Close Combat (wrestling) to train it up on a wounded Dusk Elf bandit. (Wounded by jabbing my bow, acts just like Tomi's bayonet but the name changed and a tiny bit of editing to make a difference.)
      After some turns, I break mostly all appendages and grab hold of her lower left leg. Then throw her.
      This happened, I thought the fact of being fly-weight was removed? Don't mod it out, I love this. From Dabbling Wrestler to an Adept. And from that to legendary on the rest (who sadly did not fly no matter how many throws I performed.)

      Spoiler (click to show/hide)
      Spoiler (click to show/hide)
      Spoiler (click to show/hide)
      Spoiler (click to show/hide)


      That's about three whole screens to the Northwest...


      P.S. I love the image change when you get to Legendary in a skill, +Red Headband and martial look.

      On another note, When you gather wood from any tree, you get pine logs.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - I'm back, dudes :D
      Post by: Kipi on August 28, 2011, 09:22:23 am
      On another note, When you gather wood from any tree, you get pine logs.

      That's because reactions can't track the location of adventurer so the type of wood must be determined directly in reaction.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - I'm back, dudes :D
      Post by: Deon on August 28, 2011, 09:39:11 am
      You don't actually gather wood from trees, sorry for spoiling it. But you just spawn it with a few attempts. Currently there's no way to gather plants :(.

      If it may, could you please post the link to that?  :)


      Found a bug(?) below:

      I have a Sylvan Elf adventurer with supersylvan strength.
      Turned my combat preferences to Close Combat (wrestling) to train it up on a wounded Dusk Elf bandit. (Wounded by jabbing my bow, acts just like Tomi's bayonet but the name changed and a tiny bit of editing to make a difference.)
      After some turns, I break mostly all appendages and grab hold of her lower left leg. Then throw her.
      This happened, I thought the fact of being fly-weight was removed? Don't mod it out, I love this. From Dabbling Wrestler to an Adept. And from that to legendary on the rest (who sadly did not fly no matter how many throws I performed.)

      Spoiler (click to show/hide)
      Spoiler (click to show/hide)
      Spoiler (click to show/hide)
      Spoiler (click to show/hide)


      That's about three whole screens to the Northwest...


      P.S. I love the image change when you get to Legendary in a skill, +Red Headband and martial look.

      On another note, When you gather wood from any tree, you get pine logs.
      Wow! How did you do it! I was never able to throw a creature of my size at all :D.
      Title: Re: Genesis Mod [ 3.25d ] - I'm back, dudes :D
      Post by: Deon on August 28, 2011, 11:36:13 am
      I am not at home (working). I will return tomorrow. I will tweak animal populations a bit and upload the 3.26 then.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - Tomitapio's and Dimosa's versions added
      Post by: TomiTapio on August 28, 2011, 12:05:43 pm
      Quick question, did you test them for having sieges\ambushes?
      Id played first fort for 4 (!!) years not having a thing except random snatchers\thiefs
      Nope, no testing. I did put worse odds (smaller populations) on the weres & flayers, hoping that in half the worlds the flayers would die off in history. You need high wealth and population to get maximum chance of sieges.
      Spoiler (click to show/hide)

      Small question on the raws, how do I replace (patch?) my old Genesis raws (before all the new stuff) with the new ones? And if I get the seed of the world created and re-use it, do I get the same world? Or do I have to download the new release and generate a new one?
      Roll a new world. With same seeds will get similar world, but world history's battles may have different outcomes due to new thin-skin. And a village of poor people having only cat leather "armor" instead of cow leather armor.

      Deon: here is my latest invention, a tower-cap farm plot (5x5 workshop). Still needs tiles choosing. It is tested, does make new tower-cap logs. Since there are no tree seeds, one inserts two tower-cap logs to farm tower-caps. Please roleplay and don't build them outdoors. Still might be too fast wood growing at "2 in, 2.1 out".
      Spoiler (click to show/hide)
      Title: Re: Genesis Mod [ 3.25d ] - I'm back, dudes :D
      Post by: Deon on August 28, 2011, 02:43:56 pm
      Sorry, but I question the existance of such wokshop in the mod. It's quite a bad gameplay "design" (spawning of logs) and you can already mud any underground soil to get a REAL tree farm.

      What was the reasoning of your invention?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - I'm back, dudes :D
      Post by: TomiTapio on August 28, 2011, 03:59:08 pm
      Thought it would be fun to have dorfs working hard at their mushrooms, having 2x10 towercap farms in a 11x60 area. It won't be unbalanced if the wood creation rate is low enough. Little bit too much planting skill gain though.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - I'm back, dudes :D
      Post by: Tiruin on August 28, 2011, 11:02:12 pm
      @Deon: I have no idea how that happened, it just auto-attacked and flung the poor bandit. I did the leg lock adjustment though. It looks like it made itself work out. I tried the same on a surviving swordsman, didn't fly at all when I threw em.

      Also, how do I check the size of creatures in Genesis? Does that have to do with wrestling/throwing? Bronze Colossuses throw things well...
      Title: Re: Genesis Mod [ 3.25d ] - I'm back, dudes :D
      Post by: Deon on August 29, 2011, 03:22:37 am
      You can't check the size in the game. I actually plan to rework descriptions: add size info and stuff like "flying", it will make them more useful.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - I'm back, dudes :D
      Post by: Deon on August 29, 2011, 05:55:19 am
      As I promised, the W.I.P. "ASCII" version.

      >> DOWNLOAD (http://dffd.wimbli.com/file.php?id=3391) <<

      Changelog:
      - 3.25e (development version)
      - Most of TomiTapio's tweaks and additions included (just no carpets, once I had a whole village wearing carpets :P).
      - Different animals now have different leather (suede, leather, hide, mythskin, deephide), a great work made by TomiTapio.
      - More of Genesis-added items are included in the dwarven entity profile.
      - Changes to Altar of War (actually useful now), new toys and other minor items etc, all by TomiTapio.
      - Added a stab attack to a crossbow, they have bayonets now (TomiTapio).
      - Sylvans now use longbows instead of bows (TomiTapio).
      - Underground illithids were removed (they were not spawning anyway).
      - Adamantine and mythril are less valuable (TomiTapio).
      - Most of metals can be used to make ammo (TomiTapio).
      - Almost finished the orc language file (aka japanese).
      - Cloak no longer covers head, better leg coverage; a new item: cape, like an old cloak.
      - Removed "fiber" adjective, so now "cotton fiber shirt" is named "cotton shirt".
      - Chitin material is now called "raw chitin", and tanned chitin is called "chitin", so you won't have "scorpion treated chitin leggings" (just "scorpion chitin leggings" now).
      - Brain material is "brain tissue" now, so you don't damage "brain's brain", but "brain's brain tissue" now.
      - Major plants' raws reorganization and tweaks.
      - Subterranean seeds = spores; aboveground seeds = seeds.
      - All subterranean plants now grow in any season (the subterranean light level/temperature do not change).
      - The plants are now sorted alphabetically.
      Title: Re: Genesis Mod [ 3.25d ] - I'm back, dudes :D
      Post by: TomiTapio on August 29, 2011, 07:22:22 am
      You can't check the size in the game. I actually plan to rework descriptions: add size info and stuff like "flying", it will make them more useful.
      I have a lot of "cat-sized" "dog-sized" "horse-sized" and "as heavy as 2 dwarves" "as heavy as two malnourished elephants"  in the descriptions.
      Glad to have you working again on the Genesis project!
      Should we have more reference to the fleequick/pronetorage params in the descs?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25e ϟ] - ASCII dev version
      Post by: Deon on August 29, 2011, 07:54:45 am
      I am fine with the current descriptions; right now I add (Size: 15, flier) etc. to the beginning of each description, kinda like the current caste descriptions.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25e ϟ] - ASCII dev version
      Post by: Tiruin on August 29, 2011, 09:26:11 am
      Small question: Since most armor is generally a one fit for Elves, Humans and Dwarves. Are all those humanoid races nearly the same size? I'm testing the flying syndrome with Sylvans as my tester, I'm seeing lines of red and bodies slamming against walls as a result. Illithids, Other elves, Keepers/Nords...


      And I think I've found a bug(?). You pick up a stack of water(x) or blood(x) and auto-pack it in your backpack. Then you want to drop it, you drop everything in that backpack too, with no control on it. Is this a Genesis only bug or Vanilla one?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25e ϟ] - ASCII dev version
      Post by: Deon on August 29, 2011, 10:56:39 am
      The civilized humanoids are of the same size, it's my own decision (and I guess it's fine because elves are taller and thinner, while dwarves are wider and shorter, and humans are in between; so the medium size should be about the same) to allow dwarves to use other races' armor (otherwise it's just junk) and for adventure mode crafting/looting as well.

      The second one is a vanilla bug, a mod cannot change such thing.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25e ϟ] - ASCII dev version
      Post by: Mechanixm on August 29, 2011, 11:14:28 am
      @Deon

      I'm glad to see you're implementing all year round underground plant growth.  Great minds think alike...

      I have a couple questions about rocktip bolts...

      When I use the Manager Screen to queue up a stack of rocktip bolts, I"m finding that my guys are making half rocktip arrows and half rocktip bolts.  Have you ever seen that happen?  I noticed that the item_weapons_genesis raw has a listing for "TIP" arrows and bolts...so I changed that to ROCKTIP and I'm still having the same issue. (I have yet to generate a new world and try that though.  I'm planning on doing that today.)

      Also, during the rocktip reaction, if you have the product take it's material from the STONE Reagent, then your dworfs won't store them in the ammo stockpiles.  They will just sit there on the floor of the Grinder, err StoneCutter's Workshop.  However, if you have it take its material from the WOOD Reagent, they will be stockpiled normally.  Unless...do you know some secret about stone bolt stockpiling that I don't know?

      Mechanixm
      *edited for typos*
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - I'm back, dudes :D
      Post by: BigD145 on August 29, 2011, 11:52:55 am
      - All subterranean plants now grow in any season (the subterranean light level/temperature do not change).

      Sure it does. The deeper you go the warmer it gets. I'm just not sure how you'd "fake it" with the current DF.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25d ϟ] - I'm back, dudes :D
      Post by: Mechanixm on August 29, 2011, 12:17:46 pm
      - All subterranean plants now grow in any season (the subterranean light level/temperature do not change).

      Sure it does. The deeper you go the warmer it gets. I'm just not sure how you'd "fake it" with the current DF.

      It has been my experience in RL spelunking that the underground ambient temperature hovers around 50-65 degrees F. 

      Supposing we transform that in to DF terms, we can safely argue that those temperatures could coincide with spring, which by default allow us to grow all variants of plants.

      I didn't go deep enough to have the temperature rise due to magma though.  But for the sake of posterity, I think that forbidding certain plants the ability to grow based on how close in Z levels you are to the magma see, would be rather tedious.  E.G.  One season all year round baby.  :)
      Title: Re: Genesis Mod [ 3.25e ] - ASCII dev version
      Post by: Deon on August 29, 2011, 02:29:30 pm
      In df all caves have the same temperature. But it's a nice idea to make more dry/fire-related plants for the lower levels (and probably some hell plants?).
      Title: Re: Genesis Mod [ 3.25e ] - ASCII dev version
      Post by: Mechanixm on August 29, 2011, 03:42:37 pm
      In df all caves have the same temperature. But it's a nice idea to make more dry/fire-related plants for the lower levels (and probably some hell plants?).

      Hey...answer my questions five posts above please.  :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25e ϟ] - ASCII dev version
      Post by: trees on August 29, 2011, 03:52:40 pm
      I'm a bit surprised I haven't posted in this thread yet.

      Genesis was pretty much entirely responsible for me getting in to modding, mostly because I love pretty much all of the added content. So, yeah, thanks a lot Deon and TomiTapio.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25e ϟ] - ASCII dev version
      Post by: Deon on August 29, 2011, 04:03:42 pm
      In df all caves have the same temperature. But it's a nice idea to make more dry/fire-related plants for the lower levels (and probably some hell plants?).

      Hey...answer my questions five posts above please.  :)
      Sorry, I was typing from the phone and missed your post. Do you mean the rocktip bolt/arrow problem? It happens because they share the same hotkey. Go into reaction_crafting.txt and change one of them (both are CUSTOM_A). Thanks for reminding me about this bug btw.

      I'm a bit surprised I haven't posted in this thread yet.

      Genesis was pretty much entirely responsible for me getting in to modding, mostly because I love pretty much all of the added content. So, yeah, thanks a lot Deon and TomiTapio.
      You are welcome :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25e ϟ] - ASCII dev version
      Post by: Mechanixm on August 29, 2011, 04:15:15 pm
      In df all caves have the same temperature. But it's a nice idea to make more dry/fire-related plants for the lower levels (and probably some hell plants?).

      Hey...answer my questions five posts above please.  :)
      Sorry, I was typing from the phone and missed your post. Do you mean the rocktip bolt/arrow problem? It happens because they share the same hotkey. Go into reaction_crafting.txt and change one of them (both are CUSTOM_A). Thanks for reminding me about this bug btw.

      I originally thought that might be the case too, but it was still happening after I removed their Custom build keys to none.  Odd...

      I have it working now though.  I just deleted their entries in ammo_genesis and reaction_crafting and recreated them.  *Shrug*

      Also..are they supposed to be Foreign?  Theyre not listed as permitted ammo types in entity_default.


      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25e ϟ] - ASCII dev version
      Post by: Deon on August 29, 2011, 04:18:12 pm
      Yeah, I don't want you to be able to craft "bronze rocktip bolts" :). Thus, reactions only.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25e ϟ] - ASCII dev version
      Post by: Mechanixm on August 29, 2011, 04:29:08 pm
      Yeah, I don't want you to be able to craft "bronze rocktip bolts" :). Thus, reactions only.

      That makes perfect sense.  How eerie...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25e ϟ] - ASCII dev version
      Post by: bombzero on August 29, 2011, 09:32:13 pm
      after playing around with genesis mod for an extended period of time. i like it... i only have one complaint that being the graphics in some cases. the ASCII version made horrible color choices in some situations while the sprite/tileset versions had other various small things i didn't like. most of my complaints were with how bad the text looked in some cases. i know 90% of this is difficult/impossible to avoid but i just thought id point that out.

      other than that i love the mod in general.

      there is no point to playing as some of the beasts you can be outsiders of in adventure mode
      but its still pretty fun to mess around as a dragon or something for a while.

      bronze colossi are moderately fun to play as. but i got bored due to being invincible.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25e ϟ] - ASCII dev version
      Post by: Deon on August 29, 2011, 11:47:07 pm
      Could you be more specific which color choices/other things you didn't like? I can't make it better unless you tell me what is it, and I am open for suggestions and criticism :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25e ϟ] - ASCII dev version
      Post by: DeadRed88 on August 30, 2011, 12:41:26 am
      Hey, I have a couple things I wanted to mention. Bugs, or something of the like. I'm not criticizing your work, I don't know if these are intended, or if they are unavoidable.
      First off: I've noticed that cold things have the effect of burning people, and heat sometimes leaves people frost-bitten. For instance, nord bandits will spawn with ice weapons, and they will already have burns when they show up, on the hand that holds the weapon. Sometimes they will combust after a while. And the fireball arrows will give people frostbite.
      Secondly, in a most recent worldgen, people actually spawned with swords made of the fireball material, therefor instantly burned to death. Is there a tag I can add to the material or something that will prevent npcs from spawning with it?
      That's all, don't take any of this negatively, I'm sure my own modifications might have caused some of this. Thanks for an awesome mod!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25e ϟ] - ASCII dev version
      Post by: Deon on August 30, 2011, 02:28:01 am
      Whaaaaat? Fireball swords?!!!

      Tomiiii, what did you change ;D? Hahaha. Well, it never happened to me, I will check it in a moment. Did you use the latest ASCII version?

      P.S. I've checked it and it should not happen. Do you have an errorlog.txt in your game folder by chance? What does it say?

      Also are you sure you didn't copy over an old game folder? Because it would screw the things up.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25e ϟ] - ASCII dev version
      Post by: DeadRed88 on August 30, 2011, 02:32:26 am
      Whaaaaat? Fireball swords?!!!

      Tomiiii, what did you change ;D? Hahaha. Well, it never happened to me, I will check it in a moment. Did you use the latest ASCII version?

      P.S. I've checked it and it should not happen. Do you have an errorlog.txt in your game folder by chance? What does it say?

      Also are you sure you didn't copy over an old game folder? Because it would screw the things up.
      Nah, latest ironhand version. And like I said, I've made several modifications myself. But just some basic stuff like adding new weapons, crafting reactions, and materials. Still, I can't imagine why items would all the sudden start spawning made of fireball material.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25e ϟ] - ASCII dev version
      Post by: Deon on August 30, 2011, 02:37:20 am
      You didn't answer, do you have an errorlog.txt? Screwing up with a single entry can turn the whole word into a fireball :P. DF modding is like that: you shift the relative values of materials or something like that and EVERYTHING is not right (like civilizations of fluffy wamblers with stone for fur).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25e ϟ] - ASCII dev version
      Post by: Deon on August 30, 2011, 06:59:47 am
      I'm focusing on creatures now.

      >> DOWNLOAD (http://dffd.wimbli.com/file.php?id=3391) <<

      Genesis 3.25f - "benign-normal" release.
      * Creatures from benign-normal regions were reorganized:
      - Benign-normal creatures' descriptions tell their size and body type/stance (bipedal, quadruped etc.) for better understanding of relative sizes.
      - Ferrets now appear in the wild and are called "polecats".
      - Sheep now appear in the wild.
      - Llamas and alpacas now appear in the wild (mountains).
      - Water buffalo is now just "buffalo" and appears in more places (I didn't want to be too specific with buffalo types, but I want ezrakim elves to have large bovine skulls with curved horns :P).
      - Guineafowls now appear in the wild.
      - In addition to Tomi's "marsh owl" added a common "owl", forests and shrubland need a night bird variant too.
      - Some birds are no longer benign, to populate normal-normal areas with more birds.
      - Most of apes are no longer benign.
      - Added herons and storks.
      - Macaques are now benign.

      * Werewolves are now "beastmen", they settle the savage forests now (they were living in benign forests before).



      Anyway, I've realized that there's too many benign-normal and normal-normal creatures. There's almost no good-savage, benign-evil etc. creature variants, which calls for a huge creature update.

      I will reorganize the existing creatures first (I will release updates in bunches, with each area reorganized (normal-normal next)),

      In preparation for the next release where vampires and werewolves will be added to the game mechanic and could be applied to any creature, the werewolves' race is now called "beastmen".
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25f ϟ] - ASCII "benign-normal" update
      Post by: Tiruin on August 30, 2011, 07:22:33 am
      Was experimenting with elves again, casting fireball arrows and shooting em off. Every enemy had parts exploding in blood mist/clouds but survived, even a shot to the head but not hitting the brain. How. Is. That. Possible?!

      Also, sometimes I see frost-bite coming from those struck with fireball x. I got frost-bite when covered by boiling blood mist a few turns later, cured by fast travel but seeing you freeze by flame is kind of off.

      Note: The image for the warrior princess <Ezrakim> is a bit off. It looks like a little girl NOT a warrior. And a small bug, sometimes when creatures die (bonobo monkeys for one) they turn into their ASCII counterpart, it became a blue m)

      Using the Ironhand tileset.

      Title: Re: Genesis Mod [ 3.25f ] - ASCII "benign-normal" update
      Post by: Deon on August 30, 2011, 07:49:53 am
      I would appreciate a feedback on the latest version, because that is what I am working with.

      I will look into the fireball issue, but not immediately. The whole "magic" is cheesy and a huge workaround.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25e ϟ] - ASCII dev version
      Post by: Roses on August 30, 2011, 05:31:54 pm
      I'm focusing on creatures now.

      >> DOWNLOAD (http://dffd.wimbli.com/file.php?id=3391) <<

      Genesis 3.25f - "benign-normal" release.
      * Creatures from benign-normal regions were reorganized:
      - Benign-normal creatures' descriptions tell their size and body type/stance (bipedal, quadruped etc.) for better understanding of relative sizes.
      - Ferrets now appear in the wild and are called "polecats".
      - Sheep now appear in the wild.
      - Llamas and alpacas now appear in the wild (mountains).
      - Water buffalo is now just "buffalo" and appears in more places (I didn't want to be too specific with buffalo types, but I want ezrakim elves to have large bovine skulls with curved horns :P).
      - Guineafowls now appear in the wild.
      - In addition to Tomi's "marsh owl" added a common "owl", forests and shrubland need a night bird variant too.
      - Some birds are no longer benign, to populate normal-normal areas with more birds.
      - Most of apes are no longer benign.
      - Added herons and storks.
      - Macaques are now benign.

      * Werewolves are now "beastmen", they settle the savage forests now (they were living in benign forests before).



      Anyway, I've realized that there's too many benign-normal and normal-normal creatures. There's almost no good-savage, benign-evil etc. creature variants, which calls for a huge creature update.

      I will reorganize the existing creatures first (I will release updates in bunches, with each area reorganized (normal-normal next)),

      In preparation for the next release where vampires and werewolves will be added to the game mechanic and could be applied to any creature, the werewolves' race is now called "beastmen".

      I'm not sure if you are interested Deon, but I have written a Python program that reads a CSV file which I generate from my excel file, to create creatures. I find it's easier to type information into an excel file, currently my program reads biomes, cluster size, population number, litter size, age, body size (3 different ones), viewrange, value, prefstring, description, colors, and finally what template I want them to be. Then I have several templates made up that the animals can follow (for instance 3 feline templates, a canine template, bear template, bird of pray template, normal bird template, etc...). Then I just hit run and walla 300 creatures made in seconds. Wouldn't be hard to have it register the [BENIGN] [SAVAGE], etc tags as well.

      I'm also about ready to give the communty my first release of the creatures I have done. Almost done with all the mammals in the carnivora order, and have a good amount of the other orders of mammals done. Going to work on the 9000+ species of birds next.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25f ϟ] - ASCII "benign-normal" update
      Post by: Angel Of Death on August 30, 2011, 10:57:10 pm
      Errr... Deon, in version E, skin can be shattered.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25f ϟ] - ASCII "benign-normal" update
      Post by: Deon on August 30, 2011, 11:31:00 pm
      Which level of skin?

      @Roses: I find it easier to type in the raw files. This way I can organize the tokens as I want and it's easier to avoid errors and what is more important to add comments.

      Still I would love to check your program :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25f ϟ] - ASCII "benign-normal" update
      Post by: nanomage on August 31, 2011, 03:59:12 am
      Which level of skin?

      @Roses: I find it easier to type in the raw files. This way I can organize the tokens as I want and it's easier to avoid errors and what is more important to add comments.

      Still I would love to check your program :).
      In your most current dev version, 3.25f i believe, level 1 skin (thin skin, suede), is fractured when damaged.
      Spoiler (click to show/hide)

      EDIT:i've kicked the poor owl for a bit longer and it appears the skin can be chipped, too.

      also, wounds leave dents on thin skin, not scars.

      EDIT: level 4 skin is damaged like hard, brittle tissue too, although idk if that's intended:
      Spoiler (click to show/hide)
      Title: Re: Genesis Mod [ 3.25f ] - ASCII "benign-normal" update
      Post by: Deon on August 31, 2011, 06:25:43 am
      Ah yeah, that's a hardcoded behavior, the description of damage depends on relative values of hardness and elasticity, I will fix it, thanks.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25e ϟ] - ASCII dev version
      Post by: TomiTapio on August 31, 2011, 08:12:25 am
      Genesis was pretty much entirely responsible for me getting in to modding, mostly because I love pretty much all of the added content. So, yeah, thanks a lot Deon and TomiTapio.
      Cheers, Trees!
      Here are some werewolves plotting their next attack. http://lhuin.deviantart.com/art/December-254214142

      Was experimenting with elves again, casting fireball arrows and shooting em off. Every enemy had parts exploding in blood mist/clouds but survived, even a shot to the head but not hitting the brain. How. Is. That. Possible?!
      Flesh creatures only die of blood loss, brain removed, or lowerbody cut off (mega bleeding there too). If your shot hits them in the jaw or ear, they should survive.
      Maybe DF makes blood mist from small blood amounts too. Hmm that's a good monster name, "Blood mist".

      Right, there's one tiny to-do on my list: have all skulls use a tougher bone material than usual. Or relative thickness of head's bones up.

      EDIT: level 4 skin is damaged like hard, brittle tissue too, although idk if that's intended:
      Mythskin (4) is little better than copper, and "divine skin/deephide" (5) is tiny bit better than iron.

      (sends his to-do list to Deon)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25f ϟ] - ASCII "benign-normal" update
      Post by: Deon on August 31, 2011, 09:29:22 am
      Still, iron swords cut through deephide just fine.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25f ϟ] - ASCII "benign-normal" update
      Post by: GloriousImp on August 31, 2011, 11:38:11 am
      Not too sure this is the right place but I'm having issues with bone gauntlets.

      I crafted "Dragon Raptor Tough Bone Gauntlet" (two of them were made) but I cannot wear them. (any kind of bone gauntlet I make gives the same result).

      I have mittens on but even if I take them off I can't equip the gauntlets. Every other item I have made so far was fine (6 dragonscale cloaks thanks to an ambush from 3 dragon raptors, nice)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25f ϟ] - ASCII "benign-normal" update
      Post by: Deon on August 31, 2011, 02:53:38 pm
      That was asked a lot of times and it's a general problem with gauntlets: they should be right/left, but reactions cannot make it :(.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25f ϟ] - ASCII "benign-normal" update
      Post by: TomiTapio on August 31, 2011, 02:54:54 pm
      Not too sure this is the right place but I'm having issues with bone gauntlets.
      Reactions cannot make left-hand and right-hand armor: You cannot wear reaction-made gauntlets, this is a known bug and has been there for a long time.

      Still, iron swords cut through deephide just fine.
      Well, we better make the deephide numbers 10% better then, or command that the relative thickness of dragon skin be higher. Maybe both.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25f ϟ] - ASCII "benign-normal" update
      Post by: dimondmine2 on August 31, 2011, 10:22:06 pm
      deon, what do you need, because if you ever need any ideas for anything, just name the type of thing and i will come up with several options, but truthfully deon, you are a god at the table with toad, and armok,
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25g ϟ]
      Post by: Deon on September 01, 2011, 08:24:56 am
      That's a bit too much praise :). If you invent new and cool ideas, it would be awesome.

      I'm in a hurry now, so there's another update.

      3.25g ASCII

      >> DOWNLOAD (http://dffd.wimbli.com/file.php?id=3391) <<

      - GLOBAL rework and reorganization of creatures: they are now sorted in appropriately named files (by evilness and savagery).
      - Apes no longer have tails.
      - More Size/type additions to descriptions.
      - Added coyotes and hyenas.
      - Some creatures got additional sounds.
      - Fixed "fracturing" skin.
      - Changed color palette.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25g ϟ] - ASCII, more creature updates
      Post by: Kromgar on September 01, 2011, 04:41:22 pm
      Everytime i start it it automatically crashes. All i do is extract it from the rar and start dwarf fortress exe in the folder and it crashes

      This is Phoebus version.

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25g ϟ] - ASCII, more creature updates
      Post by: dimondmine2 on September 01, 2011, 05:20:45 pm
      deon, what do you need! since i have no idea what you want, im going to find you some mythological cool metals, artifact weapons, and possable megabeasts.

      http://en.wikipedia.org/wiki/List_of_mythological_objects#Belts

      this is a list of all mythological objects, however i think it would be cool if some where only obtainable from specific megabeasts.(the harder the megabeast, the better the reward)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25g ϟ] - ASCII, more creature updates
      Post by: SirAaronIII on September 01, 2011, 05:37:59 pm
      oh my gaw i just cannot handle all these choices
      Should I get the ASCII version or a graphical one? Because I can't play Fort mode with graphics but I can't play Adventure with ASCII. Well, I could, but it helps to have graphics in Adventure while in Fort, I'm used to ASCII.

      I could probably get used to either, but I feel like I should be getting both.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25g ϟ] - ASCII, more creature updates
      Post by: Dynastia on September 01, 2011, 05:51:08 pm
      So, my adventurer got zapped by Beholder gas. A few days later she's constantly drowsy, dizzy, retching and often gets 'fever' and 'in pain'. I had her sleep for about a week, and when that didn't work, retired her for a year and it's still happening.

      Is this affliction permanent, or does it just refuse to wear off during fast travel/sleep/retirement and the solution is to walk her around for a long long time?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25g ϟ] - ASCII, more creature updates
      Post by: Kromgar on September 01, 2011, 05:57:43 pm
      oh my gaw i just cannot handle all these choices
      Should I get the ASCII version or a graphical one? Because I can't play Fort mode with graphics but I can't play Adventure with ASCII. Well, I could, but it helps to have graphics in Adventure while in Fort, I'm used to ASCII.

      I could probably get used to either, but I feel like I should be getting both.
      You can't play fortress mode with graphics? That seems odd.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25g ϟ] - ASCII, more creature updates
      Post by: Kromgar on September 01, 2011, 07:20:03 pm
      Ok so after editing the Init from the rar/7zip i can't get it to open it just crashes. Also i will assume lazy newb pack crashes Genesis as well?

      I am using the Phoebus pack i downloaded unzipped and started it worked fine then i edited the init now it wont open. (I can't play ascii i mean i dont really care about graphics but looking at ASCII makes my eyes bleed.)


      Heres the Init           
       What did i do wrong?
      Spoiler (click to show/hide)

      I really hope i can get this resolved.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25g ϟ] - ASCII, more creature updates
      Post by: TomiTapio on September 02, 2011, 02:12:18 am
      deon, what do you need! since i have no idea what you want, im going to find you some mythological cool metals, artifact weapons, and possible megabeasts.
      We already have artifact weapons, they come from the altar of war.
      I think the current megabeasts are plenty, although I have a "Megaparrot" POLLY WANTS A HIPPO! in my to-do list.

      If you want to create something, maybe... the eat-raw plants of Chinese kitchen? And the eat-only-after-cooking ones.
      Cabbages, chives(the smallest onion),
      http://en.wikipedia.org/wiki/List_of_Chinese_dishes
      http://en.wikipedia.org/wiki/Buddha%27s_delight
      http://www.evergreenseeds.com/asveglis.html
      http://www.homemade-chinese-soups.com/asian-vegetables.html
      http://en.wikipedia.org/wiki/List_of_culinary_vegetables  . . pignut? salsify?

      I know Deon won't like adding more plants to confuse newbies.

      Everytime i start it it automatically crashes. All i do is extract it from the rar and start dwarf fortress exe in the folder and it crashes
      This is Phoebus version.
      Hmm, probably some DLLs are missing. Does my older ascii version work? http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_ASCII_READYTOPLAY_NoWere_NoFlay_July11.zip
      Try disabling sounds in the ini, in case your set-up can't handle Ogg Vorbis files.

      I could probably get used to either, but I feel like I should be getting both.
      The current Ironhand version should come within a week. And of course get both, since you have such preferences.

      So, my adventurer got zapped by Beholder gas. A few days later she's constantly drowsy, dizzy, retching and often gets 'fever' and 'in pain'. I had her sleep for about a week, and when that
      In my sub-releases the effects last 1500 time-ticks, don't know how long in two-months-old versions.

      Ok so after editing the Init from the rar/7zip i can't get it to open it just crashes. Also i will assume lazy newb pack crashes Genesis as well?
      I am using the Phoebus pack i downloaded unzipped and started it worked fine then i edited the init now it wont open. (I can't play ascii i mean i dont really care about graphics but looking at ASCII makes my eyes bleed.)
      You must not install Phoebus or LazyNewb on top of Genesis. Or Genesis on top of them. (or any graphical pack that touches the raws. all of those assume it goes on top of vanilla DF.)
      Your init settings seem to be fine. Want to ask in the LNP thread if that crashes on you?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25g ϟ] - ASCII, more creature updates
      Post by: Deon on September 02, 2011, 02:23:21 am
      Yeah, make sure you don't get RAWs from another mod/vanilla, otherwise it won't work.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25h ϟ] - ASCII, grass update
      Post by: Deon on September 02, 2011, 06:53:23 am
      > Download (http://dffd.wimbli.com/file.php?id=3391) <

      ** 3.25h
      * More creature sorting
      * Added Mechanixm's reactions to the furniture workshop (more glass/rock items, wooden quern, metal beds)
      * Added locusts (grasstrampling vermin), TomiTapio's idea.

      * Grass reworked (now in many cases you can identify the biome by grass names)
      - Common grass: short grass, thorny grass (savage)
      - Tundra: tundra grass, moss, lichens (savage)
      - Grassland: meadow grass
      - Savanna: savanna grass
      - Desert: desert plants
      - Mountain: highland grass
      - Forest: forest grass
      - Wetland: swamp grass
      - Good grass: sparkly grass, transparent grass
      - Evil grass: fungal eyestalks, oily grass, wormy tendrils

      * Fix: blood is red, skin gets scars.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25h ϟ] - ASCII, grass update
      Post by: TheFlail on September 02, 2011, 12:52:48 pm
      Long Time Lurker, first time poster here.

      I must say i really enjoy your mod Deon, not only does it massively enhance Fortressmode but it also makes Adventuremode about 10x more fun.
      I especially like the Illithids both as enemies and while playing one.

      I was wondering however if there was a way to make them able to talk, because eventhough anihilating hamlets and random monsters is fun it would be nice to get a few followers so i can finally take out the Titans roaming the lands.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25h ϟ] - ASCII, grass update
      Post by: Deon on September 02, 2011, 01:23:03 pm
      Open /raw/objects/creature_civilized.txt and add [CAN_SPEAK] under the illithid creature title ([CREATURE:ILLITHID_EMPIRE]).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25h ϟ] - ASCII, grass update
      Post by: Mechanixm on September 02, 2011, 02:03:05 pm
      We still have so many more reactions for all the other workshops to go over.  I don't think version h is going to be very long lived.  :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25h ϟ] - ASCII, grass update
      Post by: Deon on September 02, 2011, 02:38:38 pm
      Yep, thank you for your contributions :D.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25h ϟ] - ASCII, grass update
      Post by: Deon on September 02, 2011, 03:33:34 pm
      New creatures in the work, so you would understand what awaits you in evil-savage areas in the future:

      (http://img.ie/80472.png)

      I've completed only two castes for now (infectors and roaches), but more are in the work and they are totally unique.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25h ϟ] - ASCII, grass update
      Post by: Deon on September 02, 2011, 04:18:29 pm
      Oops, there's some weird stuff with some of the files - some of the new creature files are not read by the game (probably some hidden symbols/file properties), I will upload a fix soon.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Deon on September 02, 2011, 05:15:39 pm
      > DOWNLOAD (http://dffd.wimbli.com/file.php?id=3391) <

      ** 3.25i
      * Fixed creature files (now ALL of them are read by the game)
      * New creature: xen (just the first caste)
      - Xen infector caste
      * New trees:
      - evil: antiaris, black pine, blackwood, hangman tree, hairy palm, spiny cactus.
      - good: crystal fir, faraway tree, golden oak, vallenwood tree.
      * Mechanixm's reactions expanded stonecutter's workshop's usage greatly:
      - Craft rocktip arrows (50), Craft rocktip bolts (50), Grind non-economic rocks, Craft rock animal trap,
      Craft rock anvil, Craft rock axe, Craft rock bucket, Craft rock chain, Craft rock crutch, Craft rock enormous
      corkscrew, Craft rock giant axe blade, Craft rock maul, Craft rock mechanism, Craft rock mechanism (magma safe),
      Craft rock menacing spike, Craft rock pick, Craft rock serrated disc, Craft rock spear, Craft rock spiked ball,
      Craft rock splint, Craft rock traction bench, Craft rock tube section, Craft rock vials, Cut obsidian into gem,
      Cut large gem into gems.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: DeadRed88 on September 02, 2011, 11:59:25 pm
      Dude, Deon, you are on it man. How many hours a day do you spend working on this mod? I'm really sure all the people here appreciate your dedication. I know I do.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: bombzero on September 03, 2011, 12:55:34 am
      something weird happened while i was messing around chucking fire bolts at centaur townspeople.

      i cant figure put how to upload pics but basically a group of angry centaurs
      was chasing me and i threw 2 fire bolts at them.
      first one, nothing.
      the second one got lodged in his chest and caused him to explode in a cloud of boiling blood a few turns later. the other 4 or 5 froze to death due to it being a cold environment and they were covered in blood. very weird but very very awesome :o

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Deon on September 03, 2011, 02:09:06 am
      Ahaha, that's why stuff keeps freezing to death! Basically the boiling blood instantly freezes and freezes creatures... Yeah, I guess it's the best explanation, since it happened to me in tundra/glacier only :P.

      Dude, Deon, you are on it man. How many hours a day do you spend working on this mod? I'm really sure all the people here appreciate your dedication. I know I do.
      Yeah, I have an exam in 7 days and I mod instead :P. It's SO me heheh.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Miko19 on September 03, 2011, 02:13:31 am
      Creatures infecting other creatures?
      As always, Deon is preparing everything for a new version way before it's released.  8)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Deon on September 03, 2011, 02:27:05 am
      Yeah, I want them to turn other critters in real xen creatures once the new version hits :D.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: peskyninja on September 03, 2011, 03:15:25 pm
      the download link on the front page is updated or i need to download from your other posts?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Deon on September 03, 2011, 07:36:22 pm
      It's the same link AFAIK. Just check the version number on DFFD.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: peskyninja on September 04, 2011, 05:06:34 am
      Deon, you'll ever fix the gem cutting system?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Deon on September 04, 2011, 05:42:49 am
      Sorry, what do you mean? :) I think I forgot it or you say something I don't get.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: peskyninja on September 04, 2011, 07:02:21 am
      1 block of gem = 1 gem
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Deon on September 04, 2011, 07:10:39 am
      Yeah, what's wrong with that?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: peskyninja on September 04, 2011, 09:11:31 am
      nothing,forget that.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Deon on September 04, 2011, 10:26:42 am
      Now I can't. Please write in one phrase what is the problem you wanted me to fix? I should know that! :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: peskyninja on September 04, 2011, 10:55:08 am
      imo,it's unrealistic that one wall consisted of rock,dirt and gems only yield 1 gem (this can stay as it is,as this "gem" can be an abstract object), but the thing that annoys me is that, this "rough gem" when cutted only yield one cut gem. ???
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Ovg on September 04, 2011, 11:02:18 am
      YAY! 240000 view is mine!

      Also, I love you deon in a bro way for mass-crafting this fine stuff. I can't wait for MOAR.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Laedro on September 04, 2011, 11:20:07 am
      I was wondering if there's any good tilesets for this awesome mod? ;)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25h ϟ] - ASCII, grass update
      Post by: peskyninja on September 04, 2011, 01:24:41 pm
      New creatures in the work, so you would understand what awaits you in evil-savage areas in the future:

      (http://img.ie/80472.png)

      I've completed only two castes for now (infectors and roaches), but more are in the work and they are totally unique.
      I believe that maggots do not have eyes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Dynastia on September 04, 2011, 02:07:51 pm
      Is there anyplace where people have posted some nice worldgen seeds for genesis?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Deon on September 04, 2011, 02:08:02 pm
      New creatures in the work, so you would understand what awaits you in evil-savage areas in the future:

      (http://img.ie/80472.png)

      I've completed only two castes for now (infectors and roaches), but more are in the work and they are totally unique.
      I believe that maggots do not have eyes.
      It looks LIKE a maggot :). Not a maggot.

      I was wondering if there's any good tilesets for this awesome mod? ;)
      Yeah, the first post has the link to the previous version for tileset versions. The newest one will have a tileset version shortly.

      Is there anyplace where people have posted some nice worldgen seeds for genesis?
      With the amount of updates recently, I doubt it :(.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: peskyninja on September 04, 2011, 02:54:15 pm
      Sorry, my brain was on another pants when i was reading that. :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: peskyninja on September 04, 2011, 03:20:11 pm
      My nature altar is only returning "seeds" when i sacrifice remains,this is normal?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Dynastia on September 04, 2011, 04:28:51 pm
      Hi Deon, I have minor thing to report (with version d)

      Hippo in genesis are very timid and will run from dwarves. In RL hippo is extremely ridiculously aggressive. This might be the ruin of many a fort, but I believe hippo deserve the [PRONE TO RAGE] tag.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: magma11 on September 04, 2011, 05:31:13 pm
      I just want to say I love this mod.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Tiruin on September 04, 2011, 06:17:13 pm
      Hi Deon, I have minor thing to report (with version d)

      Hippo in genesis are very timid and will run from dwarves. In RL hippo is extremely ridiculously aggressive. This might be the ruin of many a fort, but I believe hippo deserve the [PRONE TO RAGE] tag.
      Hippos are territorial beasts, they are aggressive to those who intrude in their territory. If a dwarf lands in the river filled with hippos, they die. If they see a dwarf that is not in the river but on land, they run? The last sentence should be wrong...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Dynastia on September 04, 2011, 07:27:01 pm
      I'm not expert but I'm pretty sure hippos claim large areas of land as their nocturnal territory and are quite likely to chase anyone they see wandering around in it during the day. As long as they don't charge across the map like stupid badgers, then PRONE TO RAGE should be accurate.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Deon on September 05, 2011, 03:50:57 am
      My nature altar is only returning "seeds" when i sacrifice remains,this is normal?
      Thanks for the report, it's the result of the "plant overhaul" because I forgot to update the reaction :D.

      Hi Deon, I have minor thing to report (with version d)

      Hippo in genesis are very timid and will run from dwarves. In RL hippo is extremely ridiculously aggressive. This might be the ruin of many a fort, but I believe hippo deserve the [PRONE TO RAGE] tag.
      Sounds legit to me.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: peskyninja on September 05, 2011, 09:49:36 am
      No problem,thank you,for this mod!

      EDIT: Deon,I've noticed that my dorfs are taking a lot of time to "burn remains" on the kiln this is normal? (they're not dabbling at furnace operator and potter skills.)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Broseph Stalin on September 05, 2011, 01:39:36 pm
      No problem,thank you,for this mod!

      EDIT: Deon,I've noticed that my dorfs are taking a lot of time to "burn remains" on the kiln this is normal? (they're not dabbling at furnace operator and potter skills.)
      Check the clutter, if they're burning hides it's going to take 10x as long as it should.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: peskyninja on September 05, 2011, 03:11:32 pm
      no clutter,only vermin remains (lizards or rats).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: roflgar on September 05, 2011, 08:04:53 pm
      Hey Deon, not sure if someone has pointed this out yet, but here's a minor bug.

      Warrior Princesses are sometimes male...
      it was rather disconcerting (though that made little difference as I ripped off his dick and laughed as he bled to death)

      I have no idea why since the entity file clearly says [GENDER:FEMALE] in the position definition.
      Nothing seems amiss in the caste definition in the creature raw

      I've only seen this happen with the ezrakim elves though it could be happening with others and I just haven't seen it yet.

      Still, this is an awesome mod, and I look forward to seeing more.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: trees on September 05, 2011, 08:25:12 pm
      World gen doesn't respect things like the GENDER or CREATURE_CLASS tokens for nobles. They work fine in-game, though. (Has anyone ever tried to make nobles with gender requirements for fort mode that you appoint? Does it work properly?)
      Title: Re: Genesis Mod [ 3.25i ] - fix, new trees, stonecutter expansion,
      Post by: Deon on September 05, 2011, 10:42:04 pm
      Yeah, I know that, I will work on it. And I planned to make caste-specific positions, but there's not too much to do for functional variety.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Mechanixm on September 06, 2011, 09:47:12 am
      What can I do to help the races that hate me, hate each other?

      It makes my dwarves sigh when they look out a window and see armies from four different species, and two forgotten beasts, just hanging outside the front gate drinking tea.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Mechanixm on September 06, 2011, 10:13:48 am
      I just went and checked out version "i".  I'm glad to see that some of my suggestions have made it in there.   :)

      In regards to rocktip arrows and bolts though:

      [NAME:craft rocktip arrows (50)]
      [BUILDING:GRINDER:CUSTOM_A]
      [REAGENT:A:1:BOULDER:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]
      [REAGENT:B:1:WOOD:NONE:NONE:NONE]
      [PRODUCT:100:25:AMMO:ITEM_AMMO_ARROWS_ROCKTIP:GET_MATERIAL_FROM_REAGENT:A:NONE]
      [SKILL:STONECRAFT]

      With the product line like that, they won't be put in to ammo stockpiles.  You'll have to manually use Dump Zones to get your bolts and arrows to where they needs to go. And even when dumped and reclaimed, my dwarves just walk by this stuff on their way to bone and metal bolts.

      But, if you change GET_MATERIAL_FROM_REAGENT:A to GET_MATERIAL_FROM_REAGENT:B, then they will be stockpiled correctly.

      I'm not sure if that will effect their damage output though.  But, my dwarves to tend to favor this stuff over bone bolts.

      Also, [NAME:craft rocktip arrows (50)]...shouldn't this produce 50 arrows, not 25?  :)
         



      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: peskyninja on September 06, 2011, 11:32:39 am
      My DwarfTheRapist does not show any castes only "undefined" ???
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Deon on September 06, 2011, 11:58:34 am
      My DwarfTheRapist does not show any castes only "undefined" ???
      Are you sure they are set up in the config file properly?

      I just went and checked out version "i".  I'm glad to see that some of my suggestions have made it in there.   :)

      In regards to rocktip arrows and bolts though:

      [NAME:craft rocktip arrows (50)]
      [BUILDING:GRINDER:CUSTOM_A]
      [REAGENT:A:1:BOULDER:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]
      [REAGENT:B:1:WOOD:NONE:NONE:NONE]
      [PRODUCT:100:25:AMMO:ITEM_AMMO_ARROWS_ROCKTIP:GET_MATERIAL_FROM_REAGENT:A:NONE]
      [SKILL:STONECRAFT]

      With the product line like that, they won't be put in to ammo stockpiles.  You'll have to manually use Dump Zones to get your bolts and arrows to where they needs to go. And even when dumped and reclaimed, my dwarves just walk by this stuff on their way to bone and metal bolts.

      But, if you change GET_MATERIAL_FROM_REAGENT:A to GET_MATERIAL_FROM_REAGENT:B, then they will be stockpiled correctly.

      I'm not sure if that will effect their damage output though.  But, my dwarves to tend to favor this stuff over bone bolts.

      Also, [NAME:craft rocktip arrows (50)]...shouldn't this produce 50 arrows, not 25?  :)
         




      Read it again. You suggest to make them out of... wood? What's the point then?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Mechanixm on September 06, 2011, 12:47:28 pm
      My DwarfTheRapist does not show any castes only "undefined" ???
      Are you sure they are set up in the config file properly?

      I just went and checked out version "i".  I'm glad to see that some of my suggestions have made it in there.   :)

      In regards to rocktip arrows and bolts though:

      [NAME:craft rocktip arrows (50)]
      [BUILDING:GRINDER:CUSTOM_A]
      [REAGENT:A:1:BOULDER:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]
      [REAGENT:B:1:WOOD:NONE:NONE:NONE]
      [PRODUCT:100:25:AMMO:ITEM_AMMO_ARROWS_ROCKTIP:GET_MATERIAL_FROM_REAGENT:A:NONE]
      [SKILL:STONECRAFT]

      With the product line like that, they won't be put in to ammo stockpiles.  You'll have to manually use Dump Zones to get your bolts and arrows to where they needs to go. And even when dumped and reclaimed, my dwarves just walk by this stuff on their way to bone and metal bolts.

      But, if you change GET_MATERIAL_FROM_REAGENT:A to GET_MATERIAL_FROM_REAGENT:B, then they will be stockpiled correctly.

      I'm not sure if that will effect their damage output though.  But, my dwarves to tend to favor this stuff over bone bolts.

      Also, [NAME:craft rocktip arrows (50)]...shouldn't this produce 50 arrows, not 25?  :)
         


      Read it again. You suggest to make them out of... wood? What's the point then?

      What about producing 25, and not 50 like the NAME says?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: peskyninja on September 06, 2011, 02:32:46 pm
      Quote
      Are you sure they are set up in the config file properly?
      it's on the same directory as TheRapist is.[/s]

      EDIT:Deon,the Stonecutter workshop should do what?Mine does nothing.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Deon on September 06, 2011, 07:48:17 pm
      MY BAD!

      Open reaction_stonecutter.txt and replace [OBJECT_REACTION] with [OBJECT:REACTION].
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Rumrusher on September 06, 2011, 09:27:05 pm
      I was playing a bronze colossus and was jump by a seamonser, elf a balor_monk and 2 raptors. The catch is I was ambushed by a bandit gang on my first bandit encounter.
      I can't see my self playing any other game now, unless it's a roguelike that likes to throw megabeasts into a band of rogues for fun.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: peskyninja on September 07, 2011, 06:21:10 am
      MY BAD!

      Open reaction_stonecutter.txt and replace [OBJECT_REACTION] with [OBJECT:REACTION].
      I suppose I'll need to regen my world?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Xen0n on September 07, 2011, 01:36:09 pm
      Sorry to ask a simple question, but what are the differences between "TomiTapio's current version," and any of the the other available versions?  I couldn't seem to find any info in the first post or Genesis wiki...  I see 3.25dTT in the link for "TomiTapio's current version," does this mean it is the same as the default Genesis 3.25d?

      The other versions in the first post have links with descriptions which seem clear enough.

      Also, would it be possible to play "TomiTapio's current version" in ASCII?

      Thanks in advance!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Rumrusher on September 07, 2011, 02:15:06 pm
      Oh I'm working on a race of infected Keepers called the Sroi so far I got a simple rough sketch out and just need to figure out how to code in the special feature to have them convert other keepers into one of them.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Deon on September 07, 2011, 02:20:22 pm
      Sorry to ask a simple question, but what are the differences between "TomiTapio's current version," and any of the the other available versions?  I couldn't seem to find any info in the first post or Genesis wiki...  I see 3.25dTT in the link for "TomiTapio's current version," does this mean it is the same as the default Genesis 3.25d?

      The other versions in the first post have links with descriptions which seem clear enough.

      Also, would it be possible to play "TomiTapio's current version" in ASCII?

      Thanks in advance!
      The latest ASCII build includes his changes, so get 3.25i.
      Other versions have his own changes (incorporated in "i" now) in a readme file in the download.

      MY BAD!

      Open reaction_stonecutter.txt and replace [OBJECT_REACTION] with [OBJECT:REACTION].
      I suppose I'll need to regen my world?
      Yes. :(

      Oh I'm working on a race of infected Keepers called the Sroi so far I got a simple rough sketch out and just need to figure out how to code in the special feature to have them convert other keepers into one of them.
      Heh, I can't wait for the real infections/interactions to be included :P.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Xen0n on September 07, 2011, 02:45:06 pm
      The latest ASCII build includes his changes, so get 3.25i.
      Other versions have his own changes (incorporated in "i" now) in a readme file in the download.

      Ah, thank you muchly.  :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Deon on September 07, 2011, 07:33:59 pm
      Welp, still busy with exam preparations (heh, if only :P), but I guess the next update should be not only about diversifying cavern layers, but also a night creature update.

      The randomly generated night creatures are fun, but repititive (they lack unique flavor), so I think I will make some really unique ones.
      Current ideas:
      1) Cursed blacksmith. A creature in a furnacer's mask with a hammer/thongs melted in its body. The converted spouses will be "constructs", with weapons and armors embedded in their body.
      2) Plague carrier. A creature with deadly syndromes. Converted spouses: diseased bodies, with various bodyparts missing and a VERY bad stench :P.
      3) Mad doctor. With scalpels and bonesaws grafted into his body. Converted spouses: flesh golems/abominations.


      I also plan to make less nasty bogeymen. Less dodgy but bigger. Evil trees, ghostly dogs, evil gnomes etc. If you want to see a specific night creature, please suggest.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: GaxkangtheUnbound on September 08, 2011, 05:56:30 am
      If it's not too out of the park, I'd like to suggest a Wendigo creature who converts spouses into soulless husks. It might even collaborate with the next update.
      Title: Re: Genesis Mod [ 3.25i ] - fix, new trees, stonecutter expansion,
      Post by: Deon on September 08, 2011, 07:09:19 am
      actually there are wendigo, just renamed blizzard men for now. Good idea, thanks!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: asd64026 on September 08, 2011, 08:15:21 am
      Haha, I'm foreigner. So, i'm not good at english. sorry.
      Anyway, I love genesis mod. it's really fun. Oh! i can't belive i can play as a bronze collosus!
      But, It's sad that i can't do breath attack in adventure mod. Could you make breath attack in adventure? please...
      I wanna spit web, but i can't... It's really sad.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: asd64026 on September 08, 2011, 08:17:02 am
      Haha, I'm foreigner. So, i'm not good at english. sorry.
      Anyway, I love genesis mod. it's really fun. Oh! i can't belive i can play as a bronze collosus!
      But, It's sad that i can't do breath attack in adventure mod. Could you make breath attack in adventure? please...
      I wanna spit web, but i can't... It's really sad.
      ... i hate english...
      Title: Re: Genesis Mod [ 3.25i ] - fix, new trees, stonecutter expansion,
      Post by: Deon on September 08, 2011, 08:21:45 am
      What do you mean by "a foreigner"? We are all bay12ers, there's no another country. I am from Russia for example. If we had no english, we would not be able to communicate. The lack of CAN_SPEAK leads to wars.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Tiruin on September 08, 2011, 08:43:49 am
      Suggestion: What about an "Morbid Amalgam", "It is a giant mass of rotting flesh that consumes every living thing in its path, adding to its already enourmous size. Cursed thrice-fold by one of the Gods for a sin unknown, this beast now moves through the land in a never-ending quest for release. It comes out at night as the rays of the sun are the only thing powerful enough to keep this monstrosity at bay. That or a well-prepared adventurer."

      (heavy claw attacks? Its just a giant mix of arms and legs with only one head. That head is buried deep inside its body but due to the anatomy in DF lets make it really hard to hit/hard to sever, multiple tissue layers?. Size should be as large as a werewolf(?) and it would have a hard time dodging.) . Its spawn or spouses are "Animated Scion"s, they can have any random mix of arms, legs, claws, weapons (absorbed and regrown into its smaller selves.) Only one head per spawn/creature though.

      Also the 'morbid' thing is an adjective, I can't seem to come up with better words.  :)

      @asd64026: We cannot do breath attacks in the current version of DF. I don't think it can be modded in either unless Toady makes it possible himself.

      And nobody (in my opinion) is a foreigner in the DF Forums, we are all one big happy family! I'm from the Philippines for one  ;) . You could try to use an online translator so it can translate your native language to english for you.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Xen0n on September 08, 2011, 09:46:45 am
      Haha, I'm foreigner. So, i'm not good at english. sorry.

      Don't worry about it.  As others have said, the main thing to remember is that here everyone is a Dwarf.  (From The Bahamas, personally).  And your English is already much better than most of what you'll find in a typical YouTube comment or some messageboards :)  The best way to learn is to keep practicing by just talking like you already are doing. 

      Anyway, so I'm not too off topic:
      Is there a way to check/compare the differences in Attributes and Skill rates of the different Dwarf Castes other than by just checking the raws?  Just curious, since I'm also trying to confirm if Domple Dwarves have anything that they can do better than another Dwarf Caste.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: peskyninja on September 08, 2011, 11:27:53 am

      Deon,have you ever though about creating new annoucements,mainly to the combat report? Like these :urist falls to the ground,Snodrog Mcaxegoblin is struck down.

      off topic: I'm a brazilian dwarf,no mountains neither roads here  :'(
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: roflgar on September 08, 2011, 01:13:44 pm
      suggestion: codpieces

      whether it would work as armor for the nether regions or simply as an alternative to underwear/pants I don't know

      what I do know is that it would make a great addition to a great mod

      here's a sample I made (if anyone else wants to use it in anything go ahead, I don't mind):
      Spoiler (click to show/hide)
      [/code]
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Trapezohedron on September 08, 2011, 06:16:03 pm
      Suggestion for them Night Creatures:

      Warden - Basically a shameless ripoff of Pyramid Head of Silent Hill fame. It should have a gigantic claymore and a covered head. It's spouses should be disfigured creatures, or at least, creatures with a mouth for a face.

      As for the minor night creatures, you could always try looking at other games or folklore for designs and inspiration.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: mrdeano on September 08, 2011, 06:55:45 pm
      Silly question but how do I eat something when my dragon can't pick up items?

      I love the mod BTW :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: SomethingCreative on September 08, 2011, 08:24:32 pm
      What exactly do "Morpheus gift" and "Voodoo chants" do? I tried chucking them at myself and some villagers and they don't appear to do anything. I'm using version 3.25h.

      Sorry if this has already been answered somewhere, I tried searching but didn't get anything.

      Big thanks to anyone who can answer.
      Title: Re: Genesis Mod [ 3.25i ] - fix, new trees, stonecutter expansion,
      Post by: Deon on September 09, 2011, 12:10:41 am
      The first makes them sleep, the second causes pain, but due to df system it rarely affects anyone. So keep throwing.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Rumrusher on September 09, 2011, 12:26:17 am
      oh I was just casting the morhpus gift repeatedly on random folks and wonder why nothing happen.

      So deon will there be a way to make adventurers of a certain race spawn with a type of item.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Tiruin on September 09, 2011, 05:27:29 am
      oh I was just casting the morhpus gift repeatedly on random folks and wonder why nothing happen.

      So deon will there be a way to make adventurers of a certain race spawn with a type of item.
      If you mean at the start then yes BUT you may have to regen a new world after this.

      Check the raw files, look for Entity_X where x is the civilization/race of your adventurer. There will be something like '[WEAPON:ITEM_WEAPON_XXX]' under it where XXX is the name of the weapon. Now go find item_weapon.txt in the same folder and find the weapon name just like that and copy paste it into the entity file.

      For example you want to mod in Longbows to the Sylvan Elves and have an adventurer bowman with Longbows.
      Your entity file looks like this at first:
      Spoiler (click to show/hide)
      You have to delete the whole string of WEAPON_BOW and paste in the code for LONGBOWS (from the item_weapon.txt file) so it will look like this:
      Spoiler (click to show/hide)

      Now you can have two of the same type of item (like bows and longbows if you just added in the code) but then your adventurer will only start with one or the other, you cannot pick which one.

      Sorry for the long post...Hope it helped but I posted in Deon's stead.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: asd64026 on September 09, 2011, 06:40:28 am
      Hello! i'm korean. so i'm not good at english. sorry.
      Anyway, how can I play dragon in graphic set? I can't play in ascii mod... it's too hard to play comfortable...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Tiruin on September 09, 2011, 07:22:38 am
      You go to the adventurer screen and scroll down the list of creatures that you can play as. A red dragon outsider label will appear. Use it  :)

      Note: You cannot fly as a red dragon nor breath fire, a Roc or Wyvern can fly though.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: asd64026 on September 09, 2011, 08:07:19 am
      You go to the adventurer screen and scroll down the list of creatures that you can play as. A red dragon outsider label will appear. Use it  :)

      Note: You cannot fly as a red dragon nor breath fire, a Roc or Wyvern can fly though.
      Hmm... sadly, only 'i' version can play as a dragon. I wan't graphic set. ascii is harming my brain.

      p.s i'm not good at english. sorry. I wan't say more, but my english skill is too terrible to say more. It's really sad...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Tiruin on September 09, 2011, 08:39:17 am
      ^It improves  ;D
      Try the Ironhand Graphics, there are dragons in there. There are 2 graphics packs at the first page of the mod, try either one of them.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: mrdeano on September 09, 2011, 11:57:42 am
      I have an animated dragon with the ASCII version. All I did was go into the init.txt file and change GRAPHICS from NO to YES.

      Can anyone answer my question about playing as a dragon and eating?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Deon on September 09, 2011, 12:21:12 pm
      The problem with the old versions is that they lack the entity_monster.txt file. Copy it from the "i" version, and it will work.

      And you CAN play with graphics in the "i" if you do as you did, but some creatures don't have tiles yet, that's why I didn't release a graphical pack yet.

      More of the front news: today I went to Bosch but it's not determined yet whether I join them or not. They were puzzled by my decision to become an assistant in their facility. They said that it's too easy for a man with two diplomas in radiophysics one of which is magister... I tried to explain that it's what I want for the period of my postgraduate studies because I will already be busy with scientific stuff, but they are still terrified that it will be too easy and boring for me and I will not be interested in this job... So I wait till the monday to recieve their answer. Damn, I hoped they would grab me at once :D.

      On the bright side, I don't have to worry about my exam in the graduate school exam. I took it like a little bitch, "5" mark, dudes :P. Now I will have to take an exam in "philosophy of science" (wtf) and "foreign language" (english, I think I will have no problems with it :P), and I will be on my road to PhD :P.

      Too bad today my mom turned off the electricity in our apartment because she wanted to replace a lightbulb... while my two musical servers were processing playlists for a big trading center which I was going to bring them today... So drat, this night is going to be full of work. Well, at least I've slept for 4 hours after the exam, so I am rested.

      So sorry for no updates tonight (I planned to work on Genesis this evening), but I am sure I will find a time for it tomorrow after my two jobs.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Mechanixm on September 09, 2011, 12:33:17 pm
      I didn't know you were studying for your PHD.  That is awesome!

      From here on out I will name my Chief Medical Dwarf Dr Deon, instead of Dr House or Dr Doogie!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Deon on September 09, 2011, 12:33:54 pm
      It's 3 years until that, but thanks :D.

      Actually in Russia the education is a bit silly. AFAIK you can study for 3 years in Europe and get PhD. While in Russia I will become a "PhD candidate". After that I will have to write a different work and study longer to become an actual PhD. But that's why Russian professors are so good (at least were, the current russian education is ruined and sucks, we are turning into "resource-gathering country"), they were just studying much longer :P. I plan to become PhD eventually.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: peskyninja on September 09, 2011, 01:22:53 pm
      good luck with your PHD deon,my dad finished his last year here where I unfortunaly live there is no PHD but there is the Mestrado,who does this became a master  8)
      and after you finish your "Mestrado" you can do the "Doutorado" then you became a doctor.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Deon on September 09, 2011, 02:08:55 pm
      Yeah, I've got magister which equals to "mestrado", and PhD is similar to "doctor of science" I think. At least it's called "doctor of science" in Russia.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Tessien on September 09, 2011, 03:19:07 pm
      Hi, does Dwarf Therapist work in Genesis without the uploaded file? Because the files location is no longer available.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: peskyninja on September 09, 2011, 03:28:39 pm
      It won't display castes, I believe
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: FluidDynamite on September 09, 2011, 08:33:19 pm
      What peskyninja said, and that some jobs will not be recognized by the program. Nothing too serious though.

      All this talk about Russian professors keep on reminding me about Prokhor Zakharov. :D Cat biscuits for anyone who knows who he is without googling!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: peskyninja on September 10, 2011, 06:05:16 am
      Deon,one little question,female dwarves should have beards and mustaches?
      I've noticed that my baroness,who's running arround naked babbling due to and cave-in accident with her husband, 7 children and her pets,has a mustache and beard,both of them arranged in double braids.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: MiamiBryce on September 10, 2011, 04:47:08 pm
      All this talk about Russian professors keep on reminding me about Prokhor Zakharov. :D Cat biscuits for anyone who knows who he is without googling!

      I don't know, but I've been told
      Deirdre's got a network node.
      She likes to press the on-off switch.
      Gotta dig that crazy Gaian witch.

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: MiamiBryce on September 10, 2011, 04:51:35 pm
      Glad to see you back Deon.

      I've not had a chance to look at version i yet.  I was wondering a couple things:

      Does the industrial version of the wood burner building still use "C" for charcoal?  I wonder if 'c' wouldn't be more convenient.

      Could you add to the industrial wood burning building the ability to burn a wood and get two ash?  It would really help out my clear glass industry.

      Are all the skills (like carpentry) added to the library yet?

      Thank you for all your hard work.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Envoy of Armok on September 10, 2011, 05:19:26 pm
      Hey Deon, this is my first post here but i've been lurking for a long time. I was preparing to embark with the newest version today and I believe I've found a bug on the embark screen, since all types of sweetbread and spleen cost 0 points, and I'm pretty sure this wasn't intended.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: roflgar on September 11, 2011, 12:38:54 am
      Hey Deon, this is my first post here but i've been lurking for a long time. I was preparing to embark with the newest version today and I believe I've found a bug on the embark screen, since all types of sweetbread and spleen cost 0 points, and I'm pretty sure this wasn't intended.

      do they actually cost 0 points or is it just displaying that because of a long name or something?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Coolnesstod on September 11, 2011, 12:42:29 am
      Hey Deon, this is my first post here but i've been lurking for a long time. I was preparing to embark with the newest version today and I believe I've found a bug on the embark screen, since all types of sweetbread and spleen cost 0 points, and I'm pretty sure this wasn't intended.

      do they actually cost 0 points or is it just displaying that because of a long name or something?

      No, they actually cost 0 points.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: roflgar on September 11, 2011, 10:51:59 am
      I've just tried and they definitely cost points normally.  must be a bug that occurs under some weird circumstance
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Mechanixm on September 11, 2011, 01:36:00 pm
      Glad to see you back Deon.

      I've not had a chance to look at version i yet.  I was wondering a couple things:

      Does the industrial version of the wood burner building still use "C" for charcoal?  I wonder if 'c' wouldn't be more convenient.

      Could you add to the industrial wood burning building the ability to burn a wood and get two ash?  It would really help out my clear glass industry.

      Are all the skills (like carpentry) added to the library yet?

      Thank you for all your hard work.

      I am working on a Mod-Mod for Geneis w/TomiTapio that will cover both of these issues.  Send me a PM and I'll hook you up with the RAWS.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: ShoesandHats on September 11, 2011, 02:19:24 pm
      It appears that  wimbli is down. Any other ways to download?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: LizardKing on September 11, 2011, 02:33:43 pm
      It appears that  wimbli is down. Any other ways to download?

      Seconded. I haven't played DF for monthsabout a year (Since ~31.12), and then it goes down half-way through downloading the latest version. GRRR!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Deon on September 11, 2011, 04:08:06 pm
      Hey Deon, this is my first post here but i've been lurking for a long time. I was preparing to embark with the newest version today and I believe I've found a bug on the embark screen, since all types of sweetbread and spleen cost 0 points, and I'm pretty sure this wasn't intended.

      do they actually cost 0 points or is it just displaying that because of a long name or something?

      No, they actually cost 0 points.
      Are you sure you have no duplicate entry errors?

      Here's the temporary download for 3.25i:
      http://www.mediafire.com/?22ollwnu51v3u4z


      Glad to see you back Deon.

      I've not had a chance to look at version i yet.  I was wondering a couple things:

      Does the industrial version of the wood burner building still use "C" for charcoal?  I wonder if 'c' wouldn't be more convenient.

      Could you add to the industrial wood burning building the ability to burn a wood and get two ash?  It would really help out my clear glass industry.

      Are all the skills (like carpentry) added to the library yet?

      Thank you for all your hard work.
      Will do :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Envoy of Armok on September 11, 2011, 04:14:10 pm
      Hey Deon, this is my first post here but i've been lurking for a long time. I was preparing to embark with the newest version today and I believe I've found a bug on the embark screen, since all types of sweetbread and spleen cost 0 points, and I'm pretty sure this wasn't intended.

      do they actually cost 0 points or is it just displaying that because of a long name or something?

      No, they actually cost 0 points.
      Are you sure you have no duplicate entry errors?
      I'm pretty sure I don't, since I re-downloaded Genesis 3.25i, generated a new world with different parameters and they still cost 0 points.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: LizardKing on September 11, 2011, 04:22:38 pm
      Here's the temporary download for 3.25i:
      http://www.mediafire.com/?22ollwnu51v3u4z

      Do you happen to have a replacement link for Ironhand (3.25d)?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Deon on September 11, 2011, 04:25:57 pm
      Deon,one little question,female dwarves should have beards and mustaches?
      I've noticed that my baroness,who's running arround naked babbling due to and cave-in accident with her husband 7 children and her pets,has a mustache and beard,both of them arranged in double braids.
      Only moss dwarven females have facial hair.

      Hey Deon, this is my first post here but i've been lurking for a long time. I was preparing to embark with the newest version today and I believe I've found a bug on the embark screen, since all types of sweetbread and spleen cost 0 points, and I'm pretty sure this wasn't intended.

      do they actually cost 0 points or is it just displaying that because of a long name or something?

      No, they actually cost 0 points.
      Are you sure you have no duplicate entry errors?
      I'm pretty sure I don't, since I re-downloaded Genesis 3.25i, generated a new world with different parameters and they still cost 0 points.
      Oops! It's Tomi's change. I don't know why. I will fix it :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: SomethingCreative on September 11, 2011, 04:44:57 pm
      So I was just 'T'raveling along, and suddenly I get attacked by a sea monster. On land. Not only that, but it was able to walk around as well. It proceeded to kill me dead while I stared at it in awe.

      Genesis bug or some other glitch? This was version 3.25i

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Deon on September 11, 2011, 04:51:19 pm
      Here's the temporary download for 3.25i:
      http://www.mediafire.com/?22ollwnu51v3u4z

      Do you happen to have a replacement link for Ironhand (3.25d)?
      http://www.mediafire.com/download.php?krpyqecq8y4z39b
      3.25d2, so it's 3.25d with Tomi's additions (new Tomi creatures have no tiles though).

      So I was just 'T'raveling along, and suddenly I get attacked by a sea monster. On land. Not only that, but it was able to walk around as well. It proceeded to kill me dead while I stared at it in awe.

      Genesis bug or some other glitch? This was version 3.25i


      Read its description, it now not only swims, but flies too. At least it has wings.

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: LizardKing on September 11, 2011, 04:52:14 pm
      http://www.mediafire.com/download.php?krpyqecq8y4z39b
      3.25d2, so it's 3.25d with Tomi's additions (new Tomi creatures have no tiles though).

      Awesome, thank you.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: LizardKing on September 12, 2011, 01:28:54 pm
      Welp, something's not going right. Been trying to play as a serpentman in adventure mode, but I keep getting attacked by my own people. Sometimes I'll manage to recruit a few, but then they start attacking me after I've slept before I can even get up. In one case, I go to the capital, recruit a few guys, go talk to someone for a quest, get told, "You'll die soon enough", and my 'companions' then begin to attack me before I can even leave the room. I've been away for a while so I'm not sure if this is a known issue or anything. I've genned 3 different lands and had the same thing each time. Any ideas? This is with the 3.25d2 version posted above.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: smokebubble on September 12, 2011, 02:15:17 pm
      LizardKing, same thing happened to me when I tried to play as a demon in 3.25d (phoebus). I could walk into a castle owned by demons without them attacking me and even recruit a few but couldn't get any quests there. After a while the demons would suddenly attack me and it took me a while to figure out why. The reason they suddenly started to attack me was because I would walk into one of the demons I had recruited and ended up attacking it first (this happened a bit coming back down a tower).

      Not sure why I was automatically attacking the demons but after I went around killing a bunch of the creatures and bandits in the area it stopped automatically attacking the demons when I walked into them and I could get quests from the law giver at the castle.

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Mechanixm on September 12, 2011, 03:08:50 pm

      Glad to see you back Deon.

      I've not had a chance to look at version i yet.  I was wondering a couple things:

      Does the industrial version of the wood burner building still use "C" for charcoal?  I wonder if 'c' wouldn't be more convenient.

      Could you add to the industrial wood burning building the ability to burn a wood and get two ash?  It would really help out my clear glass industry.

      Are all the skills (like carpentry) added to the library yet?

      Thank you for all your hard work.
      Will do :).
      [/quote]

      Deon...just replace your crappy training workshops with mine.  Those damn vellums are a pain in the arse!  Seriously...use blocks and just have a 90% success rate...works great and helps get rid of excess stones.

      Or, don't use stone blocks...use metal blocks.  Now you have on economic investment included when training a skill.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: trees on September 12, 2011, 03:14:47 pm
      ... Uh, I'd assume that his training workshops require some additional work because reading a book makes a lot more sense than eating a stone block and that without requiring at least a little bit of effort it's basically a free skill button.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Deon on September 13, 2011, 01:46:34 am
      Yeah, I myself consider "block eating" to be a
      Quote
      crappy
      mechanic. Seriously, how can someone learn woodcrafting from using a rock block?

      And vellums are really easy to make. Five per skin.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Roses on September 13, 2011, 01:49:47 am
      Meph has a new library mechanism in Civ Forge as well, a little more involved than just the vellum, although I am perfectly happy with it the way it is.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: TomiTapio on September 13, 2011, 11:11:17 am
      Yeah, I put some offal (organs) to zero price when I made meat and fat more valuable. Liver is popular, right? And fat is tasty and has good survival value.

      I am working on a Mod-Mod for Geneis w/TomiTapio that will cover both of these issues.  Send me a PM and I'll hook you up with the RAWS.
      No, you're not working with me, you're working on a mod for the "Genesis with Tomi's additions". And those additions have been approved into the main Genesis now.

      So I was just 'T'raveling along, and suddenly I get attacked by a sea monster. On land. Not only that, but it was able to walk around as well. It proceeded to kill me dead while I stared at it in awe. Genesis bug or some other glitch? This was version 3.25i
      It is hidden Fun.
      Just like my "funpack" release had all domestics trainable; you could train war rabbits and war hens.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: LizardKing on September 13, 2011, 01:13:35 pm
      LizardKing, same thing happened to me when I tried to play as a demon in 3.25d (phoebus). I could walk into a castle owned by demons without them attacking me and even recruit a few but couldn't get any quests there. After a while the demons would suddenly attack me and it took me a while to figure out why. The reason they suddenly started to attack me was because I would walk into one of the demons I had recruited and ended up attacking it first (this happened a bit coming back down a tower).

      Not sure why I was automatically attacking the demons but after I went around killing a bunch of the creatures and bandits in the area it stopped automatically attacking the demons when I walked into them and I could get quests from the law giver at the castle.

      Still didn't help. I got the latest version of Runesmith and did some poking around. I noticed the towns seemed to be a mix of 2 civilisations (in my case, 216 and 217). Setting them all (including myself) to one civ fixed it, otherwise as soon as they spotted me, they'd try to kill me and everyone in the other civilisation, despite being the same species. Guess they're very patriotic or something.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Deon on September 13, 2011, 01:48:42 pm
      That's because of the banditry token.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Cave Man on September 13, 2011, 03:04:39 pm
      Does anybody uses a raw_tile_selector for setup Genesis tileset?
      I tried it but i have a many crashes, because wrong definitions.txt file. I need to adapt this file for Genesis mode, but I can`t.
      I write this and some files a availiable now.
      Spoiler (click to show/hide)
      But not all and this is not enough. Can you give me your text, or a file definitions.txt of raw_tile_selector for Genesis 3.25i if you use this program.
      Thank you!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Mechanixm on September 13, 2011, 03:49:03 pm
      Yeah, I myself consider "block eating" to be a
      Quote
      crappy
      mechanic. Seriously, how can someone learn woodcrafting from using a rock block?

      And vellums are really easy to make. Five per skin.

      Because they're chiseled on to stone tablets!!!

      All we're doing is taking %arbitrary_resource1% and replacing it with %arbitrary_resource2%.  But, %arbitrary_resource2% actually has another in game purpose, so things aren't wasted or just sitting around taking up stockpile space and whatnot.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: LizardKing on September 13, 2011, 04:11:29 pm
      All we're doing is taking %arbitrary_resource1% and replacing it with %arbitrary_resource2%.  But, %arbitrary_resource2% actually has another in game purpose, so things aren't wasted or just sitting around taking up stockpile space and whatnot.

      I think you're missing the point. There's a reason the training rooms are specifically called "library" or whatever, instead of "Magic Skill Improvement - Wood Carving (Insert block to continue)". It's supposed to be logical and provide some sort of narrative. Having dwarfs eat your useless rocks in exchange for skills may be beneficial, but it makes little sense and sounds rather ridiculous. It's so... undwarfy.

      That's because of the banditry token.

      I didn't even know there was one. Thanks, I'll bear that in mind next time.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Mechanixm on September 13, 2011, 06:01:32 pm
      All we're doing is taking %arbitrary_resource1% and replacing it with %arbitrary_resource2%.  But, %arbitrary_resource2% actually has another in game purpose, so things aren't wasted or just sitting around taking up stockpile space and whatnot.

      I think you're missing the point. There's a reason the training rooms are specifically called "library" or whatever, instead of "Magic Skill Improvement - Wood Carving (Insert block to continue)". It's supposed to be logical and provide some sort of narrative. Having dwarfs eat your useless rocks in exchange for skills may be beneficial, but it makes little sense and sounds rather ridiculous. It's so... undwarfy.

      That's because of the banditry token.

      I didn't even know there was one. Thanks, I'll bear that in mind next time.

      I understand the point perfectly, and I've put a lot of thought in to it.  The point is that we are bypassing using resources to level the skills of our dwarves.  E.G.  We could use Wood to raise carpentry, but we don't in lieu of using 2/5th of a Leather through a tome?   I'd be all FOR using wood blocks to train carpentry, but as it stands right now, I'm testing the workshops based on simplicity and symmetry.

      Scribing Tomes currently uses the Teaching skill, but you can scribe any tome on just about any subject.  How does that make sense?  A 0 skill level guy can a scribe a tome that my Smith can use to get Legendary?  It's a game, and no matter how we justify it, it's all just "Magic Skill Improvement." 

      I like the idea of using Tomes to train things, but I'd rather put my Dwarves to work creating things out of the thousands of worthless stones that end up cluttering every map.  The other option is to atom smash all of that extra stone.  I'd rather have to clean it all up the hard way and make use of it.  But, if Deon wants to stick with slicing leather in to five pieces, and then combing two pieces arbitrarily to form a toy, and then using that toy to train a skill up, then that's fine by me.  My workshops copy and paste in to Genesis quite easily.  :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Deon on September 13, 2011, 06:26:16 pm
      The tomes are mostly for roleplay, stories and immersion, as well as training of skills without appropriate resources.

      Or you could train dwarves on ACTUAL blocks as you said :). It's not a replacement, it's an option.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: TomiTapio on September 14, 2011, 02:54:46 am
      (masonry practice) Once you have a stockpile of 300 stone statues, it's pretty cool. Put the stockpile outdoors to greet your visitors.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: DeadRed88 on September 14, 2011, 03:12:03 am
      Hey, I have a question. So recently I was playing around with different races in fortress mode. I made a nord fortress and everything worked perfectly. But when I tried to do the same with dark dwarves, my worldgen kept giving me rejections because it couldn't create a world that had the controllable civ (dark dwarves). You have any idea why this might happen? I even went into the raws again and changed their starting biome to forest, just in case that was the reason, but it still didn't work.
      Title: Re: Genesis Mod [ 3.25i ] - fix, new trees, stonecutter expansion,
      Post by: Deon on September 14, 2011, 03:24:21 am
      Did you give them all necessary entity spawning tokens; did you remove LAYER_LINKED tokens?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Roses on September 14, 2011, 06:58:54 am
      @Deon: Would it be ok if I used some of your fantasy creatures for my Creatures Deluxe mod, since I am only making real life creatures currently and I really dig your creatures?

      @TomiTapio: Would it be ok if I used your tiered leather and skin modifications for my Creatures Deluxe mod?
      Title: Re: Genesis Mod [ 3.25i ] - fix, new trees, stonecutter expansion,
      Post by: DeadRed88 on September 14, 2011, 01:33:43 pm
      Did you give them all necessary entity spawning tokens; did you remove LAYER_LINKED tokens?
      Well I believe I did. I just copied and pasted the entity spawning tokens I used for nords and they worked fine. And I did remove the LAYER_LINKED token.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: TomiTapio on September 14, 2011, 04:05:49 pm
      @TomiTapio: Would it be ok if I used your tiered leather and skin modifications for my Creatures Deluxe mod?
      Sure, use them. They're pretty simple. 20% numbers, vanilla leather, 2x numbers, copper stats, iron stats.
      Want to use the fairwood (value 2) and goodwood (value 3) materials too? Go ahead. Oak arrows are better than pine arrows.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Roses on September 14, 2011, 06:22:48 pm
      @TomiTapio: Would it be ok if I used your tiered leather and skin modifications for my Creatures Deluxe mod?
      Sure, use them. They're pretty simple. 20% numbers, vanilla leather, 2x numbers, copper stats, iron stats.
      Want to use the fairwood (value 2) and goodwood (value 3) materials too? Go ahead. Oak arrows are better than pine arrows.

      Since I'm only modding in standard creatures right now I just need the leathers, although I suppose one could make an interesting set of wooded creatures like dryads, ents and other tree creatures that use the wood templates.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Deon on September 14, 2011, 09:40:51 pm
      @Deon: Would it be ok if I used some of your fantasy creatures for my Creatures Deluxe mod, since I am only making real life creatures currently and I really dig your creatures?

      @TomiTapio: Would it be ok if I used your tiered leather and skin modifications for my Creatures Deluxe mod?
      Sure :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Deon on September 16, 2011, 02:39:20 pm
      Oops, unintended consequences... "5" for the english exam, how did I manage to get it???

      Anyway, long time no update... I should work on it tomorrow after work.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Roses on September 16, 2011, 03:27:59 pm
      Oops, unintended consequences... "5" for the english exam, how did I manage to get it???

      Anyway, long time no update... I should work on it tomorrow after work.

      Congratulations!!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: peskyninja on September 16, 2011, 06:52:20 pm
      Deon congratulations,you're doing this test for your PhD right?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Deon on September 17, 2011, 01:17:44 am
      Nah, to JOIN THE RED ARMY :D. Joking, I enroll in a graduate school. So it will be 3 years more to get PhD :P.

      One exam left, and I will become a P.G. :P (is it how you call "post-graduate" students?).

      P.S. Never imagined myself as an "excellent" pupil :P. I guess years of slacking and gaming while having a family, a job and studies finally pay off: I've learned how to take exams without long preparations, haha.

      P.P.S. Omg Peskyninja, your avatar has made my day :D.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: GaxkangtheUnbound on September 17, 2011, 11:31:20 am
      In other news, the dwarves of Manormusk have just encountered a giant gargoyle right after they arrive.
      Instead of running like pansies, they beat down the giant gargoyle with their bare hands.
      I think this fort has good potential.
      EDIT:Also, it seems I got giant gargoyle marble from it. I'm guessing this is just another name for its skin, and I doubt I can make marble armor from it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: thehippopotamus on September 17, 2011, 08:37:55 pm
      I just want to stop by and say thanks for expanding DF to an even more epic level. Just when I get bored with the game I say, what the hell, try Genesis... So I embark in a savage evil jungle and by the time my first werewolf siege(actually before any ambushes too) comes just over a year in I couldn't help but smile and laugh as the poor guys walk up to what should be a weak undefended fortress and must pass by 12 ogre corpses, 3 dead nightwings, 8 eviscerated harpies, a bludgeoned gargoyle, and a couple kobolds mauled by a bear the elves brought... That and the blood of 21 dead dwarfs. If werewolf pants soiling had been coded in I would have suffered a swift fps death! Btw, our poor lupine friends soon had their fears confirmed by dieing in various stabby, drowny, and shooty ways, poor bear didn't make it though. Best virtual year ever...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: kilakan on September 17, 2011, 10:07:31 pm
      hum I just had a flying sea serpent attack my *mountain* fortress.... no ocean for quite a few over-world maps, just a river on the edge of my embark.  Sea serpent of the sky?  Or glitch?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: James009 on September 17, 2011, 11:54:41 pm
      I love this mod and all the new content... it's like an excellent expansion pack. Is there a way to light or make fires for things like melting ice or snow?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Tiruin on September 18, 2011, 01:20:09 am
      I love this mod and all the new content... it's like an excellent expansion pack. Is there a way to light or make fires for things like melting ice or snow?

      Press x, go to create fireball (arrow/bolt) then drop it from inventory. You now have a roaring fire ready! Unless its raining...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: James009 on September 18, 2011, 03:37:03 am
      Sorry, I was referring to Fortress mode.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Rumrusher on September 18, 2011, 03:56:48 am
      get the old version of Dfhack use Dfmode flip over to Adventure mode and make fire.
      or just build a workshop that does the same thing.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: daxp on September 18, 2011, 09:28:07 pm
      I'm probably missing something simple, but how do you get the stonecutter's shop to work in version 3.25i? I don't have any options to make anything. I've tried regenning my world a few times, and it doesn't seem to help. Downloading a new copy from DFFD didn't help either, it still just doesn't show that I can make anything. The options just aren't there. =/
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Deon on September 19, 2011, 03:20:57 am
      Oops, I forgot to reupload a fixed version, I guess...

      Go into /raw/objects/, open reaction_stonecutter.txt and change [OBJECT_REACTION] to [OBJECT:REACTION]. Just a typo.

      I will reupload a fix soon.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: TomiTapio on September 19, 2011, 02:59:02 pm
      I just want to stop by and say thanks for expanding DF to an even more epic level.
      Glad you like the additions! Sigged.

      hum I just had a flying sea serpent attack my *mountain* fortress.... no ocean for quite a few over-world maps, just a river on the edge of my embark.  Sea serpent of the sky?  Or glitch?
      It is bonus Fun :¤) I got tired of never seeing sea monsters.

      I love this mod and all the new content... it's like an excellent expansion pack. Is there a way to light or make fires for things like melting ice or snow?
      Bonfire workshop (in my releases) makes a nice long fire. Deon might have approved it into Genesis.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Zauren on September 19, 2011, 06:59:09 pm
      Sometimes when I use 'v' to investigate my dwarves on embark, the game crashes. This is really annoying, since it's not that uncommon. I lost a really good racial lineup that way. Is this linked to Genesis or vanilla? Or something weird on my end?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: daxp on September 19, 2011, 08:25:27 pm
      Oops, I forgot to reupload a fixed version, I guess...

      Go into /raw/objects/, open reaction_stonecutter.txt and change [OBJECT_REACTION] to [OBJECT:REACTION]. Just a typo.

      I will reupload a fix soon.

      Alright, that fixed it! Thanks a lot!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Putnam on September 19, 2011, 11:14:25 pm
      I was about to make a charcoal furnace for my mod, but I decided "Why? I can steal these guys's and make my own reactions!"

      (buildings take me 50 times longer than anything else to mod in the game because I have no artistic vision, even ASCII, in my mind)

      Permission to steal building, sirs >_>
      Title: Re: Genesis Mod [ 3.25i ] - fix, new trees, stonecutter expansion,
      Post by: Deon on September 20, 2011, 08:14:04 am
      make sure that the truetype support is off. It crashes the game.
      Title: Re: Genesis Mod [ 3.25i ] - fix, new trees, stonecutter expansion,
      Post by: Deon on September 20, 2011, 08:17:17 am
      It was said to Zauren. Damn mobile phone's limited browsing possibilities, hence this doublepost.

      And yes, Putnam, you are allowed to.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Cave Man on September 20, 2011, 09:47:57 am
      Deon, do you use a raw_tile_selector for setup Genesis tileset?
      I tried it but i have a many crashes, because wrong definitions.txt file. I need to adapt this file for Genesis mode, but I can`t.
      I have wrote this and some files a availiable now.
      Spoiler (click to show/hide)
      But not all and this is not enough. Can you give me your text, or a file definitions.txt of raw_tile_selector for Genesis 3.25i if you use this program.
      Thank you!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: MasterMorality on September 20, 2011, 10:58:21 am
      I'm interested, since genesis already has Werewolves as an actual civilisation, are you still going to incorporate Werewolves from the next update into the game, or cut them out, or something else?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Zauren on September 20, 2011, 11:44:21 am
      What is Truetype Support and how do I turn it off?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: smokebubble on September 20, 2011, 12:39:35 pm
      Zauren, you open the init.txt file and right below the print_mode is where you can turn truetype on or off. to turn it off replace YES with NO
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: PandaPudding on September 20, 2011, 05:43:33 pm
      I feel kinda stupid.

      Im playing as a Void Master Illithid, and he started flying. Now I know they fly naturally over water and such, but mine started flying inside a building. I cannot go out the door, and I cannot pick up anything off the floor as the game says im one block above the ground. Help plz?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: inEQUALITY on September 20, 2011, 05:46:41 pm
      Alt + Movement Key, choose a choice that looks like 'West/Down' and confirm. Should put you back on the floor. Though how you started flying without using Alt movement to begin with is beyond me.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Rumrusher on September 20, 2011, 05:49:36 pm
      have you tried hitting the > key that also works on getting the player down from the ground.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: PandaPudding on September 20, 2011, 06:09:29 pm
      Yay! Thanks inEQUALITY for the help.

      Rumrusher, I tried your method, but it didn't work. Maybe you're confusing it with how you press > or < to go down elevation levels in Dwarf Fortress mode?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Putnam on September 20, 2011, 06:16:24 pm
      Yay! Thanks inEQUALITY for the help.

      Rumrusher, I tried your method, but it didn't work. Maybe you're confusing it with how you press > or < to go down elevation levels in Dwarf Fortress mode?

      That's how it works in adventurer mode, too.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Rumrusher on September 20, 2011, 07:15:21 pm
      have you used the shift key at any point?
      because that also will send you flying.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Zauren on September 21, 2011, 12:27:56 am
      I didn't have that set already.

      One of the crashes mentioned DEP though, and it won't let me set DF DEP-excepted. Could that be the cause?
      Title: Re: Genesis Mod [ 3.25i ] - fix, new trees, stonecutter expansion,
      Post by: Deon on September 21, 2011, 12:52:43 am
      You want all your files you intend to edit listed in the definitions file. At the same time you should make sur e that all listed files exist (which is not the case for your file; many of listed files were removed in 3.25i).

      If you still are not able to figure it out, I will help you once I am back home from the factory (no access to my home pc from here).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Zauren on September 21, 2011, 04:27:48 am
      Still drowning in random crashes over here, now it's doing it during world gen too. But only sometimes. It's ruining me!
      Title: Re: Genesis Mod [ 3.25i ] - fix, new trees, stonecutter expansion,
      Post by: Deon on September 21, 2011, 05:08:08 am
      is your errorlog.txt empty?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Zauren on September 21, 2011, 05:14:15 am
      Impoverished Word Selector is in it, that's it
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: PandaPudding on September 21, 2011, 08:45:22 pm
      One piece of advice.......Never sleep on an ice floe in the middle of an ocean. I did, and woke up incased in thick ice.

      My godly character had finally died, even though he lost his legs, left arm, all of his face tentacles, his right hand, and with all of those losses, he also accomplished himself in the end. The killer of 6 Dragons, 5 Titans, and 3 Sea Serpents. Not to mention countless boogeymen. (I counted all of them, it was somewhere ranging in the three hundreds. This guy lasted me three actual days, and I was very surprised at this.) In the end, he did what he saw fit. He went to his eternal slumber, incased in the thick, cold ice of the Eternal Seas.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Rumrusher on September 22, 2011, 08:49:24 am
      raptors and monks seem to lead the end of most of my keep creatures.
      though I learn today that one can't just burn someone to death to trigger the infection. It's has to start by murder straight up killing someone with your bare hands triggers the command to start.
      I'm seeing if I can work in an auto companion by race so adventurers can recruit Infected keepers to be their slaves.
      then I guess work up blueprints on adding keeper wolves and other supposed infection races to get their own keeper variances. usually this just means copy paste keeper again and change the name and descriptions and a few attacks from the infection race over.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Deon on September 22, 2011, 08:56:18 am
      Rumrusher, although I know which tools you use and partially understand what you are trying to say, sometimes it's really hard to get what do you mean.

      Especially for the dudes who do not know how much of a wizard you are in DF :P. Could you explain your doings better? Of course if you don't feel like it, then fine, whatever :D.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Rumrusher on September 22, 2011, 11:29:17 am
      raptors and monks ambushes seem to lead the death of most of my keep.
      though I learn today that the player can't just burn someone to death to trigger the infection(which is done through DFhack's Dfusion). It's has to start by murder(some how the code only accepts kills and not deaths don't know why) triggers the command to start.
      I'm seeing if I can work in an auto companion(on kill will trigger a command to recruit creatures) by race so adventurers can recruit Infected keepers to be their(the keep or any adventurer's) slaves.
      then I guess work up blueprints(on explaining how to modify and add other creatures and infection forms to genesis) on adding keeper wolves(werewolves) and other supposed infection races to get their own keeper variances. Usually this just means copy paste keeper again and change the name and descriptions and a few attacks from the infection race over(this is what I did to make the Infected Keeper race).

      I hope this clears up some of what I said.
      oh on the talk about wizards I have plans of adding them in the coding along with infected keepers, though I had to place them on hold until I figure out how to target certain parts of the body using material syndromes which then I could branch off the class of wizardry by mapping each type of magic to a body part (after the keeper turns into a wizard).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Deon on September 22, 2011, 02:10:11 pm
      Any chance to see and try what you've done so far? :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: SirAaronIII on September 25, 2011, 11:07:28 pm
      My graphic FPS is really, really low, even on screens where it shouldn't be, like the world generation screen (pictured). This causes an insane amount of lag, making the game unplayable.
      Spoiler (click to show/hide)
      Is this an issue on my end or are others getting this too?

      EDIT: This happens with both Ironhand and Phoebus. With ASCII versions of Dwarf Fortress (not sure if it's Genesis or just graphics in general), this doesn't happen.
      EDIT2: I tried loading up Corrosion with graphics. It was fine. So I think it's a Genesis/settings problem. What should I do?
      EDIT3: Works fine today. Weird.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Rumrusher on September 26, 2011, 05:41:42 am
      Any chance to see and try what you've done so far? :)
      oh man spent so long trying to fool proof this pack but here it is, sad thing is I couldn't get DffD to upload the file for some reason so I had to use a different hosting site.
      there a read me on how to properly install this though you might need Dfhack r6 , and a rough guide on how to make a infected creature.
      here (http://www.truimagz.com/host/fortcrush2/folder2/deon2.zip)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Kromgar on September 27, 2011, 06:20:57 pm
      I dont know what it is but before i could play the Phoebus version and now after a fresh unpack it immediately crashes when i execute dwarf fortress.exe i tried ironhand and it actually got past the intro screen. But it was extremely laggy for me.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Crioca on September 28, 2011, 12:08:48 pm
      Apologies if this has been asked and answered a dozen times, but I can't bring myself to read through 533 pages of posts.

      How do you make Mithril cloth? I want to make a Mithril cloak.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: nerdyboy321123 on September 28, 2011, 04:23:41 pm
      Just downloaded, DF works great, my only issue is when I try to open Dwarf Therapist- Castes it says I don't have the file: mingwm10.dll help?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Tiruin on September 28, 2011, 04:41:49 pm
      Apologies if this has been asked and answered a dozen times, but I can't bring myself to read through 533 pages of posts.

      How do you make Mithril cloth? I want to make a Mithril cloak.

      Mithril is just like the nice blue stone you find deep underearth. It works like that too but its just a "simpler, weaker" version of it. (strands > wafers/direct to metal clothing) Metal clothing sadly wears out in time like normal clothing...Not sure about its defense bonus though.

      Somehow, I never ever ever seem to even find a hint of Mithril in all my Genesis forts, could you clarify this developers?  :)


      Small Question too: If I wanted to somehow copy-paste the reactions and other stuff of spellwood and spellwood making into a Vanilla elf civilization so they wouldn't be *that* weak and actually make metal, what parts in the raws should I look into? And should I also add the tree that makes spellwood?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: BackgroundGuy on September 28, 2011, 08:18:44 pm
      Mithril doesn't appear in the ground because its an alchemized wafer.  You make it at an alchemy workshop by combining brimstone and aluminum bars. 
      Title: Re: Genesis Mod [ 3.25i ] - fix, new trees, stonecutter expansion,
      Post by: Deon on September 28, 2011, 11:26:37 pm
      To give the spellwood to vanilla elves just copy the spellwood raws (it is, in fact, metal), then copy the spellwood making reaction. After that go into entity_default.txt file, remove WOOD_PREF from the forest entity and add a the spellwood making as a permitted reaction.

      Sorry for no updates (I didn't even upload a stonecutter fix), I barely have time to sleep 4-5 hours lately, and I write here from my phone while I am in a car to the factory.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Tiruin on September 29, 2011, 05:08:33 am
      Mithril doesn't appear in the ground because its an alchemized wafer.  You make it at an alchemy workshop by combining brimstone and aluminum bars.

      So that explains it! I never used the alchemical workshop... Thanks.

      Thanks too Deon for the solution,  :) .
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Crioca on September 29, 2011, 09:54:41 am
      Apologies if this has been asked and answered a dozen times, but I can't bring myself to read through 533 pages of posts.

      How do you make Mithril cloth? I want to make a Mithril cloak.

      Mithril is just like the nice blue stone you find deep underearth. It works like that too but its just a "simpler, weaker" version of it. (strands > wafers/direct to metal clothing) Metal clothing sadly wears out in time like normal clothing...Not sure about its defense bonus though.

      But mithril comes out as plain wafers, it doesn't get turned into strands which you can turn into cloth.
      Title: Re: Genesis Mod [ 3.25i ] - fix, new trees, stonecutter expansion,
      Post by: Deon on September 29, 2011, 10:00:34 am
      Noted. I will make a proper reaction.
      Title: Re: Genesis Mod [ 3.25i ] - fix, new trees, stonecutter expansion,
      Post by: Crioca on September 29, 2011, 03:31:42 pm
      Noted. I will make a proper reaction.

      Much obliged, in your own time though, I've co-opted one of the other alchemy reactions for the time being, so it's all good.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Mechanixm on September 30, 2011, 06:23:59 pm
      It will look something like this:

      Alchemy Reaction:
      [REACTION:TRANSMUTE_ALUMINUM_MITHRIL]
         [NAME:transmute aluminum into mithril]
         [BUILDING:ALCHEMICAL_WORKSHOP:NONE]
         [REAGENT:aluminum:150:BAR:NONE:INORGANIC:ALUMINUM]
         [REAGENT:brimstone:1:BOULDER:NONE:INORGANIC:BRIMSTONE]
         [PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:RAW_MITHRIL]
         [PRODUCT:75:1:BOULDER:NONE:INORGANIC:BRIMSTONE]
         [SKILL:ALCHEMY]


      Extraction Reaction:
      [REACTION:MITHRIL_STRAND_EXTRACTION]
         [NAME:Mithril Strand Extraction]
         [BUILDING:GRINDER:NONE]
         [REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:RAW_MITHRIL]
         [PRODUCT:100:1:THREAD:NO_SUBTYPE:METAL:MITHRIL][PRODUCT_DIMENSION:15000]
         [SKILL:EXTRACT_STRAND]

      and then smelted in to wafers...

      [REACTION:MITHRIL_WAFER_SMELTING]
         [NAME:Smelt Mithril Wafers]
         [BUILDING:SMELTER:NONE]
         [REAGENT:A:15000:THREAD:NO_SUBTYPE:METAL:MITHRIL]
         [PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:MITHRIL][PRODUCT_DIMENSION:150]
         [FUEL]
         [SKILL:SMELT]


      Is that about right Deon?  I'm not certain whether the Alchemy reaction needs to produce a RAW_MITHRIL or MITHRIL boulder.  It's what the Adamantine reactions look like though...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Rumrusher on September 30, 2011, 09:31:40 pm
      Well good news race changing one creature of one type of caste to another in arena mode works(as in doesn't go to an random caste of the new creature race or crash) so dwarves can now be converted to power up versions of their previous selves or for pokemon full conversion modders evolutions through severe beatings.
      better news is that I found out how to make dfhack to check wounds and auto heal creatures.
      bad news is that if a evolved dwarf loses their legs they won't get their ability to stand again so keep crutches near by, that and this isn't fort mode safe your enhanced dwarves will end up unusable(unless they where already in the military) unless one runs friendship and that's down on Dfhack's dfusion as of now.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Anon the Felon on October 01, 2011, 12:08:28 am
      I registered just to post this question/bug/problem I was having.

      I've been enjoying DF adventure mode quite a bit, and decided to spice it up with Genesis.  But I have run into a slight problem.

      I want to play a little Goblin knifer who...well...throws knives.  He throws them then runs up and stabs with them.  There's something hilarious with this in my mind.  But there seems to be one flaw with it.

      When I start as a Goblin, most of the time I start near the orcs.  Which is fine, because at least they will talk to me.  Then I get sent on my first quest.  Usually to go kill an Orc outlaw.  Upon my return, I find that the Orc's want nothing to do with me, except to try and stab me or club me.  I've tried all kinds of things, like editing my civ, restarting enough to get a quest to kill a goat or something, and still, they hate me as soon as I get back from finishing their mission.

      Is there any way to play a Goblin that allows me to quests?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Rumrusher on October 01, 2011, 12:13:59 am
      I registered just to post this question/bug/problem I was having.

      I've been enjoying DF adventure mode quite a bit, and decided to spice it up with Genesis.  But I have run into a slight problem.

      I want to play a little Goblin knifer who...well...throws knives.  He throws them then runs up and stabs with them.  There's something hilarious with this in my mind.  But there seems to be one flaw with it.

      When I start as a Goblin, most of the time I start near the orcs.  Which is fine, because at least they will talk to me.  Then I get sent on my first quest.  Usually to go kill an Orc outlaw.  Upon my return, I find that the Orc's want nothing to do with me, except to try and stab me or club me.  I've tried all kinds of things, like editing my civ, restarting enough to get a quest to kill a goat or something, and still, they hate me as soon as I get back from finishing their mission.

      Is there any way to play a Goblin that allows me to quests?
      it because the orc race is evil and attack once you return or the goblin also evil and auto hostile to any civ.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Anon the Felon on October 01, 2011, 12:21:19 am
      Is there a way to fix that? I haven't done much (Read: Any) raw editing.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: TomiTapio on October 01, 2011, 03:44:23 am
      Is there a way to fix that? I haven't done much (Read: Any) raw editing.
      Well, you could remove the evilness and babysnatching (and thieving) so the goblin civs are well-behaved, and then you have a more peaceful world.
      Delete tag [EVIL] from goblins in creature_genesis.txt
      Detete tag [BABYSNATCHER] from entity_goblin.txt. Optional: give them the ethics of dwarves for maximum peacefulness.

      ps. I'm still alive, but doing other things than DF.
      Title: Re: Genesis Mod [ 3.25i ] - fix, new trees, stonecutter expansion,
      Post by: Deon on October 01, 2011, 08:31:54 am
      Have you been playing Genesis, Rumrusher? Orcs are not evil, they are japanese-styled neutral race. Goblins o nthe other hand are evil, babysnatchers and bandits. If you really want to be a peaceful goblin, make a special entity.

      Regarding mythril clothing: I am adding a new building "dwarven weaver" which turns many metals into threads. Golden socks and platinum cape, anyone?
      Title: Re: Genesis Mod [ 3.25i ] - fix, new trees, stonecutter expansion,
      Post by: Angel Of Death on October 01, 2011, 08:45:09 am
      Regarding mythril clothing: I am adding a new building "dwarven weaver" which turns many metals into threads. Golden socks and platinum cape, anyone?
      Yeah. I think that making metal clothing should require some other object. Maybe a few diamonds.
      Title: Re: Genesis Mod [ 3.25i ] - fix, new trees, stonecutter expansion,
      Post by: Deon on October 01, 2011, 08:51:57 am
      how would diamonds help in stranding?
      Title: Re: Genesis Mod [ 3.25i ] - fix, new trees, stonecutter expansion,
      Post by: Angel Of Death on October 01, 2011, 08:56:30 am
      how would diamonds help in stranding?
      I don't know. I just don't understand how a dorf could turn a bar of metal into clothes.
      Title: Re: Genesis Mod [ 3.25i ] - fix, new trees, stonecutter expansion,
      Post by: Deon on October 01, 2011, 09:12:14 am
      Thin metal wires are strings like thread.
      Title: Re: Genesis Mod [ 3.25i ] - fix, new trees, stonecutter expansion,
      Post by: Angel Of Death on October 01, 2011, 09:14:14 am
      Thin metal wires are strings like thread.
      Derp. I forgot about wires :(

      *AoD hangs his head in a state of forgetful shame*
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Tiruin on October 01, 2011, 09:26:29 am
      On the thought of metal clothing. Could/is there any way that you could edit the wear and tear thing? Its like the same timer on all clothing, metal doesn't wear just as fast as cloth.
      Title: Re: Genesis Mod [ 3.25i ] - fix, new trees, stonecutter expansion,
      Post by: Rumrusher on October 01, 2011, 10:33:21 am
      Have you been playing Genesis, Rumrusher? Orcs are not evil, they are japanese-styled neutral race. Goblins o nthe other hand are evil, babysnatchers and bandits. If you really want to be a peaceful goblin, make a special entity.

      Regarding mythril clothing: I am adding a new building "dwarven weaver" which turns many metals into threads. Golden socks and platinum cape, anyone?
      Well I haven't been playing goblins or orcs then and just knew that one civ having evil and starting the game on top of them will cause them to go hostile once you leave the site.
      Title: Re: Genesis Mod [ 3.25i ] - fix, new trees, stonecutter expansion,
      Post by: Mechanixm on October 01, 2011, 10:54:21 am
      Have you been playing Genesis, Rumrusher? Orcs are not evil, they are japanese-styled neutral race. Goblins o nthe other hand are evil, babysnatchers and bandits. If you really want to be a peaceful goblin, make a special entity.

      Regarding mythril clothing: I am adding a new building "dwarven weaver" which turns many metals into threads. Golden socks and platinum cape, anyone?

      If there's one thing DF doesn't need, is more socks, golden or otherwise.  We even created workshops to specifically DISPOSE of those extra socks...

      I like the idea though.  :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Demiurge on October 01, 2011, 12:21:43 pm
      Is a new version of Ironhand in the works for version or later? I tried installing ironhand on top of it but the raws are different so marble looks like weapon racks and I doubt a world created in .d would work well in .i
      Title: Re: Genesis Mod [ 3.25i ] - fix, new trees, stonecutter expansion,
      Post by: Crioca on October 01, 2011, 12:26:41 pm
      Regarding mythril clothing: I am adding a new building "dwarven weaver" which turns many metals into threads. Golden socks and platinum cape, anyone?

      Excellent! Lead underwear for ALL the elves!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Anon the Felon on October 01, 2011, 01:11:54 pm
      Is there a way to fix that? I haven't done much (Read: Any) raw editing.
      Well, you could remove the evilness and babysnatching (and thieving) so the goblin civs are well-behaved, and then you have a more peaceful world.
      Delete tag [EVIL] from goblins in creature_genesis.txt
      Detete tag [BABYSNATCHER] from entity_goblin.txt. Optional: give them the ethics of dwarves for maximum peacefulness.

      ps. I'm still alive, but doing other things than DF.

      This did the trick.  Granted, my goblins are still a little angry, but the other races tolerate them enough to let me actually start an adventurer.  Thanks for the help!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Deon on October 01, 2011, 04:15:09 pm
      Is a new version of Ironhand in the works for version or later? I tried installing ironhand on top of it but the raws are different so marble looks like weapon racks and I doubt a world created in .d would work well in .i
      No, but it's possible to make it.
      I've been busy playing SS13 this evening though, sorry :). And my wife comes back tomorrow. So maybe I will be able to push it instead of sleeping.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Anon the Felon on October 01, 2011, 07:50:53 pm
      I've got a question I just can't seem to find the answer to.

      How do I get bones?  I have a scraper and a carver (knapped) in hand(s), am standing over body parts, and I don't see any way to get bones...I've tried complex inventory actions, I've tried butchery, I just can't seem to figure out how to get bones.  Is there some kind of actual crafting wiki/tutorial so I can find out how to get resources to build things?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Deon on October 01, 2011, 07:58:40 pm
      Butcher bodies of big enough creatures.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Anon the Felon on October 01, 2011, 08:03:21 pm
      Ahh, so to make bone bolts, I'd need to butcher something larger then a humanoid?  I was thinking I could make bolts from femur bones or some such.  Any examples?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Crioca on October 01, 2011, 09:18:11 pm
      Ahh, so to make bone bolts, I'd need to butcher something larger then a humanoid?  I was thinking I could make bolts from femur bones or some such.  Any examples?
      Anything from the size of about a dog upwards. You won't get specific bones, just a big pile which you then combine with a bundle of arrowheads (or bolt heads? not sure) and that gives you a stack of 15 bolts.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: fire1666 on October 02, 2011, 12:21:53 pm
      Hi ppl id like to say a few things.
      first genesis mod is absolutly brilliant, i hope you porcede to improve it further.
      but i have 2 questions / 1 gripe.
      right in the newest version 3.25i i produce a stone cutters and it has no tasks at-all in the add tasks slot.
      also one more thing is it posible to play as any other race in DWARF FORTRESS MODE not adventure mode fortress mode?
      sry if the caps lock offends anyone and i hope you have a nice day,this mod is the best mod for DF so far i think.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: SirAaronIII on October 02, 2011, 11:15:40 pm
      Hi ppl id like to say a few things.
      first genesis mod is absolutly brilliant, i hope you porcede to improve it further.
      but i have 2 questions / 1 gripe.
      right in the newest version 3.25i i produce a stone cutters and it has no tasks at-all in the add tasks slot.
      also one more thing is it posible to play as any other race in DWARF FORTRESS MODE not adventure mode fortress mode?
      sry if the caps lock offends anyone and i hope you have a nice day,this mod is the best mod for DF so far i think.
      1. That's an issue, Deon said so but he's currently busy.
      2. Add [CIV_CONTROLLABLE] (I think? just copy the line that looks like that from the dwarf entity) to whatever entity you want to play as, be it orc, keeper, or (ugh) elf.

      And my graphical FPS is really really low again all of a sudden in Adventure Mode. It was fine yesterday. Any ideas?
      Here's what's in the errorlog:
      Code: [Select]
      loop path fail: <invalid goal> rhino,143,26,162 -> 187,12,163: Id #4393:Path Goal Seek Station:Station Mill Anywhere at 93,64,160
      loop path fail: <invalid goal> rhino,126,143,161 -> 138,170,161: Id #4396:Path Goal Seek Station:Station None at 123,140,161
      Title: Re: Genesis Mod [ 3.25i ] - fix, new trees, stonecutter expansion,
      Post by: Deon on October 03, 2011, 02:42:57 am
      I wrote how to fix the stonecutter on the previous page/two, just check my previous posts. And right now the mod is totally dwarf-oriented; as you see I still wrestle with my time to add all the stuff/fixes I want, and I could add another playable race only if I made it unique (think of the kobold fortress mod.)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: fire1666 on October 03, 2011, 11:39:23 am
      Hi ppl id like to say a few things.
      first genesis mod is absolutly brilliant, i hope you porcede to improve it further.
      but i have 2 questions / 1 gripe.
      right in the newest version 3.25i i produce a stone cutters and it has no tasks at-all in the add tasks slot.
      also one more thing is it posible to play as any other race in DWARF FORTRESS MODE not adventure mode fortress mode?
      sry if the caps lock offends anyone and i hope you have a nice day,this mod is the best mod for DF so far i think.
      1. That's an issue, Deon said so but he's currently busy.
      2. Add [CIV_CONTROLLABLE] (I think? just copy the line that looks like that from the dwarf entity) to whatever entity you want to play as, be it orc, keeper, or (ugh) elf.

      And my graphical FPS is really really low again all of a sudden in Adventure Mode. It was fine yesterday. Any ideas?
      Here's what's in the errorlog:
      Code: [Select]
      loop path fail: <invalid goal> rhino,143,26,162 -> 187,12,163: Id #4393:Path Goal Seek Station:Station Mill Anywhere at 93,64,160
      loop path fail: <invalid goal> rhino,126,143,161 -> 138,170,161: Id #4396:Path Goal Seek Station:Station None at 123,140,161
      thank you very much for the fredback / responce :D also i look at the previous pages to find answer to stone cutters workshop. thx and have a nice day
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Rumrusher on October 03, 2011, 01:52:41 pm
      How to say this,
      I got evolving dwarves to work in Genesis. So far as of now it's just a name change and flavor text but it works.
      So deon do you want all your dwarves to evolve?
       
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: rosareven on October 03, 2011, 02:52:40 pm
      Hi Deon and Tomi,

      Been having a blast with this mod. Thank you so much for the massively added fun (and "fun").

      I only just started playing DF and I couldn't play with ASCII tileset, but the lack of supported tileset for 3.25i made me adopt to the ASCII. Now not only I don't mind the ASCII anymore, it loads much faster on my laptop.

      Stonecutter's workshop is my favourite since stone resource is so damn infinite. It's nice to be able to put them to better use. (stone pick!!! \o/)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: peskyninja on October 03, 2011, 03:46:19 pm
      Deon, after a centaur siege one of my axes has the following :
      three kills :
      (two useless names here),186
      (two useless names here),186
      a CENTAURESS, THE CENTAURESS.

      I think this is wrong.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: Yoink on October 03, 2011, 11:20:38 pm
      That happens in vanilla too, though. :-\
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: asd64026 on October 04, 2011, 02:49:17 am
      I wan't to play 'i'version in graphic! ascii version make me dizzy....

      p.s How can i play as an elephant? I was play in elephant in past. But i don't know how. please help me!

      p.s 2 I'm not good at english. Sorry! Haha! this game is so interesting that half the world away people play this game. Just like me.
      Title: Re: Genesis Mod [ 3.25i ] - fix, new trees, stonecutter expansion,
      Post by: Deon on October 04, 2011, 04:03:20 am
      Judging by your english speaking capabilities you are probably not too far away from me :).

      Today I work at factory as usual, but I've managed to sort the cave creatures a bit while noone was nearby, so we are closer to an update. Once it's ready I will release a graphical version along.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25i ϟ] - fix, new trees, stonecutter expansion, xen
      Post by: peskyninja on October 04, 2011, 09:49:01 am
      Deon, sorry to invade your  privacy, where do you work?
      Title: Re: Genesis Mod [ 3.25i ] - fix, new trees, stonecutter expansion,
      Post by: Deon on October 04, 2011, 10:28:36 am
      Just an assistant in BSH factory (Bosch und Siemens Hausgerete), it's my new job (the latest of total three jobs) and the payment is almost nothing, but I want to get a test engineer position the next year

      God bless the text raws of DF. They totally blend among excel tables and documents on my desktop :D.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Deon on October 04, 2011, 03:11:07 pm
      Here's another patch to get me rolling, you know I need some time and a few patches to speed up :).

      This one makes cavern layers unique and finally fixes that typo in the stonecutter's workshop. I promise that I will work on a graphical version ASAP.

      ** 3.25j
      * Stonecutter's workshop works now as intended
      * Different caverns have totally different critters and plants (a preparation for a major cavern overhaul)
      * Minor fixes
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Elu on October 04, 2011, 04:05:47 pm
      Deon and Tomitapio, i esteem you, a lot.
      I'm studying CS and hardly have time and mood to play DF, not to mention mod it!
      You two have managed and still manage to keep alive and evolving one of the best(the best in my opinion) mod for DF, thank you for being so awesome.

      well i just wanted to say this, back to cryptography now.

      p.s. i look forward for the graphic version ;)
      p.p.s although maybe would be better to wait for .31.26 for a long-lasting fort
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: eewweeppkk on October 04, 2011, 06:04:46 pm
      I'm new to modding dwarf fortress, and games in general, so I would like to know what to do after I've got both dwarf fortress and the mod installed. :-\
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Morwaul on October 04, 2011, 08:01:19 pm
      Strike The Earth!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Ultimuh on October 04, 2011, 08:04:19 pm
      I'm new to modding dwarf fortress, and games in general, so I would like to know what to do after I've got both dwarf fortress and the mod installed. :-\

      Ooh a newbie! Welcome welcome!
      Try this Tutorial (http://df.magmawiki.com/index.php/DF2010:Tutorials), it might be a bit outdated tough.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Deon on October 04, 2011, 09:38:17 pm
      I'm new to modding dwarf fortress, and games in general, so I would like to know what to do after I've got both dwarf fortress and the mod installed. :-\
      Actually the mod IS a modded dwarf fortress, so if you put the mod ON TOP of DF, you will get errors. Just download, unpack and play.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Rumrusher on October 04, 2011, 10:03:22 pm
      Oh deon I was wondering do you want gloomers turning into Giant Dwarf spiders and obsidian dwarves into Spirit of fire? Because so far I have is dwarf with thicker skin and regen that shoot material blasts. I ask because I care that and I want the green light to start researching body modifications to castes if they turn.
      Title: Re: Genesis Mod [ 3.25j ] - unique caverns; stonecutter fix
      Post by: Deon on October 04, 2011, 11:57:51 pm
      Rumrusher, of course I would like to know how to do it :). Please share.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: asd64026 on October 05, 2011, 01:36:36 am
      arrrrrrrrr... BARK! BARK! krrrrrrrrr...... BARK!
      Title: Re: Genesis Mod [ 3.25j ] - unique caverns; stonecutter fix
      Post by: Rumrusher on October 05, 2011, 03:13:51 am
      Rumrusher, of course I would like to know how to do it :). Please share.
      well I already sent in the folder holding the keeper conversion for you to test out.
      I kinda wanted to dump that in DffD but it's not working lately and had to ship it through a personal file sharing site I use.
      Title: Re: Genesis Mod [ 3.25j ] - unique caverns; stonecutter fix
      Post by: Deon on October 05, 2011, 04:10:56 am
      Wait, on this thread? I'm using my phone so I probably missed it :(
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Zd05 on October 05, 2011, 07:05:38 am
      Thanks you for this great mod. ;)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Caz on October 05, 2011, 11:00:53 am
      Is it possible to use Dwarf Therapist with the Genesis Mod? I try but it always says "unknown version", I downloaded the memory files for the right version (31.25 iirc) but still nada :(
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Deon on October 05, 2011, 11:47:21 am
      Did you try to use the huge first link in the first post? Still no luck?

      Also I had some more time today at work, so I've added a few more plants and animals to caves and more animals have sounds now.

      Now to work on graphics, heh.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: krisslanza on October 05, 2011, 12:16:25 pm
      Man Deon, how do you keep cranking out all this new content. Your brain is full of ideas!
      Title: Re: Genesis Mod [ 3.25j ] - unique caverns; stonecutter fix
      Post by: Rumrusher on October 05, 2011, 12:23:13 pm
      Wait, on this thread? I'm using my phone so I probably missed it :(
      here is is again though you need dfhack to properly install, I have one with it but I don't know if peterix would like others loading up versions of his utility (http://www.truimagz.com/host/fortcrush2/folder2/deon2.zip)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: peskyninja on October 05, 2011, 12:57:44 pm
      Deon what are the characteristics that distinguish aspid and obsdian dwarfs from others?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Rumrusher on October 05, 2011, 01:16:05 pm
      well one shoots material breathe the other shoots fire.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Deon on October 05, 2011, 02:10:23 pm
      Wait, on this thread? I'm using my phone so I probably missed it :(
      here is is again though you need dfhack to properly install, I have one with it but I don't know if peterix would like others loading up versions of his utility (http://www.truimagz.com/host/fortcrush2/folder2/deon2.zip)
      Thanks, I will check it tonight :).

      well one shoots material breathe the other shoots fire.

      Long time no play? :)

      Aspid dwarves have venomous bites and are immune to syndromes; obsidian dwarves generate light (noticeable in adv. mode only) and learn smelting/smithing skills really fast.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Rumrusher on October 05, 2011, 03:58:46 pm
      Wait, on this thread? I'm using my phone so I probably missed it :(
      here is is again though you need dfhack to properly install, I have one with it but I don't know if peterix would like others loading up versions of his utility (http://www.truimagz.com/host/fortcrush2/folder2/deon2.zip)
      Thanks, I will check it tonight :).

      well one shoots material breathe the other shoots fire.

      Long time no play? :)

      Aspid dwarves have venomous bites and are immune to syndromes; obsidian dwarves generate light (noticeable in adv. mode only) and learn smelting/smithing skills really fast.
      Darn got them mix up with their evolve versions where the Aspid(asp) shoot material breathe attacks, and lay normal* eggs, and the obsidian(slade) breathes fire, shoots fire, and survives magma through their tough durable skin and lack of fat.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Ehndras on October 05, 2011, 04:33:45 pm
      Hey, this will be my first non-vanilla playthrough on my own computer, so I have a question. Do I add the mod files to my DF folder, or does Genesis run standalone like some 'mods'? I use the newbie pack (makes life much easier >_>) so I dunno if the mod will work with that...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Ultimuh on October 05, 2011, 04:37:57 pm
      Hey, this will be my first non-vanilla playthrough on my own computer, so I have a question. Do I add the mod files to my DF folder, or does Genesis run standalone like some 'mods'? I use the newbie pack (makes life much easier >_>) so I dunno if the mod will work with that...

      Genesis  IS DF, just with some alot of changes.
      No need to paste over anything.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Ehndras on October 05, 2011, 04:45:36 pm
      Sweet!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Ultimuh on October 05, 2011, 04:48:50 pm
      Wait did I write changes? I meant additions.. ^_^;
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Ehndras on October 05, 2011, 04:55:52 pm
      Fuck. Yeah. I know exactly what I'm playing when I get home.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Anon the Felon on October 05, 2011, 05:12:03 pm
      I'm just curious here, but is there any way to convince you to expand the magic system a little bit?  Or perhaps some one could enlighten me as to how to create my own spells or something (Like affix some of the Corrosion mod in?)?  Right now all we have is the fireball, which...while neat, has a high tendency to light the caster on fire or create a huge wildfire that makes getting loot impossible.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Deon on October 05, 2011, 05:49:54 pm
      We also have the sleep and pain spells which work from time to time :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Rumrusher on October 05, 2011, 05:54:36 pm
      I'm just curious here, but is there any way to convince you to expand the magic system a little bit?  Or perhaps some one could enlighten me as to how to create my own spells or something (Like affix some of the Corrosion mod in?)?  Right now all we have is the fireball, which...while neat, has a high tendency to light the caster on fire or create a huge wildfire that makes getting loot impossible.
      the player can also conjure morhpious gift, voodoo chants, and a petrification spell, and use coins to convert into food for no reason to help out the fort they retired in.
      As of now I'm working on perfecting race changing and testing what can or can not be done with it.
      Warning - while you were typing a new reply has been posted. You may wish to review your post.
      -ninja'd-
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: peskyninja on October 06, 2011, 11:40:52 am
      Deon, I think mummies are a bit too FUN, the rotten slimy fly attack just knocked out 2 whole regiments of salamanders and almost knocked out a goblin one during a siege.
      (both attacked at the exact same time.)


      Dwarf Fortress: Twice the fun, half the size.

      Edit:typos fixed
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Ehndras on October 06, 2011, 03:10:05 pm
      Wait, so is it possible to shut off breath attacks? I'm just downloading Genesis as we speak.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Ultimuh on October 06, 2011, 06:17:51 pm
      So.. when are the graphics versions updated?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Rumrusher on October 06, 2011, 07:40:11 pm
      Deon, I think mummies are a bit too FUN, the rotten slimy fly attack just knocked out 2 whole regiments of salamanders and almost knocked out a goblin one during a siege.
      (both attacked at the exact same time.)


      Dwarf Fortress: Twice the fun, half the size.

      Edit:typos fixed
      So make them more fun by applying a curse birthright where if you are playing a certain creature or have one on the fort site they will befriend you and follow you around?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Cheet4h on October 06, 2011, 08:04:25 pm
      a little story that happened right now:

      My Fort (66 dwarves, a full, untrained melee squad with a steel dwarf leader and little equipment and a 6 dwarf marksdwarf squad) got attacked by a Balor. I immediately activated my civ alert and sent out my fighters towards the entrance to fight the damn thing. Too bad it just killed them, with no major damage done. I hadn't had a bridge ( i think it's unfair. Also, i like Fun.), so the balor got in and killed a diagnoser, who was unfortunate enough to sleep in the hospital i had established at entrance level. Then he proceeded to my dining hall level, to start killing off everybody else. After fighting off three dogs and a maphite, he began slaying my dwarfs. So i prepared for fun. His third victim was a great Miner, who managed to chip his whip. After that he killed a bunch of dwarfs and then he faced the dwarf, i would least expect to stand against him: A domple dwarf peasant, which i kept around as a hauler and had no skills at all.
      First the balor slashed at his left arm, then severed his left leg. Then the domple dwarf kicked him in the head. Bruising it's soulgem. I guess that's what killed the balor, as the domple dwarf died shortly after by his heavy bleedings caused by the balor flames and the severed leg. Sadly i could not establish a mausoleum for him, as he was carried away to a coffin as soon as i released the alert.
      Right now half the fort is tantruming, but the miners seem calm and nobody other has a weapon, so i will get this sorted out after my miners dug out some new tombs. And i got lots of tasty balor meat, eyes and brains.

      The lesson: Even a domple dwarf can save your fort :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Deon on October 06, 2011, 09:48:04 pm
      Ah yeah, no matter what you do the melee kicks/punches are too strong in the current DF version :).

      You can punch a dragon to death if you are lucky.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Ehndras on October 06, 2011, 09:50:01 pm
      Wouldn't it be possible to make melee suck against armor? I'd figure anything armor-like would make punches and kicks damn near useless, like in real life.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Rumrusher on October 07, 2011, 01:25:21 am
      Okay, okay so made it so that the Slade dwarves(evolve obsidian dwarves) shoot out fireball webbing, which burns the area around them longer and web up folks caught in it
      this next to the Glunk(evolve Gloomers) normal silk and the Tree Dwarves more wood like webbing that stuns folks.
      I really want to make Slade dwarves into walking golems that spit molten rock but don't know how to implement that?

      edit: oh and race changed creatures will have their family members embarrass to bring them up unless they are the same race. so expect many head turn sideways and coughing when going to a old fortress and talking to an second tier dwarf.

      Wouldn't it be possible to make melee suck against armor? I'd figure anything armor-like would make punches and kicks damn near useless, like in real life.
      Well melee doesn't suck against armor in real life if you have someone skilled enough? If we have guys breaking bricks with their hands then there a chance someone can punch through armor(then there times someone untrained gets luckly).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Ehndras on October 07, 2011, 01:30:57 am
      True, but still; skilled or not, I want to see a martial artist land a damaging blow on a medieval knight decked in iron armor. The majority of our opponents won't be armored at all, so that won't be a problem. Having a guy kick a dragon in the head, though? Cmon, I expect dragons to have adamant bones and tough scales, a melee hit doing that much damage is just stupid and keels mai immershun, man. It DOES give a badass mental image of a karate dwarf, though. :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Rumrusher on October 07, 2011, 02:23:46 am
      True, but still; skilled or not, I want to see a martial artist land a damaging blow on a medieval knight decked in iron armor. The majority of our opponents won't be armored at all, so that won't be a problem. Having a guy kick a dragon in the head, though? Cmon, I expect dragons to have adamant bones and tough scales, a melee hit doing that much damage is just stupid and keels mai immershun, man. It DOES give a badass mental image of a karate dwarf, though. :P
      Wait dragons fall under fantasy. I take punching someone doing blunt damage and depending on the armor one could do serious blows internally just with cost of one personal harm. There are monks in Genesis that will murder anyone bare handed and will rush you if your in the middle of an ambush. usually when I see one I just grab dfusion and befriend one quick before he blows off my kneecaps with a slap and give me a one finger lobotomy.



      Edit: hydra hamlet next to a dwarven settlement?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Deon on October 08, 2011, 05:03:22 am
      Edit: hydra hamlet next to a dwarven settlement?
      All hail your duplicate raws :D.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Chromasphere on October 08, 2011, 08:10:29 am
      Hehe, duplicate raws can make things interesting.  Glitches are sometimes more fun than planned features.

      On a different note.  I seem to have become handicapped.  I cannot play DF anymore unless I'm using Ironhands graphics.  I find my lazy mind has to work too hard to decifer the ascii screen.  Looking forward to the graphics version of the latest Genesis Mod.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Rumrusher on October 08, 2011, 03:58:13 pm
      Edit: hydra hamlet next to a dwarven settlement?
      All hail your duplicate raws :D.
      Oh I remember having a Nord raws under my FRAWD file I guess that was caused it.
      I'm just about finish with testing the dwarf teir 2 race.
      Need to see if I can safely add a slade, Tree bark, and adamantine skin to 3 caste and god mod one.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Corvus on October 09, 2011, 12:05:18 pm
      Well, first of all, it's my first post, hello all.

      Second, i play dwarf fortress only since a week,but ever I'm modding my games, and searching in the forums I download this and I love it. Expands the fun in a great degree, and when i see the "Mephits" i fall in love. Running the first Fortress in Genesis, only a few Kidnapper and Thief  and the population of my forts is Of nearly 120, i expecting the first evil force with impatience. And oh, if anyone can send me or post in the thread the instructions (I read of some, I was searching but i don't find the darn instructions, I read the wiki and all, I search the most specific one, if they exist) will save my ass. Oh, and congratulates the team for this awesome mod.

      Third and last, pardon for my grammar and  syntax mistakes, a year ago I was nearly to understand a few works in English, but I'm working in it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Ishar on October 09, 2011, 02:17:04 pm
      Hi, first post for me too. I've been playing DF for almost a year, but I wished to spice it up a bit with the Genesis additions. The thing is, every version I could get crashes with a blue screen of death upon embark. I've never seen such a thing with vanilla. I have Win XP SP3, if that helps. I've tried every version that has links in the first post, and even the old ones crash.

      Any idea how to fix this?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Deon on October 09, 2011, 02:19:22 pm
      Blue screen? Sounds like you have some problems with your hardware. How much RAM do you have?

      Also it's night before the week, but I want to try to hurry and punch out a graphical version now...

      Corvus: which instructions? You do not "install" this mod, you just download it and play.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Ishar on October 09, 2011, 02:28:53 pm
      2,4 Dual Core, 2 gbytes RAM, Geforce 9400GT - not the best tech on the market I understand, but I didn't have any problems with regular DF.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Corvus on October 09, 2011, 02:36:17 pm
      Hmm, sorry, I mean the changes between vanilla DF and Genesis, a manual, not to install, to get the new things and such the scriptorium, the train dummie, the crucible and finall forge etc. Only asking if some good man has done the work.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Deon on October 09, 2011, 02:43:23 pm
      There's a .chm file in the game folder. It should contain some explanations on workshops and reactions. Otherwise, the first post :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: arghy on October 09, 2011, 04:23:14 pm
      So technically all i gotta do is drag the arts/graphics from ironhand and change the ini file to reflect it and i should be able to have ironhand graphics with the latest mod yeah?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Demiurge on October 09, 2011, 04:32:04 pm
      So technically all i gotta do is drag the arts/graphics from ironhand and change the ini file to reflect it and i should be able to have ironhand graphics with the latest mod yeah?

      No because the raws use the wrong images for it, so you'll end up with marble squares having the weapon rack icon.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: peskyninja on October 09, 2011, 05:42:55 pm
      We need to recruit artists to make some Genesis concept art. :D


      ps:try not posting any michelangelo paintings.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Ehndras on October 09, 2011, 07:01:20 pm
      My epic 1-woman army punched a dragon raptor in the head for 50 pages, killing it.

      ...After it killed 2 war dogs and toppled a few statues in my entrance.

      I like this mod already.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: arghy on October 09, 2011, 08:08:04 pm
      So technically all i gotta do is drag the arts/graphics from ironhand and change the ini file to reflect it and i should be able to have ironhand graphics with the latest mod yeah?

      No because the raws use the wrong images for it, so you'll end up with marble squares having the weapon rack icon.

      wouldent just the new items appear weird with the old ones appearing normal or did that change?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: rosareven on October 10, 2011, 01:22:29 am
      So technically all i gotta do is drag the arts/graphics from ironhand and change the ini file to reflect it and i should be able to have ironhand graphics with the latest mod yeah?
      I tried half-assing that by simply dragging the tilesets over and make the ini use it. For some reason everything looks really dark and I didn't make it beyond a first dig after embark. So right now I'm just playing in ASCII until a graphic update shows.
      Title: Re: Genesis Mod [ 3.25j ] - unique caverns; stonecutter fix
      Post by: Deon on October 10, 2011, 10:04:35 am
      Actually I've managed to assign all plants and rocks to Ironhand yesterday, so now it's just creatures.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: arghy on October 10, 2011, 04:14:55 pm
      Eagerly awaiting to get back into DF then get bored once again when i get 30fps--every time i hear someone talking about rocks i get urges..... QUICKLY LETS DIG! THERE COULD BE COPPER RIGHT BENEATH US!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Ultimuh on October 10, 2011, 04:17:26 pm
      Eagerly awaiting to get back into DF then get bored once again when i get 30fps--every time i hear someone talking about rocks i get urges..... QUICKLY LETS DIG! THERE COULD BE COPPER RIGHT BENEATH US!

      If only I could get my stone to powder thing to work, I will never need to farm again.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: andy_t_roo on October 11, 2011, 03:48:26 am
      I recently had an interesting start - it spammed "a cavern section has collapsed" every few ticks for the first few mins, and intermitantly after that.
      According to stone sense, there is a large water filled cavern open to the larva at the lowest level, and much obsidian is being formed, however when the obsidian is formed with nothing below it (!!!;!O!;!!!) (!= larva) it imidiatally forms a cavein, so if the level above that is something like (O~O;O.O;...) then you continually drip water onto larva which turns into obsidian, which then caves in, untill you have drained the entire cave system 1 attention grabbing cave-in at a time.

      I propose that unseen cave-ins a) don't generate a message and b) don't generate steam or dust (which, using stonesense, i notice a fair pile of)

      (posted here not bug-reports, because i can't seem to create a new post in the bugs forum, and because my map was a genesis mod)
      Title: Re: Genesis Mod [ 3.25j ] - unique caverns; stonecutter fix
      Post by: Deon on October 11, 2011, 05:00:56 am
      You cannot change the way the game works via mods.

      And I usually do not correct people, but in this case it's a blasphemy and madness. Madness? This is LAVA!

      "Larva" is a maggot.

      Also lava is called so only on the surface during an eruption, otherwise it's called "magma" when it is underground.
      Title: Re: Genesis Mod [ 3.25j ] - unique caverns; stonecutter fix
      Post by: Rumrusher on October 11, 2011, 06:15:09 am
      You cannot change the way the game works via mods.

      And I usually do not correct people, but in this case it's a blasphemy and madness. Madness? This is LAVA!

      "Larva" is a maggot.

      Also lava is called so only on the surface during an eruption, otherwise it's called "magma" when it is underground.
      that where it's buddy hacks come into play.
      so he had a issue with cave ins in his maggot pile.

       also one could remove the Recenter function to the cavein announcement in the announcement.txt though this would mean you might miss out on a cave in that kills all your dwarves.
      though I b) is out of an option in the mod department(or as far as I know) unless you want a game where caveins are off which can be done.
      Quote
      [CAVE_COLLAPSE:A_D:D_D:P:R]

       
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Putnam on October 11, 2011, 08:56:07 am
      (posted here not bug-reports, because i can't seem to create a new post in the bugs forum, and because my map was a genesis mod)

      Read the gigantic notification on top of the bug report forum.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Deon on October 11, 2011, 12:33:35 pm
      Sorry for no update yet, I am really busy with my goddamn 3 jobs and a grade school.

      Also I've decided to release this update and step aside from DF modding for a while (at least until the next verion, when I am sure I will be back) to start a small project which may or may not be done soon (depends on my job and free time :P).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: peskyninja on October 11, 2011, 02:00:50 pm
      Kitten nuke?
      Plump helmet plague?
      Magma eating larva?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Mechanixm on October 11, 2011, 02:31:40 pm
      Sorry for no update yet, I am really busy with my goddamn 3 jobs and a grade school.

      Also I've decided to release this update and step aside from DF modding for a while (at least until the next verion, when I am sure I will be back) to start a small project which may or may not be done soon (depends on my job and free time :P).

      Don't step away just yet!  I am putting the finishing touches on my Genesis Mod and need to get it added to the first page.  :)
      Title: Re: [0.31.01] Genesis Mod
      Post by: Kogut on October 14, 2011, 04:31:47 pm
      A group lead by an adventurer cleanses a werewolf-infested location.
      (http://i102.photobucket.com/albums/m110/Daezanartist/slaughter.jpg)
      Note: By Daemoria (http://www.bay12forums.com/smf/index.php?action=profile;u=4126)
      Dead link - bogeyman of the internet.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Kogut on October 14, 2011, 05:10:41 pm
      I want new engravings and only new engravings. Is it enough to copy descriptor_shape_standard.txt?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Twiggie on October 14, 2011, 05:37:57 pm
      just downloaded this, thought i'd tell you about the bug where cubed wolf spleen cost 0 points during embark. im about to go off with 1,500 of them...

      i guess this is because there are so many seed types that it took the number of embark points left to 0, but it had to provide food so it set the cost to 0? idk

      inb4 omg read thread this has been posted: busy playing
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Jacob/Lee on October 14, 2011, 07:51:09 pm
      (http://i.imgur.com/gehtU.png)
      Hell yeah. :D

      Not sure if it's intended or not, but as you can see by the pic you can buy chimpanzee sweetbread for free at embark.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: rosareven on October 15, 2011, 01:43:59 am
      Hi, sorry if this has been mentioned before, but I find that when I customise an embark profile (prepare the journey carefully), if I remove all starting items and start from scratch, I am unable to add plumb helmet, rope reed, cotton and hemp, or anything with these words in it. They do appear in the starting items so as long as I don't remove them I can still add more, but once I remove them they don't appear in the "add new item" menu. Is this intended?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Mechanixm on October 15, 2011, 10:02:28 am
      Hi, sorry if this has been mentioned before, but I find that when I customise an embark profile (prepare the journey carefully), if I remove all starting items and start from scratch, I am unable to add plumb helmet, rope reed, cotton and hemp, or anything with these words in it. They do appear in the starting items so as long as I don't remove them I can still add more, but once I remove them they don't appear in the "add new item" menu. Is this intended?

      When this happens it is because your starting civilization doesn't have access to the thing you can't add.  It doesn't happen with just plump helmets...it can happen with pretty much everything.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: LoneTophat on October 15, 2011, 07:01:48 pm
      I was watching the Dwarf Fortress Genesis Youtube Series, and I was wondering how he got into Mountain Homes etc etc.
      I've been adventuring myself and I can never get into the Mountain Homes or anything.
      I'm wondering what do I do so I can play such epic gameplay he gets?

      Also; Why is it that whenever I cast a firebolt or arrow I melt my hands off?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Rumrusher on October 15, 2011, 08:07:02 pm
      because you suppose to throw it after you cast it.
      good news if you survive the fat melting off your hands you can now hold on to firebolts a little bit longer, though you might ignite the rest of your gear if you do.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: LoneTophat on October 15, 2011, 08:28:05 pm
      because you suppose to throw it after you cast it.
      good news if you survive the fat melting off your hands you can now hold on to firebolts a little bit longer, though you might ignite the rest of your gear if you do.
      How do you throw it? Also; answer my other questions please.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: chronojiuj on October 15, 2011, 09:14:46 pm
      The Dwarf Fortress Genesis Youtube Series was done in 31.12, back when non-human settlements still existed.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: LoneTophat on October 15, 2011, 09:37:30 pm
      The Dwarf Fortress Genesis Youtube Series was done in 31.12, back when non-human settlements still existed.
      D: WHY DON'T THEY WORK NOW
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Ehndras on October 15, 2011, 09:44:39 pm
      Relax dude >_> I know its an awesome game & mod, but have a little patience ;)

      I believe you press f to throw it. I think. f or t. Select the item you want to throw and voila.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: LoneTophat on October 15, 2011, 10:26:32 pm
      ... D:
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Tiruin on October 15, 2011, 10:30:18 pm
      If you wield a BOW or CROSSBOW and it is visible in the adventurer screen, then you should "f" it. If you do not wield a bow or crossbow, then "t" it.

      Note: If you are HOLDING any other set of arrows/bolts in your hand other than the fireball one, then you might fire/throw the other set. Which means, hello melting gooeyness!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Jacob/Lee on October 15, 2011, 11:34:25 pm
      Oh god, do sets of Animated Armor/Corrupted Animated Armor "bleed" acid? It seems awfully suspicious when my animals suddenly start melting after getting touched by that thing during the brawl with my military...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Tiruin on October 16, 2011, 09:52:37 am
      Oh god, do sets of Animated Armor/Corrupted Animated Armor "bleed" acid? It seems awfully suspicious when my animals suddenly start melting after getting touched by that thing during the brawl with my military...

      Try going into the arena mode and pitting 10 animated armor against maybe a hundred fully armed and skilled dwarves.

      Hilarity ensues. For your dwarves...

      Edit: I'm glad they are a rare encounter in the caverns, but the fact that you do encounter a clanking suit of biotoxin in the caverns could be a new story in itself.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: DarthBoogalo on October 16, 2011, 12:45:01 pm
      Dear Deon,
      Why do you pack the entire game in your .zip instead of just the raws? I unpacked the entire thing into my raw folder and I have forgotten beast soap chops and my keepers can wear soap as armor.
      -A Concerned Citizen

      EDIT:
      My starting seven appear to be wearing badger spleen tissue trousers, this is awesome.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Jacob/Lee on October 16, 2011, 01:17:18 pm
      I believe your mod has it out for me, Deon. I am being sieged by Lizardfolk, Demons AND Centaurs all at the same time a WEEK AFTER A BEASTMAN SIEGE. Here's a picture of the carnage after fighting off the lizardfolk, beastmen and demons:
      (http://i.imgur.com/HRhrL.png)
      Up that hill there is a long trail of blood, limbs and werewolf bodies leading up to the top, 4 z's up where a single Swordmaster's body lays.

      Your monsters have caused the death of 8/20 of my steel-clad, elite soldiers... This is a true Dwarf Fortress experience.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Ehndras on October 16, 2011, 04:40:36 pm
      Dear Deon,
      Why do you pack the entire game in your .zip instead of just the raws? I unpacked the entire thing into my raw folder and I have forgotten beast soap chops and my keepers can wear soap as armor.
      -A Concerned Citizen

      EDIT:
      My starting seven appear to be wearing badger spleen tissue trousers, this is awesome.

      Because Genesis is DF of its own, not just a mod. Its a total conversion, from what I've seen.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: DarthBoogalo on October 16, 2011, 05:02:51 pm
      Well it'd be pretty cool if the .zip had everything in the proper folders then.
      :I
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: peskyninja on October 16, 2011, 05:05:11 pm
      I love dupes!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Kogut on October 17, 2011, 01:49:28 am
      Dear Deon,
      Why do you pack the entire game in your .zip instead of just the raws? I unpacked the entire thing into my raw folder and I have forgotten beast soap chops and my keepers can wear soap as armor.
      -A Concerned Citizen

      EDIT:
      My starting seven appear to be wearing badger spleen tissue trousers, this is awesome.

      Because Genesis is DF of its own, not just a mod. Its a total conversion, from what I've seen.

      It is total conversion mod, not new game (see title of thread "۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix " ).

      I am not sure, maybe my sarcasm detector failed.
      Title: Re: Genesis Mod [ 3.25j ] - unique caverns; stonecutter fix
      Post by: Deon on October 17, 2011, 02:41:25 am
      It is in a full game folder for the reason you've mentioned: it changes too much things (and the stuff outside of /raw/ folder) so you cannot just overwrite the vanilla.

      Any reason why did you overwrite your vanilla with it when it's told NOT to do so?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Ehndras on October 17, 2011, 03:26:52 am
      Dear Deon,
      Why do you pack the entire game in your .zip instead of just the raws? I unpacked the entire thing into my raw folder and I have forgotten beast soap chops and my keepers can wear soap as armor.
      -A Concerned Citizen

      EDIT:
      My starting seven appear to be wearing badger spleen tissue trousers, this is awesome.

      Because Genesis is DF of its own, not just a mod. Its a total conversion, from what I've seen.

      It is total conversion mod, not new game (see title of thread "۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix " ).

      I am not sure, maybe my sarcasm detector failed.

      Yeah, I stated that its a total conversion mod, not just an add-on mod. See the second sentence where it says "Its a total conversion..." :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: DarthBoogalo on October 17, 2011, 09:49:22 am
      Well crap.
      I should probably actually read stuff I'm meant to read then, I always just assume I can dump stuff into the raws folder, my bad.
      Thanks I guess.
      Title: Re: Genesis Mod [ 3.25j ] - unique caverns; stonecutter fix
      Post by: LoneTophat on October 17, 2011, 09:54:13 am
      It is in a full game folder for the reason you've mentioned: it changes too much things (and the stuff outside of /raw/ folder) so you cannot just overwrite the vanilla.

      Any reason why did you overwrite your vanilla with it when it's told NOT to do so?
      So. I want to be able to travel to mountain homes and eleven retreats and what not again. I can't now.
      Adventure mode is pointless =(

      Also; Can you shoot me a link where I can download the most current version of Genesis when you COULD visit this stuff?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Zajjmon on October 17, 2011, 10:03:29 am
      forgive me if this info is available somewhere here, but searching has given me nothing. Is it possible to play as a human race in this mod? If so, how?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: NobodyPro on October 17, 2011, 08:24:49 pm
      In adventure, they're called Keepers. In fort mode, that would require it's own sub-mod.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: John Keel on October 18, 2011, 06:22:38 pm
      Bearing in mind the extent of the changes Genesis makes, could someone tell me exactly which files are changed? I'm using a mac, and having a hard time getting it to work. Though it runs with vanilla, copying  he libs, launcher, and dwarfort.exe into the Genesis folder gets me to the main menu, and then the game crashes when I select something.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Ehndras on October 18, 2011, 07:50:08 pm
      You're not supposed to copy files, the Genesis mod download works as-is. Its a total conversion. Unless something is different about Macs that I'm not aware of, you don't actually copy files from the Genesis mod files, you download Genesis and play it as it is. Trying to copy files will make it not run, because its not just a simple copy+paste mod, as it says on the title page.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Putnam on October 18, 2011, 11:32:36 pm
      Macs don't use .exe files
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: myrkul on October 19, 2011, 01:29:08 am
      Deleting the /data/ and /raw/ folders and replacing them with Deon's versions works fine for me on Linux. The same should carry over to Mac.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Odion on October 19, 2011, 04:36:46 am
      Any graphics version soon? pretty please with sugar on top   ;D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Tirion on October 21, 2011, 01:57:41 pm
      Any graphics version soon? pretty please with sugar on top   ;D
      ´

      Search for it on DFFD, there is one with Phoebus tileset.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: venum4k on October 23, 2011, 11:18:54 am
      Can you upload an ironhand version of genesis 3.25j please
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Tirion on October 23, 2011, 01:16:13 pm
      I'm quite sure someone asked before, given the popularity of the mod, but I'd rather not read through 542 pages to get the answer. So, where can I get information on all the new genesis metal alloys, like red steel, and sun gold?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Ehndras on October 23, 2011, 01:41:48 pm
      Check the OP. There's a link that shows all that, I remember going crazy looking for that info too :)

      Sun Gold/Silver for sharp objects, red/black steel for blunt is what I remember.


      ...Just something terribly EPIC about my golden spear and silver armor :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Kromgar on October 23, 2011, 03:39:32 pm
      Are aspid dares supposed to ignite from their own saliva? Because mine did and it burnt down the entire map
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Mechanixm on October 24, 2011, 01:26:09 pm
      Check the OP. There's a link that shows all that, I remember going crazy looking for that info too :)

      Sun Gold/Silver for sharp objects, red/black steel for blunt is what I remember.


      ...Just something terribly EPIC about my golden spear and silver armor :P

      Sun Gold has pretty much the same properties as Steel.  So, anything that is Steel or better is going to be good for Sharp Objects.  Especially Mithril!

      To see what is best for Blunt Weapons, just open the inorganic_metal.txt file in the RAW folder and search for solid_density.  The metals you find with the highest numbers are going to be the best for Blunt Weapons. 

      Platinum looks to be the best at 21400, but you can't make weapons out of it...

      For weapon materials, black bronze and copper have the highest value of 8930, which is pretty substandard imo.   It almost looks like the Densities of the metals were glossed over during their revamp. 

      Shouldn't we have a singular badass metal for Blunt Weapons?  Is there a way to give metals non-edged weapon tags only?  [ITEMS_WEAPONS_BLUNT] or something?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Mechanixm on October 24, 2011, 01:29:53 pm
      Deon...I finished my Mod-Mod for Genesis.  Please send me a PM or something so we can get at link setup on the first page.  Thanks brotha.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: rolk112 on October 24, 2011, 11:10:39 pm
      im not sure if its just my game or a bug but when you try to play as a forgotten beast on adventure mode it crashes the game, although i have to give you props, good job on the mod
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Tirion on October 25, 2011, 05:03:42 pm
      So, I looked up the wiki, but it doesn't say much about new additions and modifications to existing armor and weapons. In a nutshell, what's new? What's this mod's ideal armor set for maximum coverage?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Putnam on October 25, 2011, 06:09:37 pm
      im not sure if its just my game or a bug but when you try to play as a forgotten beast on adventure mode it crashes the game, although i have to give you props, good job on the mod

      I... I think forgotten beast adventurers aren't a part of the mod, so that may be duped raws >_>
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: rolk112 on October 25, 2011, 07:00:01 pm
      ...... that's a bit strange..... ill go through the raws and try to figure out whats causing it... btw im guessing that cave dragons aren't either huh lol
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: rolk112 on October 25, 2011, 09:51:44 pm
      alright its fixed, just forgot to remove some old mod data
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: DorfMeister on October 26, 2011, 03:33:43 am
      Having lot's of fun with your great mod here.

      I just found out what to do with those useless prisoners in cages.
      Put em in meat grinder. :)

      Strip your unfriendly prisoners of armor and assign them to pasture with a serrated disc trap.
      Flying limbs and guts everywhere. Lot's of FUN :))

      also it's a good way to get those demon bones for your bolts.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: DorfMeister on October 26, 2011, 04:20:20 am
      Could you by any chance do something with ashery workshop?

      I noticed that my dorfs tend to use buckets with water to store lye. So now I have a workshop cluttered with dozens of useless buckets.
      Dorfs stop using them to drink cause of lye inside and don't use them in soap production cause of water.

      How about changing the workshop to use barrels and pots instead?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Tiruin on October 26, 2011, 05:14:46 am
      Could you by any chance do something with ashery workshop?

      I noticed that my dorfs tend to use buckets with water to store lye. So now I have a workshop cluttered with dozens of useless buckets.
      Dorfs stop using them to drink cause of lye inside and don't use them in soap production cause of water.

      How about changing the workshop to use barrels and pots instead?

      Try dumping the water from inside the bucket. Fixes that but you now have an uncleanable water spill!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: DorfMeister on October 26, 2011, 05:23:55 am
      Even if this works that's only makeshift solution not a remedy.

      Would rather use pots or even jugs for lye making but don't know how to mod this.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: John Keel on October 26, 2011, 10:48:03 am
      Deleting the /data/ and /raw/ folders and replacing them with Deon's versions works fine for me on Linux. The same should carry over to Mac.

      Again, this works fine until it gets to the main menu, at which point I get a bunch of "Object 0xblah of class blah autoreleased with no pool in place - just leaking - break on objc_autoreleaseNoPool() to debug and finally a segmentation fault in dwarfort.exe.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Mechanixm on October 26, 2011, 12:14:34 pm
      So, I looked up the wiki, but it doesn't say much about new additions and modifications to existing armor and weapons. In a nutshell, what's new? What's this mod's ideal armor set for maximum coverage?

      I'm not sure how ideal it is, or if the layering has been messed around with, but here is the setup I go with.  I am playing with TomiTapio's additions.

      Metal Items:
      Masked Helm (the only helm that offers 100% coverage)
      Cap
      BreastPlate
      Mail Shirt
      Greaves
      Gauntlets
      High Boots

      Leather Items:
      Hooded Cloak
      Tunic
      Trousers
      Gloves

      Cloth Items:
      Socks

      I try to keep all of my metal armors at Steel, comparable or better:  Steel, Moon Silver, Sun Gold, Black Steel, Red Steel, Mithril, or Adamantine.

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Rumrusher on October 26, 2011, 05:02:14 pm
      here's the latest evolution expansion for Genesis (http://www.truimagz.com/host/fortcrush2/folder2/deon3.zip)

      this is Evolution 1.1

      So far this includes dwarf tier 2 and needs Dfhack r6 to run properly and to install and run the special feature you need to stick the Onfunction folder contain in dfhack r6 in a backup folder and replace it with the modify version in the pack.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: UltraValican on October 26, 2011, 07:41:16 pm
      Awsome mod as always!
      Have you ever considered giving Orcs nuchakus instead of warhammers?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Tiruin on October 26, 2011, 08:49:17 pm
      Awsome mod as always!
      Have you ever considered giving Orcs nuchakus instead of warhammers?

      What about a quarterstaff or bo staff? Bashing weapon and is mostly underestimated by many people  :) as a weapon that is.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: DorfMeister on October 27, 2011, 01:55:05 am
      here's the latest evolution expansion for Genesis (http://www.truimagz.com/host/fortcrush2/folder2/deon3.zip)

      this is Evolution 1.1


      could you make ready to go download pack? I'm kind of new to this and don't really know what's what.
      THX
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Tirion on October 27, 2011, 02:38:01 am
      here's the latest evolution expansion for Genesis (http://www.truimagz.com/host/fortcrush2/folder2/deon3.zip)

      this is Evolution 1.1

      So far this includes dwarf tier 2 and needs Dfhack r6 to run properly and to install and run the special feature you need to stick the Onfunction folder contain in dfhack r6 in a backup folder and replace it with the modify version in the pack.

      Some details would be welcome.

      Unrelated question: what weapon skills do the foreign weapons: Maul of Armok, etc, use?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Rumrusher on October 27, 2011, 03:55:20 am
      here's the latest evolution expansion for Genesis (http://www.truimagz.com/host/fortcrush2/folder2/deon3.zip)

      this is Evolution 1.1


      could you make ready to go download pack? I'm kind of new to this and don't really know what's what.
      THX
      well I made a readme in the file that basically explains how to edit and add this your self, I would make a ready to go pack but I need to see if it's okay through Peterix for dropping a save with DFhack r6 with it. though installing DFhack isn't hard given all you need to do is drop everything in the dfhack file in your DF folder(best to copy DF for easier clean up) then your good to go, and my mod kinda needs you to replace the default Onfunction folder with mine.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Tirion on October 28, 2011, 11:04:46 am
      My nobles haven't issued any mandates yet... is that an intentional feature?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Mechanixm on October 28, 2011, 10:38:24 pm
      I was wanting to wait for Deon but he seems to be preoccupied...

      So...I went ahead and posted my own Genesis Mod: Mecha-Genesis (http://www.bay12forums.com/smf/index.php?topic=95505.0)

      Check it out if you like Genesis and want to play around with a bunch of new workshops and reactions.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Deon on October 31, 2011, 11:29:05 am
      Good job, Mechanixm :). I am silently working on a halloween (now post-halloween) update :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: peskyninja on October 31, 2011, 01:03:45 pm
      My strenght has been broken for the first time!
      And a frost wyvern attacked my fort, my dorfs manage to kill him but when a soapmaker put the armor of a fallen soldier he died of frostbite!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Mechanixm on October 31, 2011, 04:21:25 pm
      Good job, Mechanixm :). I am silently working on a halloween (now post-halloween) update :).

      Can I get a link on the OP to my mod please kind sir?

      And of course, anything you want to take out of my mod and make part of the default Genesis game, please feel free to do so.  :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: BenjaminEdward on October 31, 2011, 07:48:34 pm
      My dwarf just made a -COMMON METAL- Cage artifact...what is this caused by?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Thuellai on November 01, 2011, 11:12:09 am
      My dwarves can't seem to actually...  make anything out of stone.  Dug up a ton of microline, shale, etc and none of it will actually be allowed to build buildings or turn into blocks or, well, anything you'd do with a rock.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: nordak on November 01, 2011, 12:07:38 pm
      My dwarves can't seem to actually...  make anything out of stone.  Dug up a ton of microline, shale, etc and none of it will actually be allowed to build buildings or turn into blocks or, well, anything you'd do with a rock.

      Go into the stones tab(use Z) and remove them from being economic stones...  all it does is prevents your ore from becoming ore thrones and such, but a recipe that uses those stones has been made and now has it as economic.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Thuellai on November 01, 2011, 01:42:45 pm
      That's the thing.  All of them are green and should be allowed for construction.  I'll try toggling it, but it doesn't look like they ARE economic stones right now.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: peskyninja on November 01, 2011, 01:53:46 pm
      Deon, when on the custom stockpile screen if you go to the leaves section you'll find some strange kind of leaves like: rare metals, common stone.
      I think that's a bug.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Mechanixm on November 01, 2011, 03:12:43 pm
      That's the thing.  All of them are green and should be allowed for construction.  I'll try toggling it, but it doesn't look like they ARE economic stones right now.

      Is all of your stone outside of a burrow, by chance?  Make sure you don't have your Civ Alert on as well...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Deon on November 01, 2011, 04:35:01 pm
      That's the thing.  All of them are green and should be allowed for construction.  I'll try toggling it, but it doesn't look like they ARE economic stones right now.

      Is all of your stone outside of a burrow, by chance?  Make sure you don't have your Civ Alert on as well...
      Those are exact thoughts I've got :). Can you provide more details: can you build walls out of stone? Can you put it in your stockpile?

      Deon, when on the custom stockpile screen if you go to the leaves section you'll find some strange kind of leaves like: rare metals, common stone.
      I think that's a bug.
      Nah, it's used to sort the menu in the stone section, it's not used anywhere else.

      That -COMMON METAL- artifact bug must come from some DF bug where it used a random material instead of base materials used for artifact construction; it used to happen with bone artifacts before.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Kromgar on November 01, 2011, 05:32:55 pm
      Deon it appears population cap is bugged in 3.25d because migrants never stop coming. Its getting to be ridiculous
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Putnam on November 01, 2011, 05:34:40 pm
      Mods can't bug that out.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Kromgar on November 01, 2011, 05:41:10 pm
      Odd... i have 100 dwarves my pop cap was 40 and i have seen the liason since i was at 40 dwarves.(That was 2 years ingame)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Mechanixm on November 01, 2011, 10:53:04 pm
      Deon it appears population cap is bugged in 3.25d because migrants never stop coming. Its getting to be ridiculous

      I can vouch this isn't the case, at least in my game.  I'm sitting on a population of 121 dorks and I'm dying for some migrant waves. Pop cap is set at 200.

      Too many legendary's...no one is hauling anything.  :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Reprah on November 02, 2011, 10:32:41 am
      Deon, Mech, I obviously love you both for your efforts, but I'm a little worried about Mechanix's additions as they seem to make wood redundant -- rock anvils? Rock chains? Even rock vials? I know dwarves have rock affinity, and this is a fictional game, but to be honest this is suddenly verging sort of close to the precipice of cheap.

      Now.. I obviously know your decision to include them would have been considered, but I just wanted to throw my $0.02 in here now before the iron cools. Toady undoubtedly at some point explored the possibility of rock cages, weapons, trap parts, and so on, and decided ultimately that rock was inappropriate or unsuitable -- probably because it's brittle and can plane away, ruining everything. I could easily tolerate them with some sort of failure rate, if only to balance out their accessibility. The dynamic of an all-rock furniture/weapon pile is pretty significant.. not to mention one that can be dismantled back into its component rock ingredients when no longer required.

      And Mechanix.. I don't hate you, honest. I'm just concerned over the legitimacy this all-rock business brings to the table, and I hope I've been fair with my criticism.

      And for those unaware, inclusions are:

      Craft rocktip arrows (50), Craft rocktip bolts (50), Grind non-economic rocks, Craft rock animal trap, Craft rock anvil, Craft rock axe, Craft rock bucket, Craft rock chain, Craft rock crutch, Craft rock enormous corkscrew, Craft rock giant axe blade, Craft rock maul, Craft rock mechanism, Craft rock mechanism (magma safe), Craft rock menacing spike, Craft rock pick, Craft rock serrated disc, Craft rock spear, Craft rock spiked ball, Craft rock splint, Craft rock traction bench, Craft rock tube section, Craft rock vials, Cut obsidian into gem, Cut large gem into gems.

      There are other minor things, too. Like getting sawdust in your flour when you use that wooden quern - run a Google search for 'wooden quern' -- and rock weapons, most notably spears. But as they were present since before 3.25d, I will leave them as an aside..
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Deon on November 02, 2011, 11:43:46 am
      Yep, I consider removing rock chains and swapping rock buckets with clay buckets.

      Rock picks seem a bit weird too so I am for removal of those. Rock anvil though although cheap sounds legit, but I plan to require two metal serrated disks to build the stonecutter's workshop to balance this and other issues out.

      Quote
      and rock weapons, most notably spears
      Rocktip spears and axes are well-known through history :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Deon on November 02, 2011, 11:50:37 am
      Good job, Mechanixm :). I am silently working on a halloween (now post-halloween) update :).

      Can I get a link on the OP to my mod please kind sir?

      And of course, anything you want to take out of my mod and make part of the default Genesis game, please feel free to do so.  :)

      You've got it!

      So...I went ahead and posted my own Genesis Mod

      Wut?  :o
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: YuriRuler90 on November 02, 2011, 04:45:02 pm
      Hey Deon, just picked up your mod a couple of days ago. It works fine on my home computer, but whenever I try to hit load a world (made on my gaming computer) on my office computer it crashes the computer. I'm using the latest version and all.

      So, in short,
      1. Save world on computer 1. Load in computer 2, it crashes.
      2. Save world on computer 1/2, both load fine on computer 1.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Mechanixm on November 02, 2011, 05:43:32 pm
      Deon, Mech, I obviously love you both for your efforts, but I'm a little worried about Mechanix's additions as they seem to make wood redundant -- rock anvils? Rock chains? Even rock vials? I know dwarves have rock affinity, and this is a fictional game, but to be honest this is suddenly verging sort of close to the precipice of cheap.

      Now.. I obviously know your decision to include them would have been considered, but I just wanted to throw my $0.02 in here now before the iron cools. Toady undoubtedly at some point explored the possibility of rock cages, weapons, trap parts, and so on, and decided ultimately that rock was inappropriate or unsuitable -- probably because it's brittle and can plane away, ruining everything. I could easily tolerate them with some sort of failure rate, if only to balance out their accessibility. The dynamic of an all-rock furniture/weapon pile is pretty significant.. not to mention one that can be dismantled back into its component rock ingredients when no longer required.

      And Mechanix.. I don't hate you, honest. I'm just concerned over the legitimacy this all-rock business brings to the table, and I hope I've been fair with my criticism.

      And for those unaware, inclusions are:

      Craft rocktip arrows (50), Craft rocktip bolts (50), Grind non-economic rocks, Craft rock animal trap, Craft rock anvil, Craft rock axe, Craft rock bucket, Craft rock chain, Craft rock crutch, Craft rock enormous corkscrew, Craft rock giant axe blade, Craft rock maul, Craft rock mechanism, Craft rock mechanism (magma safe), Craft rock menacing spike, Craft rock pick, Craft rock serrated disc, Craft rock spear, Craft rock spiked ball, Craft rock splint, Craft rock traction bench, Craft rock tube section, Craft rock vials, Cut obsidian into gem, Cut large gem into gems.

      There are other minor things, too. Like getting sawdust in your flour when you use that wooden quern - run a Google search for 'wooden quern' -- and rock weapons, most notably spears. But as they were present since before 3.25d, I will leave them as an aside..


      Reprah, I hear ya, and you're being quite fair.  I put a lot of thought in to all these changes and it all boiled down to this:  How do I want to play the game?

      For me, the fun part is building.  I don't want to have to deal with the resource scarcity of certain things, namely wood, in order to build simple things.  Dwarves are the foremost stoneworkers in the known world.  It seems silly that anything is out of their reach in regards to making things from stone.  To me, the only thing wood is good for is burning, which is the direction my mod takes  :)  I understand what my mod does and how it changes the DF metagame, but that's how I like to play.

      But all that aside, I eventually want to be able to make everything out of every material, within reason.   That, within reason part, I'm still working on.  Does it matter if you can make something out of a certain material, but no one ever uses it?  Probably not, and that is where more testing and feedback like this come in (which is always appreciated).  The game and mods are constantly changing and being updated, nothing is set in stone. (heyoooo!)

      That being said, stone anvils and chains are probably going to get axed in my next release.  I originally had stone anvils in there because I forgot to bring an anvil once and didn't want to have to deal with that again (this was before I decided to release my first mod).  :P  The chains don't really make sense because of all the moving parts...  But then again, a stone bridge and mechanism can be made of stone and routinely are, and they move...and there's lots of other things made out of stone that move... I don't know.  It needs to be tested more.  Seriously though, how many chains are you making out of stone to where it breaks the game balance?  Normally you just make them from the crappiest metal you have laying around and it impacts the game not at all.

      I'm pretty ok with everything else, including cages and picks.  If you can make picks out of copper, which is softer than the rocks it will be used to  mine out, then you should be able to make picks out of stone.  It may violate standard DF flavor, but it at least makes sense.  Stone worked tools were good enough for the Egyptians, and I hear they built a couple neat things out of stone once or twice.  :)  I AM probably going to change the reaction though to require magma safe blocks, just to make them a little harder to make.

      For buckets...if you can make pots in the original game, then why not buckets?  They're just smaller pots...  Maybe this could be balanced by having to include a cloth rope for a handle?  One boulder plus one cloth rope= two buckets?  I'd be ok with that.  Again, more feedback and testing is needed.

      I'm not happy with rocktip arrows or bolts at the moment either, and I'm currently testing different ways to go about tackling that particular problem.  Namely how weak they are...

      As for rock weapons, I'm probably going to remove them from the Stonecutter in favor of making them craftable from Obsidian at the Craftdwarfs shop.  One would think that blunt weapons would be great when made of stone, but oddly enough that's not the case...  The sharp ones do ok though.

      I'm fairly certain Toady included resource scarcity and management as part of the original game for the sake of balance, and I know I'm throwing that right out the window.  Eventually the hordes are going to break through the defenses and kill everyone anyway, so in the end it's not going to matter.  :)

      Happy building.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Mechanixm on November 02, 2011, 05:47:27 pm

      So...I went ahead and posted my own Genesis Mod

      Wut?  :o

      That SHOULD say my own mod FOR Genesis, or my own Genesis Mod-Mod.  ;)

      Thanks for the link on the OP, by the way!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Mechanixm on November 02, 2011, 05:48:48 pm
      Deon it appears population cap is bugged in 3.25d because migrants never stop coming. Its getting to be ridiculous

      I can vouch this isn't the case, at least in my game.  I'm sitting on a population of 121 dorks and I'm dying for some migrant waves. Pop cap is set at 200.

      Too many legendary's...no one is hauling anything.  :)
      you mean dorfs?
      not that there's much difference...

      Oh I definitely meant dorks.  :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Tirion on November 02, 2011, 06:36:48 pm
      Some Illithids are fliers, and aren't even bothered by the buggy pathfinding, right? Because the other option is that I'm hallucinating...

      Also, nice syndromes coming from them. I've got a herd of rotten War Pigs now, all from one or two stragglers who flied in my airspace, ate some bolts, and fell down inside my fort walls ;)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Deon on November 02, 2011, 07:19:47 pm
      The air pathfinding is fine as long as there's a ground path from A to B too. And yeah, some curses are too deadly; the new curses system in the next release will make the illithids more interesting (I actually plan to rework them a lot: combine them with a demonic civ into a unique civ I plan).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Morwaul on November 02, 2011, 11:34:19 pm
      @Mechanism

      I like what you are doing with your Mod Mod.  Yes, I think Reprah is correct in that your modifications will make the game less challenging from a resource gathering/management perspective.  I also agree that some of the items don't really make since.  I want to remind you and Reprah that this is DF however and many things do not make since.  Realism does not play a big roll in the game at this point.  For instance, a cloth rope = a cloth chain and seems just as good as a red steel chain to me.  I can cut down trees with a wooden axe.  A wooden bin can hold things that would likely destroy it such as stone blocks, and there is beer and food everywhere but not a single fracken toilet.  On the other hand people have been making stone vials and buckets since...well, the stone age (ok, I know it was later, but it just sounded good.)  The thing about stone is that it is kinda like wood.  Every stone has different properties and although most would probably be to brittle to make an effective cage so would many woods.  Some stones would probably work just as good or even better than wood.

      Besides, think of Moria.  The dwarves in that hold died from digging too deep, not from clearing to many forests.

      I am looking forward to trying your Mod Mod but I am waiting on Deon's and then hopefully your graphical 3.25j release before starting a new fort.

      @Deon

      Did your new Illithids get Tomi?  I haven't seen him in a long while.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Thuellai on November 03, 2011, 01:52:43 pm
      That's the thing.  All of them are green and should be allowed for construction.  I'll try toggling it, but it doesn't look like they ARE economic stones right now.

      Is all of your stone outside of a burrow, by chance?  Make sure you don't have your Civ Alert on as well...
      No burrows active, so it can't be outside a burrow.  Haven't touched Civ Alert.  Economic stone screen still shows all green, and I can tell because several other stones [mostly ores] are red.  Dwarves won't stockpile or build constructions out of it.  It doesn't seem to exist for them.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Quietust on November 03, 2011, 03:51:31 pm
      just downloaded this, thought i'd tell you about the bug where cubed wolf spleen cost 0 points during embark. im about to go off with 1,500 of them...

      i guess this is because there are so many seed types that it took the number of embark points left to 0, but it had to provide food so it set the cost to 0? idk

      inb4 omg read thread this has been posted: busy playing
      (http://i.imgur.com/gehtU.png)
      Hell yeah. :D

      Not sure if it's intended or not, but as you can see by the pic you can buy chimpanzee sweetbread for free at embark.
      Looking at material_template_default.txt, both PANCREAS_TEMPLATE and SPLEEN_TEMPLATE specify [MATERIAL_VALUE:0] while still being fully edible.

      Also, why must the download include the entire Dwarf Fortress installation plus 34 minutes (16 megabytes) worth of background music that most players probably won't even listen to? Would a "no music" (or even "raws only", which would be barely over 1.5MB) download package be too much to ask for?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Mechanixm on November 03, 2011, 03:57:25 pm
      That's the thing.  All of them are green and should be allowed for construction.  I'll try toggling it, but it doesn't look like they ARE economic stones right now.

      Is all of your stone outside of a burrow, by chance?  Make sure you don't have your Civ Alert on as well...
      No burrows active, so it can't be outside a burrow.  Haven't touched Civ Alert.  Economic stone screen still shows all green, and I can tell because several other stones [mostly ores] are red.  Dwarves won't stockpile or build constructions out of it.  It doesn't seem to exist for them.

      Are they set to be dumped or Forbidden?  Even if they're not, try doing this to the lot of them:

      d-b-d assign them to be dumped
      d-b-D remove dump designation
      d-b-f forbid them all
      d-b-c claim them all.

      It sounds odd, but sometimes cycling through that will fix buggy items...

      What happens when you do a b-C-w?  Do you see the stones listed in there as an available resource to build from?  I have forgotten, can you actually reach the stones?  Tell your military to go walk over by them...

      If that doesn't fix it, then I don't know man...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Mechanixm on November 03, 2011, 03:58:52 pm
      @Mechanism

      I like what you are doing with your Mod Mod.  Yes, I think Reprah is correct in that your modifications will make the game less challenging from a resource gathering/management perspective.  I also agree that some of the items don't really make since.  I want to remind you and Reprah that this is DF however and many things do not make since.  Realism does not play a big roll in the game at this point.  For instance, a cloth rope = a cloth chain and seems just as good as a red steel chain to me.  I can cut down trees with a wooden axe.  A wooden bin can hold things that would likely destroy it such as stone blocks, and there is beer and food everywhere but not a single fracken toilet.  On the other hand people have been making stone vials and buckets since...well, the stone age (ok, I know it was later, but it just sounded good.)  The thing about stone is that it is kinda like wood.  Every stone has different properties and although most would probably be to brittle to make an effective cage so would many woods.  Some stones would probably work just as good or even better than wood.

      Besides, think of Moria.  The dwarves in that hold died from digging too deep, not from clearing to many forests.

      I am looking forward to trying your Mod Mod but I am waiting on Deon's and then hopefully your graphical 3.25j release before starting a new fort.

      @Deon

      Did your new Illithids get Tomi?  I haven't seen him in a long while.

      I am also waiting for the 3.25j release.  I am going to be a busy boy rearranging all those damn RAW files again.  :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Deon on November 03, 2011, 04:06:52 pm
      just downloaded this, thought i'd tell you about the bug where cubed wolf spleen cost 0 points during embark. im about to go off with 1,500 of them...

      i guess this is because there are so many seed types that it took the number of embark points left to 0, but it had to provide food so it set the cost to 0? idk

      inb4 omg read thread this has been posted: busy playing
      (http://i.imgur.com/gehtU.png)
      Hell yeah. :D

      Not sure if it's intended or not, but as you can see by the pic you can buy chimpanzee sweetbread for free at embark.
      Looking at material_template_default.txt, both PANCREAS_TEMPLATE and SPLEEN_TEMPLATE specify [MATERIAL_VALUE:0] while still being fully edible.

      Also, why must the download include the entire Dwarf Fortress installation plus 34 minutes (16 megabytes) worth of background music that most players probably won't even listen to? Would a "no music" (or even "raws only", which would be barely over 1.5MB) download package be too much to ask for?
      I plan to take out the music :). And RAWS only won't work since the mod spreads all over the data folder too.
      The 0 value sweetbread etc. were Tomitapio's doings, I will look into that a bit later :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: TheIcelandicManiac on November 03, 2011, 04:36:06 pm
      Hey sorry for asking but is there a newer version of this mod with a IronHand or Phobeus?
      i have a hard time to read the ACSII  :(
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Deon on November 03, 2011, 05:18:31 pm
      There will be a new version soon with bogeymen, night creatures and some changes (i.e. ezrakim elves are no longer elves; they are dunedwellers :P).

      Sorry that it's not out yet, I was carried away by learning to mod Liberal Crime Squad (http://www.bay12forums.com/smf/index.php?topic=95797.0), I plan a large content update to it with time.

      I am also waiting for the 3.25j release.
      You mean 3.25k?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Morwaul on November 03, 2011, 05:37:14 pm
      You mean 3.25k?

      What ever you call it will be fine.  I said 3.25j originally because that is what the ASCII version is at while the graphical is still at 3.25d.  We are patiently awaiting the next graphical release.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Thuellai on November 03, 2011, 09:04:52 pm
      That's the thing.  All of them are green and should be allowed for construction.  I'll try toggling it, but it doesn't look like they ARE economic stones right now.

      Is all of your stone outside of a burrow, by chance?  Make sure you don't have your Civ Alert on as well...
      No burrows active, so it can't be outside a burrow.  Haven't touched Civ Alert.  Economic stone screen still shows all green, and I can tell because several other stones [mostly ores] are red.  Dwarves won't stockpile or build constructions out of it.  It doesn't seem to exist for them.

      Are they set to be dumped or Forbidden?  Even if they're not, try doing this to the lot of them:

      d-b-d assign them to be dumped
      d-b-D remove dump designation
      d-b-f forbid them all
      d-b-c claim them all.

      It sounds odd, but sometimes cycling through that will fix buggy items...

      What happens when you do a b-C-w?  Do you see the stones listed in there as an available resource to build from?  I have forgotten, can you actually reach the stones?  Tell your military to go walk over by them...

      If that doesn't fix it, then I don't know man...

      My dwarves are sleeping next to them, pretty sure they can reach them.  I can try forbid-and-claim, see if that fixes it, but it's happening to EVERY stone I've dug up.  They don't show up at all in the list, just my wood.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Mechanixm on November 03, 2011, 09:32:18 pm
      There will be a new version soon with bogeymen, night creatures and some changes (i.e. ezrakim elves are no longer elves; they are dunedwellers :P).

      Sorry that it's not out yet, I was carried away by learning to mod Liberal Crime Squad (http://www.bay12forums.com/smf/index.php?topic=95797.0), I plan a large content update to it with time.

      I am also waiting for the 3.25j release.
      You mean 3.25k?

      3.25J Graphical.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Mechanixm on November 03, 2011, 09:35:22 pm
      That's the thing.  All of them are green and should be allowed for construction.  I'll try toggling it, but it doesn't look like they ARE economic stones right now.

      Is all of your stone outside of a burrow, by chance?  Make sure you don't have your Civ Alert on as well...
      No burrows active, so it can't be outside a burrow.  Haven't touched Civ Alert.  Economic stone screen still shows all green, and I can tell because several other stones [mostly ores] are red.  Dwarves won't stockpile or build constructions out of it.  It doesn't seem to exist for them.

      Are they set to be dumped or Forbidden?  Even if they're not, try doing this to the lot of them:

      d-b-d assign them to be dumped
      d-b-D remove dump designation
      d-b-f forbid them all
      d-b-c claim them all.

      It sounds odd, but sometimes cycling through that will fix buggy items...

      What happens when you do a b-C-w?  Do you see the stones listed in there as an available resource to build from?  I have forgotten, can you actually reach the stones?  Tell your military to go walk over by them...

      If that doesn't fix it, then I don't know man...

      My dwarves are sleeping next to them, pretty sure they can reach them.  I can try forbid-and-claim, see if that fixes it, but it's happening to EVERY stone I've dug up.  They don't show up at all in the list, just my wood.

      Did you jack with your inorganic_stone template file?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Thuellai on November 03, 2011, 09:45:42 pm
      Nope.  Haven't touched it.  Bog-standard install of Genesis, used the graphics version.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Kromgar on November 04, 2011, 02:25:23 pm
      I hope we get a graphical update soon. I know some people love ASCII but its too... hideous for me. I prefer Phoebus where it looks SNES style graphics
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Deon on November 04, 2011, 02:47:43 pm
      That's an old version. There will be a new graphical one soon.

      I'm testing new night creatures in the arena when I have no job, please have patience :P. Enough to say, they work.

      (http://img.ie/1c891.png)

      (http://img.ie/8b147.png)

      It stabbed me in the chest with its sword, then continued to tear my various bodyparts with its hook until I passed out, and after that it slashed me in the head two times which killed me.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Deon on November 04, 2011, 03:43:36 pm
      Holy f. night maidens... They tear you to SHREDS with their moon silver teeth. They are worse than current bogeymen. BALANCING BALANCING! :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Deon on November 04, 2011, 04:09:15 pm
      Look:

      (http://img.ie/2aa6c.png)

      Due to my shaeningans some creatures require new graphics now. When I fix it, I will upload two working versions (graphical and ASCII).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: trees on November 04, 2011, 04:14:57 pm
      Liking the sound of these night creatures!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Deon on November 04, 2011, 04:18:46 pm
      Right now I've made a "slithering mass", a "cursed blacksmith", a "wendigo" and one hidden which you will find out :).
      For bogeymen there are NSFW night maidens, also satyrs and huorns (slowly-moving trees) and vampires.

      I will add more when I release it :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: King of Croatia on November 04, 2011, 06:38:53 pm
      Horrid deon, the game just needs a slim demon with a staff and the mod should be done!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Rumrusher on November 04, 2011, 10:16:44 pm
      Right now I've made a "slithering mass", a "cursed blacksmith", a "wendigo" and one hidden which you will find out :).
      For bogeymen there are NSFW night maidens, also satyrs and huorns (slowly-moving trees) and vampires.

      I will add more when I release it :).
      make the Vampires no different than humans(no additional body parts and facial detailing but you can add cute descriptions and crazy syndrome base attacks and material breathe ones) and I can make a conversion system for those creatures.
      at the long run  I have to figure out how to make adventurers hold off Night maiden's (and vampires) with items(the idea is to have Dfusion check for if the adventurer holds an special item).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Deon on November 05, 2011, 02:00:20 am
      The items as wards sound awesome. Vampires are no different than people, but they have great strength and agility and a paralyzing bite.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Tiruin on November 05, 2011, 04:54:59 am
      Right now I've made a "slithering mass", a "cursed blacksmith", a "wendigo" and one hidden which you will find out :).
      For bogeymen there are NSFW night maidens, also satyrs and huorns (slowly-moving trees) and vampires.

      I will add more when I release it :).

      I wonder... if all the requested 'special creatures' listed earlier in the thread were made and Genesisified? :D

      And superb (for the lack of a word) work on the art and creatures!

      Also, NSFW means the art or the description of the creature? Or the body parts?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Deon on November 05, 2011, 06:09:27 am
      The vocalization mostly.

      Quote
      if all the requested 'special creatures' listed earlier in the thread were made and Genesisified?
      Someone should make a list :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Logrin on November 05, 2011, 06:51:53 am
      Just have to say, this has been, and likely will remain, my favorite mod for a long time to come.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Tiruin on November 05, 2011, 08:07:55 am
      What I was able to dig up on those creatures, most are suggested.

      So I guess this must be a
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Deon on November 05, 2011, 08:41:09 am
      Ah yeah the plague carrier and the mad doctor are in the list, and evil trees are bogeymen.

      Thanks, I will invent more. If only I had some more inspiration after work hehe.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Rumrusher on November 05, 2011, 09:39:43 am
      The items as wards sound awesome. Vampires are no different than people, but they have great strength and agility and a paralyzing bite.
      sweet because I found before attaching syndromes that effect body parts by biting is AOK for conversions.
      though as of now I could do a gifted race that can tame night maidens into the kind that don't poof in the light.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Slovak on November 05, 2011, 09:49:36 am
      All I had to do was start a game and hear the background theme from Warcraft Tides of Darkness.

      I'm sold.

      But seriously, great looking mod, I'll post my non-warcraft corrupted thoughts after I actually get around to playing it~!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Kwask on November 05, 2011, 01:38:30 pm
      I generated several worlds, and the only race that was playable was silkworms, which are completely incapable of even picking up an item. Not sure its a bug or what, but i would like to know how to be able to play as Dwarves.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Roses on November 05, 2011, 02:10:58 pm
      I generated several worlds, and the only race that was playable was silkworms, which are completely incapable of even picking up an item. Not sure its a bug or what, but i would like to know how to be able to play as Dwarves.

      Sounds like a duplicate raws issue. Did you erase all your old raws? This is completely packaged so you don't need to copy it into the already existing folders.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Kwask on November 05, 2011, 04:08:16 pm
      Oh, yeah. I was dragging this over an existing folder of Dwarf Fortress. Sorry about that.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Roses on November 05, 2011, 04:45:48 pm
      No problem. Some mods you do that, some mods you don't. But in general if you get weird things like silkworm civs and the like it usually means a duplicate raws issue.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Bitoru on November 05, 2011, 09:32:49 pm
      Are donkey sweetbread and cubed donkey spleen supposed to be free?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Tiruin on November 05, 2011, 10:43:11 pm
      Are donkey sweetbread and cubed donkey spleen supposed to be free?

      Nope, a small mistake in modding, will be fixed in the next update so I've heard.

      For now, grab the opportunity  :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Deon on November 06, 2011, 03:04:40 am
      It's not a mistake, it was a design decision of TomiTapio which I did not notice in time to fix :P.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Tiruin on November 06, 2011, 05:35:13 am
      It's not a mistake, it was a design decision of TomiTapio which I did not notice in time to fix :P.

      Oops...so maybe it was a small gift?  :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Tiruin on November 09, 2011, 05:14:08 am
      I've encountered a small bug in Tomi's version. Played as a Sylvan adventurer, found out they start in cities now.

      Got a few quests to go kill some bandits (some sylvans were included there), did it myself and returned to a town to report the good news. I get welcomed by angry villagers even when I did nothing to any innocent. Loyalty Cascade?

      Spoiler (click to show/hide)

      Sorry for double post too.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Deon on November 09, 2011, 11:13:10 am
      Check Compono if he's still related to that entity.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Tiruin on November 10, 2011, 04:33:04 am
      Check Compono if he's still related to that entity.

      Checked all the slain bandits, some are related to my parent entity. I've never experienced this before in the past Genesis versions (as I've killed Sylvan bandits as an elf but did not experience that at all in any genesis version, but I guess its just the newly modded raws.)

      Also, to Tomi, you have a small Typo in the skills screen when you embark where the 'Miner' is repeated twice. And thanks for making mostly every civ start as a city AND making werewolves start in mostly only evil forests.

      To all, Genesis is even getting better. Just wishing that the new version will be out soon so work would continue  :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: peskyninja on November 10, 2011, 10:20:02 am
      Deon, on my current fort I've already breached all the caverns and all of them have fungus/moss, but none has grow on the upper layers of my fort(silty clay, sand, raised mire and fireclay) neither on any arficialy muddied area.
      I think this is a bug.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Deon on November 10, 2011, 02:50:02 pm
      That cave fungus/moss grows in caverns only.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Interesting on November 10, 2011, 05:40:09 pm
      Hey Deon.

      I started playing adventure mode with your mod again and Im starting to notice something weird. Im not sure if its normal. Maybe you could help.

      I created a Keeper from one of the civilizations with Demigod attributes, maxed out his strenght, agility, toughness and started playing... the character had over 1700 speed on the start of the game.

      Then I started to gather stones, knap them, make those stone tools and some hunting spears and stuff from the crafting "x" window. At some point my character speed went to 700 and it didnt came back. So I removed all equipped items, dropped all items on the floor. Made sure I was standing, without any injury on description, without drowsiness, without stealth mode, my armor skill was low but it shouldnt matter if Im not wearing any armor,  and the speed remained 700.
      And now Im worried. My character might be bugged. Did you ever saw anything like that? Is there anyway I can upload my current game/world so you could give a look? I think the save is just 12 mb.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: SirAaronIII on November 10, 2011, 06:08:11 pm
      See if you're sneaking by pressing capital S. That lowers speed by a lot.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Deon on November 10, 2011, 06:37:23 pm
      Hey Deon.

      I started playing adventure mode with your mod again and Im starting to notice something weird. Im not sure if its normal. Maybe you could help.

      I created a Keeper from one of the civilizations with Demigod attributes, maxed out his strenght, agility, toughness and started playing... the character had over 1700 speed on the start of the game.

      Then I started to gather stones, knap them, make those stone tools and some hunting spears and stuff from the crafting "x" window. At some point my character speed went to 700 and it didnt came back. So I removed all equipped items, dropped all items on the floor. Made sure I was standing, without any injury on description, without drowsiness, without stealth mode, my armor skill was low but it shouldnt matter if Im not wearing any armor,  and the speed remained 700.
      And now Im worried. My character might be bugged. Did you ever saw anything like that? Is there anyway I can upload my current game/world so you could give a look? I think the save is just 12 mb.

      Did you by chance have a crutch, put it in your backpack and then drop from there? I remember a bug related to the fact that crutches may still work in backpack but are not always registered as "dropped" when dropped from a container.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Interesting on November 10, 2011, 06:39:19 pm
      Yes.

      I made a wood crutch, it was a bad one, and I didnt had time to make a decent one, so I threw it away.
      How should I fix it? Make a new Clutch?
      Walk with a clutch untill I get legendary or something?


      2. When something is on the backpack and I want to put it on my hands, I click "r" to remove. Then the item goes to my hands, usually. Is there a limit to how many things I can hold in my hands? At some point I have tons of rocks and those stone tools on my hands. Is this a bug? Should I just interpret it as my character having all these items readily available to him as if in some cloth pocket, or just hanging around when no enemies are close by?


      3. I have recruited some peasants, and started traveling, at some point they all stopped. Why did they do that? Then like, 10 turns after, a few jackals attacked us.

      4. After I butcher a corpse, there are tons of items, guts, liver, spleen, lungs, heart, brains, hair, nails, claws, etc... Tons of items. Lots of blood and meat and fat and skin.
      I know I can eat the organic stuff, lick some, drink others. Is there a point to eating or drinking?  If my character is "FULL of FOOD", does he gets slower or vomits if he gets punched on his stomach?

      5. I got the wolf thin skin, then gathered a plant, made a thread, made a stone needle, then I went and made a quiver for my arrows. When I tried to shoot the bow, I got a message saying "You got nothing left to fire" or something. So, I click "w" to wear the quiver, then I click "p" to put the 15 arrows I crafted, on the quiver, alright. So I had another set of 15 arrows, then I click "p' again, to try to put them on the quiver, but, only my backpack showed this time.  Is "15" arrows the limit for a quiver? A stack? Can I "merge" the other 15 arrows to make a stack of "30 arrows" and put them on the quiver?  Would there be a point in making another quiver? Once the quiver is equiped and it has arrows inside it, and my bow in one of my hands, can I shoot it? Does it matter if the bow is on the right or left hand? Can I, or should I hold it with both hands? Do I have to put everything on my hands, besides the bow on the backpack to shoot it?

      6. These items I got from butchering a corpse. Can I sell them? Can I cook the meat? If I eat all the fat, do I get fat? Can I give the meat to people on my party or make barbecue or something by igniting a tree?

      7. How do I "w" wear the bone jackal gauntlets I just made? Im holding them on my hands, but they are not equipped. Is it the same thing? When I try to "w" it says I have nothing to wear. Is this normal?

      Regarding item quality. I read the wiki about the item quality, it says there is some modifiers. But Im curious about what each quality does for each item. For example.
      -Pine Crutch- or *Pine Crutch*. What is the difference? One increases my speed? Gives a bonus for walking? Or its just more damage if I use it to hit something with Misc Object User Skill?
      What about items used to craft something. Like Carving Knife. If the Carving Knife is of exceptional quality, does the items crafted with it will have a bonus to their own quality? Does it make me do my job better? What about a Pine Axe, used to gather wood. Does it make me gather wood of higher quality? The quality of the wood, will have a bonus when making weapons of wood or arrows or items? What about wheat stone. I managed to make a mastercrafted wheat stone, then when I tried to wheat the 5 hunting spears Ive made, I noticed that some of them actually dropped their quality! Then I kept doing it untill I got a good result again. But does the quality of the wheat stone influences the quality of the hunting spears I sharp?

      Yesterday I killed a Sea Monster, magic fat thing, looked like a frog, took me like 200 rocks. Anyway, when butchering it, it says I got a mythical skin and some tough bones. It says I had 30 bones, but when I crafted a bone breastplate with it, it seems to have used all the bones in that stack! Is this normal, is this a bug? There is any way for to separate a stack or merge items into a stack?
      If I kill two wolfs and both get butchered and have 10 units of meat each, can I make it a unit of 20 meat? Like press "m" to merge, or something?



      EDIT: Deon! It worked, I made a pine crutch, walked a bit, then I dropped it and my speed went from 750 to 1689 almost instantly.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Putnam on November 10, 2011, 08:59:27 pm
      The quality of the reagents has nothing to do with the quality of the products. Quality only affects price and aiming for weapons. A *pine crutch* will work no better than a  -pine crutch-.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Deon on November 11, 2011, 01:47:20 am
      Quote
      EDIT: Deon! It worked, I made a pine crutch, walked a bit, then I dropped it and my speed went from 750 to 1689 almost instantly.
      Yeah, careful with crutches in adv. mode :). I hope it's fixed in the next release.

      2) Right now it's crazy so you can have like 10 shields out, but I don't like to abuse it so I rarely use it for my advantage.

      3) Are you sure it wasn't YOU stopping (because of jackals)? Did you get a "you feel uneasy" message?

      4) Hunger and thirst are currently disabled in adv. mode, but they should be back eventually. Right now you can use butchered components for crafting and "roleplaying".

      5) I should check it however quivers should have more space than for just 15 arrows. An easy way to work around space limit: have the quiver on you (and no other containers) and pick something up with your hands busy. It's a bit related to the (2) bug, namely amount of items handling.

      6) As I said since the hunger is not in yet, I didn't work on adv. mode cooking, although it would be fun to do. Also yes, you can sell them, but raw reagents are barely interesting for traders. You can make crafts from bones/leather though.

      7) The reaction-made gauntlents cannot be left/right, it's a game bug which we cannot fix yet, so you can craft any usable clothing but gauntlets/gloves (which is a shame).

      As Putnam said, you are only interested in the quality of the products, and it's usually a price and a raw bludgeoning/cutting damage increase.

      The problem with a stack of bones turning into one object is another vanilla problem. Stacks of bones etc. are considered a one item and there's no way to split or combine them for now.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Rumrusher on November 11, 2011, 02:45:11 am
      so deon any close to finishing that bogeyman rewrite?
      because I'm close to finish with working on that item ability.
      though now I think I can set up bogeys to survive the sun by having the ones that spawn turn into similar creature that doesn't have the bogie tags.

      so the level of fun gets bump up to 5 when you have an adventurer rush into a house only to find out the creatures haven't despawn.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Tirion on November 11, 2011, 01:37:23 pm
      Are Blood Spiders any good for silk farming like vanilla GCSs are? Mine somehow doesn't spit webs on the goblin...

      Also, what about the web-spitting ability of Gloomers?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Tirion on November 11, 2011, 01:41:47 pm
      Are Blood Spiders any good for silk farming like vanilla GCSs are? Mine somehow doesn't spit webs on the goblin...
      Edit: damn, looked it up in the raws and creature description... wrong spider :(

      Also, what about the web-spitting ability of Gloomers?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Rumrusher on November 11, 2011, 05:12:48 pm
      SWEET good news genesis fans I got items to be track in Dfusion now.
      so all there left is Deon adding Dfhack to his mod and me personally figuring out how to track items by name...
      though race changing and effects based on Race can still happen.
      than and loads of other non race stuff can work too like if any one dies(with a item out) they turn into a ghost.

      I'm so giddy about this discovery that really wish for that new night creature update Deon has in store so I can attach crazy stuff you can do with them.

      Once you have a night maiden harem you never go back to puny companions.

      Also you never seen hilarity until you had to deal with zombie bogeymen in the day time.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: D_E on November 13, 2011, 04:21:30 pm
      The problem with a stack of bones turning into one object is another vanilla problem. Stacks of bones etc. are considered a one item and there's no way to split or combine them for now.

      Can't you split stacks by throwing them?  Just at your feet is fine.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Deon on November 13, 2011, 05:24:13 pm
      No, you throw the whole stack.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Tirion on November 13, 2011, 07:50:43 pm
      I've got a thriving fortress of 93 dorfs, in it's teen years, and I've arrived to the point where I have almost everything up and running, and just have to subtly improve what I have. Current project is, cloth part of uniforms... only that even in vanilla it's not quite clear to me which of leather/silk/yarn/plant fiber is the best, and Genesis made the leather question more complicated with both tough and IIRC inferior (small animal, weaker hide, or was that elsewhere? Can't find it in the raws...) leather types added.

      So, my question is: which of the following makes best hoods, hooded capes, mittens and trousers?
      -pig tail fiber
      -mastiff/dire wolf leather
      -blood spider treated chitin
      -forest spider silk
      -dire bear leather (gotta keep an Elven caravan alive till they bring me a male... or will they bring it as war beasts when they run out of patience and declare war, so those can impregnate my bears?)

      Any help is appreciated.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Deon on November 13, 2011, 09:54:50 pm
      The cloth is pretty much the same, the leather is better (although the cloth is a bit better than the weak leather), and you can judge the leather strength by its name (suave->leaher->hide etc.).

      I've been a bit busy tonight with my werewolf-spellsword-orc in Skyrim, so I will work on the sprites this evening.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Fairin on November 14, 2011, 10:27:56 am
      Skyrim is evil, its taking up deon's Freetime. everyone get it!! grab your torch and pitch fork !!

      just one more corner.. one more horizon.. one more quest.... damn you skyrim....
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Deon on November 14, 2011, 11:29:54 am
      It's also extremely laggy on the lowest settings on my new PC, so it takes a while to play a quest or two.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: peskyninja on November 14, 2011, 01:43:41 pm
      I wan't skyrim, NOW!
      Deon what are your computer specs?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Rumrusher on November 14, 2011, 07:49:54 pm
      The cloth is pretty much the same, the leather is better (although the cloth is a bit better than the weak leather), and you can judge the leather strength by its name (suave->leaher->hide etc.).

      I've been a bit busy tonight with my werewolf-spellsword-orc in DF, so I will work on the sprites this evening.
      darn oh well hopefully once I unpack the new DFhack into genesis I can start back up on building magical Trait system for this game
      though I wonder what do you want Dwarves to be able to do?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Tirion on November 15, 2011, 06:54:09 am
      "Engraved is an exceptional Inod 'Jade' Idithushrir Kenglimur Lotol rendition of a image of a boat-murdering horror. The image is the symbol of The Sword of Celebrations, a local dwarven government."

      Is that purely coincidential, or the art files are tweaked? I play Mecha's version, mostly.

      EDIT: Request/suggestion: is there any way to enable toggle-able economic status for leather, wood, bone, and the various other materials such as silk? If, as I sadly suspect, there is no way to do that, could someone provide some help with reactions with more specific material requirements than vanilla Genesis please...

      I'm asking because it gets really annoying when I command Urist to decorate with bone, in a room full of bone and statues, and he runs off to fetch the nearest soft goblinite (xLarge Silk Hooded Cloakx) and decorates that instead, simultanously making it unsuitable for Unraveling. Jeweler style reactions, such as Encrust (specific item class, though more specific -Encrust Statue with war Mastiff bone- would be even better) with specific decoration material would be the best. Also, tough leather and tough bone really should get their own separate reactions if there is any way to do that, there's quite a difference between cave tortoise bone bolts and dragon raptor bone bolts.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Deon on November 15, 2011, 11:09:13 am
      I wan't skyrim, NOW!
      Deon what are your computer specs?
      Single core AthlonXP, 2 Gb Ram, Geforce 9800 GT. My PC struggles to run it on low specs. Also I did not like how they removed the stats and replaced them with stamina/strength/mana, but I like perks and combat system (although I can only play melee characters effectively due to the said lag).

      Today at work I've finished drawing all new mundane critters, so it's only night guys and mythical creatures left.

      Is that purely coincidential, or the art files are tweaked? I play Mecha's version, mostly.

      The answer is
      Code: [Select]
      [SHAPE:OHNOESHORROR]
      [NAME:horror:horrors]
      [ADJ:tusked]
      [ADJ:boat-murdering]
      [TILE:69]

      Yeah, we have a lot of changed art descriptions :).

      Quote
      vanilla Genesis
      Ha... Haha....Hahahahaha! Good joke!

      To answer your question about "economic stuff", you can do it with stones only (yet), but you can safely decorate with expensive stuff if you use burrows.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: peskyninja on November 15, 2011, 04:47:51 pm
      FINALLY! I found someone with a worse computer than mine !
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Tiruin on November 16, 2011, 04:28:01 am

      Is that purely coincidential, or the art files are tweaked? I play Mecha's version, mostly.

      The answer is
      Code: [Select]
      [SHAPE:OHNOESHORROR]
      [NAME:horror:horrors]
      [ADJ:tusked]
      [ADJ:boat-murdering]
      [TILE:69]

      Yeah, we have a lot of changed art descriptions :).


      OhNoes Spoiler! I didn't get there yet  :'(
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Tirion on November 16, 2011, 03:32:06 pm
      So, I guess werewolves and centaurs don't speak by default because this way they'll always be enemies... my problem is, I've read somewhere on this forum that adding [CAN_SPEAK] to their raws mid-game will keep them hostile while giving them names. But I did it and they now appear in the civilisation screen as import/export none, instead of the former Terror/Vengeance. I added now [UTTERANCES] to their raws... will it get them to send sieges again, but now with named soldiers?

      EDIT: my bad, I forgot to remove [CAN_SPEAK]. It seems to have overwritten [UTTERANCES]. Corrected it now, it's back to Terror/Vengeance.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Pokon on November 16, 2011, 09:17:20 pm

      Quote
      OhNoes Spoiler! I didn't get there yet 


      Just wait until you see the final boss.  :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Rumrusher on November 16, 2011, 11:03:57 pm

      Quote
      OhNoes Spoiler! I didn't get there yet 


      Just wait until you see the final boss.  :D
      A boss that has a legion of demons with him at all times and can summon them at will?
      can be done though creature race though getting it to survive world gen might be a challenge. Though I'm waiting for the chance of getting creature summons in Dfusion before setting up boss fights.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Logrin on November 17, 2011, 12:28:06 am
      You know, I've always thought, upon rolling an adventurer and ended up with large or very large for an X....I would be neat if there were an option in a mod to pick your body type, instead of being so randomized.

      Sometimes I want to be a very large fat guy. You know?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Trapezohedron on November 17, 2011, 12:38:06 am

      Quote
      OhNoes Spoiler! I didn't get there yet 


      Just wait until you see the final boss.  :D
      A boss that has a legion of demons with him at all times and can summon them at will?
      can be done though creature race though getting it to survive world gen might be a challenge. Though I'm waiting for the chance of getting creature summons in Dfusion before setting up boss fights.
      Would really be great if we could make Summon Nasties spell using creature interactions in the next release.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Rumrusher on November 17, 2011, 03:39:21 am

      Quote
      OhNoes Spoiler! I didn't get there yet 


      Just wait until you see the final boss.  :D
      A boss that has a legion of demons with him at all times and can summon them at will?
      can be done though creature race though getting it to survive world gen might be a challenge. Though I'm waiting for the chance of getting creature summons in Dfusion before setting up boss fights.
      Would really be great if we could make Summon Nasties spell using creature interactions in the next release.
      can be done now if I or deon makes a special creature called "Nasties" then have Dfusion track if one present and teleport them near the creature/adventurer/item.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Tirion on November 17, 2011, 05:11:22 am
      Dunno if it's just an individual quirk, or a general problem- my fort got sieged by goblins a few times, they came mounted on Giant Cave Swallows, until their named leader who tames the beasts was killed. Same for snakemen... anyway, since then it's always just gobbos/snakemen, not one troll or ogre has come to siege me. There was a Dread Troll in my caverns, so the species isn't extinct... I wonder why they aren't brought along.

      Also, would remove exotic from all mount and pet tokens in [EVIL] and subterrean critter raws mean that goblins will keep using them after the war leader is killed? Because that would be awesome.

      And... I noticed some demon castes (the yellow goblins, not the clowns) have wings, but they don't fly. I know flying unit pathfinding is bugged right now, but don't know how much bugged: would adding [FLIER] increase their lethality at all?


      EDIT, to avoid doubleposting: do underground ratmen and dark dwarves show up at all? I've yet to meet them...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: peskyninja on November 17, 2011, 11:44:52 am
      Deon there's an army of Legendary furnace operators trying to melt a +rose gold chest+ 3 have failed.
      This is normal?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: peskyninja on November 17, 2011, 03:55:08 pm
      Deon, why my mayor doesn't demands anything?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Deon on November 18, 2011, 02:22:42 pm
      Deon, why my mayor doesn't demands anything?
      Because they do not, it's a part of my mod. I left mandates to higher nobles which you should hate more. Mayors are usually important starting dwarves or well-known dwarves and you are unlikely willing to lose then to some stupid mood.

      Deon there's an army of Legendary furnace operators trying to melt a +rose gold chest+ 3 have failed.
      This is normal?
      A df bug. I remember hearing about it.

      Dunno if it's just an individual quirk, or a general problem- my fort got sieged by goblins a few times, they came mounted on Giant Cave Swallows, until their named leader who tames the beasts was killed. Same for snakemen... anyway, since then it's always just gobbos/snakemen, not one troll or ogre has come to siege me. There was a Dread Troll in my caverns, so the species isn't extinct... I wonder why they aren't brought along.

      Also, would remove exotic from all mount and pet tokens in [EVIL] and subterrean critter raws mean that goblins will keep using them after the war leader is killed? Because that would be awesome.

      And... I noticed some demon castes (the yellow goblins, not the clowns) have wings, but they don't fly. I know flying unit pathfinding is bugged right now, but don't know how much bugged: would adding [FLIER] increase their lethality at all?


      EDIT, to avoid doubleposting: do underground ratmen and dark dwarves show up at all? I've yet to meet them...
      They show in tribes as batmen and the like. I would love if we could assign them to underground stronholds... Not possible yet :(.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: peskyninja on November 20, 2011, 08:24:53 am
      Deon why you don't add diplomats ?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Kogut on November 21, 2011, 04:12:04 am
      Is it OK to reuse language files in my modded mod?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Tirion on November 21, 2011, 10:10:09 am
      Somehow, I ended up with a world apparently without Pig Tails- at least according to dfprospector, there is none on the map nor did my civilisation have access to it. Curiously, it has the same biome information as Cave Wheat, which I have. Why is that? Any solutions? I play mechanixm's version, with some minor (creature and entity tweaking in ratmen and dark dwarves) modifications but I checked the raws, the plant should be there...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: arghy on November 22, 2011, 12:09:56 am
      Graphic pack release soon? been getting the DF shakes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Deon on November 22, 2011, 08:40:38 am
      Sure, just a few critters left (and I mean a few, like 5-7), I just need some motivation. This all work I have and a new dual core CPU really harm my modding (I went back to play some Fallout NV without lags :P).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: arghy on November 22, 2011, 07:43:36 pm
      Tired of sword of the stars II and how its a complete failure so i want a nice long game to hold me over till the chuckle heads fix it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Mister Always on November 23, 2011, 08:55:30 am
      I'm gonna try this mod out (and get myself acquainted with ASCII graphics at the same time - wish me luck!), just have a question. It has all the features of the current version of vanilla DF, right?

      Edit: Okay, I can't even play it. It crashes every time I try to embark. I can gen worlds just fine, and prepare for the embark, but when I press e, my whole computer shuts down. What the heck?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Deon on November 23, 2011, 12:25:49 pm
      Are you sure you DID NOT try to combine it with vanilla? Like, download and place in vanilla folder?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: smokebubble on November 23, 2011, 12:30:49 pm
      I don't know about making the whole computer crash but for some people (including myself) if the sound is on it will cause genesis to crash. Not sure if it still does that with the newer version though; I'm waiting on the phoebus version to try it out.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Mister Always on November 23, 2011, 12:59:40 pm
      Are you sure you DID NOT try to combine it with vanilla? Like, download and place in vanilla folder?

      I completely threw DF off my computer before I downloaded Genesis.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Deon on November 23, 2011, 01:43:51 pm
      Maybe it has something to do with your lack of specific .ogg codec. Try to replace the sound files in /data/sound/ with vanilla files.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Mister Always on November 23, 2011, 02:07:16 pm
      I'll try that.

      Also, do you think having both an instance of vanilla DF and Genesis DF on my computer will cause problems?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Putnam on November 23, 2011, 03:13:44 pm
      I'll try that.

      Also, do you think having both an instance of vanilla DF and Genesis DF on my computer will cause problems?

      Only if they're both made into a freaky frankenstein of a mod.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Iton Ibrukrithzam on November 23, 2011, 03:25:13 pm
      Speaking of freaky frankenstein modding:

      I'm interested in having some more civs, and these look good to me, orcs and ratmen especially.  But I'm not quite ready to take on the entire genesis mod.  Would it work if I just copied some of the entity files into my DF/raw/objects folder?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Putnam on November 23, 2011, 03:33:16 pm
      You'd need to copy the individual creatures from creature_genesis, as well.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: grank6 on November 23, 2011, 09:47:20 pm
      quick question deon or anyone else do i have to add the no skill decay mod to this or does it have it already?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Deon on November 23, 2011, 09:58:49 pm
      quick question deon or anyone else do i have to add the no skill decay mod to this or does it have it already?
      There is a balanced and worked through decay of skills tested and made by TomiTapio, with "less dwarven" skills decaying faster etc. It's still minor.

      There is absolutely no attribute decay.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Iton Ibrukrithzam on November 23, 2011, 11:04:26 pm
      You'd need to copy the individual creatures from creature_genesis, as well.
      Can I plop them in anywhere or do I need to put them in a specific .txt file?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Putnam on November 23, 2011, 11:19:53 pm
      You can plop them in whatever creature file you want.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Iton Ibrukrithzam on November 23, 2011, 11:20:42 pm
      Thanks :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Kogut on November 24, 2011, 02:38:27 am
      Is it OK to reuse language files in my modded mod?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: The13thRonin on November 24, 2011, 07:12:45 am
      Question Deon: Have you found a way to make creatures tougher without increasing their size? I think its got to do with the tissue layer...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Ishar on November 24, 2011, 07:54:27 am
      Edit: Okay, I can't even play it. It crashes every time I try to embark. I can gen worlds just fine, and prepare for the embark, but when I press e, my whole computer shuts down. What the heck?
      It's still the same for me, with every version available in OP.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Deon on November 24, 2011, 10:09:24 pm
      Is it OK to reuse language files in my modded mod?
      Sure, just give the credits to whoever made it (I think I have them all listed in the first post).

      Edit: Okay, I can't even play it. It crashes every time I try to embark. I can gen worlds just fine, and prepare for the embark, but when I press e, my whole computer shuts down. What the heck?
      It's still the same for me, with every version available in OP.
      Did you try using the vanilla music/sound files? Anything in your errorlog.txt?

      Question Deon: Have you found a way to make creatures tougher without increasing their size? I think its got to do with the tissue layer...
      Yep, it's quite easy to do.
      At first, make their leather tougher. Also remove most pain receptors from their tissues, especially bones. And make the fat layer bigger. Reduce the bleeding of tissues a bit.

      It helps a lot.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Rumrusher on November 25, 2011, 08:06:04 am
      okay I created a bogie creature that runs away from the adventurer. So while yes they spawn but they will poof off immediately.

      here's the creature if you want, though they pretty much based on my intern mod I use for coding.

      Code: [Select]
      [CREATURE:NIGHTERN]
      [DESCRIPTION:An Intern that hunts in the night. Nighterns seek out lonely Interns/gifted Adventurers to help them on their journies. You will learn to Love the night!]
      [NAME:nightern:nightern:nightern]
      [CASTE_NAME:nightern:nightern:nightern]
      [CREATURE_TILE:'?'][COLOR:3:0:0]
      [CREATURE_SOLDIER_TILE:154]
      [INTELLIGENT]
      [CANOPENDOORS]
      [BENIGN]
      [NIGHT_CREATURE_BOGEYMAN]
      [PREFSTRING:weak]
      [NATURAL_SKILL:BITE:15]
      [NATURAL_SKILL:DODGING:15]
      [NATURAL_SKILL:WRESTLING:15]
      [NATURAL_SKILL:STANCE_STRIKE:15]
      [NATURAL_SKILL:GRASP_STRIKE:15]
      [NATURAL_SKILL:SWORD:15]
      [NATURAL_SKILL:SITUATIONAL_AWARENESS:15]
      [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:E_VOID_WEAP:E_FORCE_FIELDS:E_FORCE_FIELDS:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]
      [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
      [BODY_DETAIL_PLAN:STANDARD_TISSUES]
      [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
      [BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
      [USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
      [TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
      [USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
      [TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
      [USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
      [USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
      [TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
      [TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
      [SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
      [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
      [TL_MAJOR_ARTERIES]
      [BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
      [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
      [BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
      [BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
      [BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
      [USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
      [TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
      [LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
      [HAS_NERVES]
      [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]


      [TISSUE:FORCE]
      [TISSUE_NAME:force field:NP]
      [TISSUE_MATERIAL:INORGANIC:STEEL]
      [RELATIVE_THICKNESS:1]
      [CONNECTS]
      [STRUCTURAL]
      [TISSUE_SHAPE:LAYER]
      [TISSUE:WARPED_FLESH]
      [TISSUE_NAME:warped flesh:NP]
      [TISSUE_MATERIAL:INORGANIC:IRON]
      [RELATIVE_THICKNESS:1]
      [CONNECTS]
      [STRUCTURAL]
      [TISSUE_SHAPE:LAYER]
      [USE_MATERIAL_TEMPLATE:INTERN_TOXIN:CREATURE_EXTRACT_TEMPLATE]
      [STATE_NAME:ALL_SOLID:frozen intern toxin]
      [STATE_ADJ:ALL_SOLID:frozen intern toxin]
      [STATE_NAME:LIQUID:intern toxin]
      [STATE_ADJ:LIQUID:intern toxin]
      [STATE_NAME:GAS:boiling intern toxin]
      [STATE_ADJ:GAS:boiling intern toxin]
      [MELTING_POINT:9950]
      [BOILING_POINT:10000]
      [PREFIX:NONE]
      [ENTERS_BLOOD]
      [SYNDROME]
      [SYN_NAME:intern control]
      [SYN_AFFECTED_CLASS:GENERAL_POISON]
      [SYN_IMMUNE_CREATURE:NIGHTERN:ALL]
      [SYN_INJECTED]
      --Tomi's tuning
      [CE_DIZZINESS:SEV:400:PROB:100:RESISTABLE:SIZE_DILUTES:START:2:PEAK:7:END:13]
      [CE_PAIN:SEV:150:PROB:70:RESISTABLE:VASCULAR_ONLY:START:0:PEAK:5:END:15]
      [CE_UNCONSCIOUSNESS:SEV:200:PROB:40:START:2:PEAK:10:END:50]
      [USE_MATERIAL_TEMPLATE:INTERN_TOXIN_AIR:CREATURE_EXTRACT_TEMPLATE]
      [STATE_NAME:ALL_SOLID:intern toxin]
      [STATE_ADJ:ALL_SOLID:intern toxin]
      [STATE_NAME:LIQUID:intern toxin]
      [STATE_ADJ:LIQUID:intern toxin]
      [STATE_NAME:GAS:intern toxin]
      [STATE_ADJ:GAS:intern toxin]
      [PREFIX:NONE]
      [SYNDROME]
      [SYN_NAME:intern control]
      [SYN_AFFECTED_CLASS:GENERAL_POISON]
      [SYN_IMMUNE_CREATURE:NIGHTERN:ALL]
      [SYN_CONTACT]
      --Tomi's tuning
      [CE_DIZZINESS:SEV:400:PROB:100:RESISTABLE:SIZE_DILUTES:START:2:PEAK:7:END:13]
      [CE_PAIN:SEV:150:PROB:70:RESISTABLE:VASCULAR_ONLY:START:0:PEAK:5:END:15]
      [CE_UNCONSCIOUSNESS:SEV:200:PROB:40:START:2:PEAK:10:END:50]
      [USE_MATERIAL_TEMPLATE:INTERN_TOXIN:BLOOD_TEMPLATE]
      [STATE_NAME:ALL_SOLID:solid voidint slime]
      [STATE_ADJ:ALL_SOLID:solid voidint slime]
      [STATE_NAME:LIQUID:voidint slime]
      [STATE_ADJ:LIQUID:voidint slime]
      [STATE_NAME:GAS:vaporous voidint slime]
      [STATE_ADJ:GAS:vaporous voidint slime]
      [PREFIX:NONE]
      [STATE_COLOR:ALL_SOLID:DARK_GREEN]
      [STATE_COLOR:LIQUID:DARK_GREEN]
      [STATE_COLOR:GAS:DARK_GREEN]
      [ENTERS_BLOOD]
      [SYNDROME]
      [SYN_NAME:Intern's degeneration]
      [SYN_AFFECTED_CLASS:GENERAL_POISON]
      [SYN_IMMUNE_CREATURE:NIGHTERN:ALL]
      [SYN_INJECTED]
      [SYN_CONTACT]
      [CE_OOZING:LOCALIZED:SEV:300:PROB:100:RESISTABLE:SIZE_DILUTES:START:0:PEAK:100:END:200]
      [CE_DIZZINESS:SEV:300:PROB:100:RESISTABLE:SIZE_DILUTES:START:0:PEAK:100]
      [CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]
      [BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
      [CREATURE_CLASS:GENERAL_POISON]
      [GETS_WOUND_INFECTIONS]
      [GETS_INFECTIONS_FROM_ROT]
      [USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
      [PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
      [BODY_SIZE:0:0:4000]
      [BODY_SIZE:1:168:17500]
      [BODY_SIZE:12:0:70000]
      [BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
      [APP_MOD_IMPORTANCE:500]
      [BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
      [APP_MOD_IMPORTANCE:500]
      [SET_BP_GROUP:BY_CATEGORY:EYE]
      [BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
      [APP_MOD_NOUN:eyes:PLURAL]
      [BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
      [APP_MOD_NOUN:eyes:PLURAL]
      [BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
      [APP_MOD_NOUN:eyes:PLURAL]
      [BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
      [APP_MOD_NOUN:eyes:PLURAL]
      [SET_BP_GROUP:BY_CATEGORY:LIP]
      [BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
      [APP_MOD_NOUN:lips:PLURAL]
      [SET_BP_GROUP:BY_CATEGORY:NOSE]
      [BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
      [BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
      [BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
      [BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
      [APP_MOD_NOUN:nose bridge:SINGULAR]
      [SET_BP_GROUP:BY_CATEGORY:EAR]
      [BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
      [APP_MOD_NOUN:ears:PLURAL]
      [BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
      [APP_MOD_NOUN:ears:PLURAL]
      [BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
      [APP_MOD_IMPORTANCE:700]
      [APP_MOD_NOUN:ears:PLURAL]
      [BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
      [APP_MOD_IMPORTANCE:700]
      [APP_MOD_NOUN:ears:PLURAL]
      [SET_BP_GROUP:BY_CATEGORY:TOOTH]
      [BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
      [APP_MOD_NOUN:teeth:PLURAL]
      [SET_BP_GROUP:BY_CATEGORY:SKULL]
      [BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
      [BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
      [BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
      [BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]
      [SET_BP_GROUP:BY_CATEGORY:THROAT]
      [BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
      [BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
      [SET_BP_GROUP:BY_CATEGORY:HEAD]
      [BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
      [APP_MOD_IMPORTANCE:700]
      [BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
      [APP_MOD_IMPORTANCE:700]
      [MAXAGE:60:120]

      [EQUIPS]
      [DIURNAL]
      [FIXED_TEMP:10060]
      [HOMEOTHERM:10067]
      [SWIMS_LEARNED][SWIM_SPEED:2500]
      [PERSONALITY:ADVENTUROUSNESS:100:100:100]
      [MANNERISM_FINGERS:finger:fingers]
      [MANNERISM_NOSE:nose]
      [MANNERISM_EAR:ear]
      [MANNERISM_HEAD:head]
      [MANNERISM_EYES:eyes]
      [MANNERISM_MOUTH:mouth]
      [MANNERISM_HAIR:hair]
      [MANNERISM_KNUCKLES:knuckles]
      [MANNERISM_LIPS:lips]
      [MANNERISM_CHEEK:cheek]
      [MANNERISM_NAILS:nails]
      [MANNERISM_FEET:feet]
      [MANNERISM_ARMS:arms]
      [MANNERISM_HANDS:hands]
      [MANNERISM_TONGUE:tongue]
      [MANNERISM_LEG:leg]
      [MANNERISM_LAUGH]
      [MANNERISM_SMILE]
      [MANNERISM_WALK]
      [MANNERISM_SIT]
      [MANNERISM_BREATH]
      [MANNERISM_POSTURE]
      [MANNERISM_STRETCH]
      [MANNERISM_EYELIDS]
      [SPOUSE_CONVERSION_TARGET]
      [MUNDANE]
      [CASTE:FEMALE]
      [FEMALE]
      [LAYS_EGGS]
      [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
      [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
      [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
      [EGG_SIZE:50]
      [CLUTCH_SIZE:30:50]
      [SELECT_ADDITIONAL_CASTE:VOID_MASTER_INTERN]

      [CASTE:MALE]
      [MALE]
      [BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
      [CASTE:VOID_MASTER_INTERN]
      [FEMALE]
      [CASTE_SPEECH:human_male.txt]
      [CASTE_NAME:Dark void master:Dark void masters:nightern]
      [DESCRIPTION:Dark Void master Nightern, an rare being, cow-sized humanoid in appearance but known to have large massive power. They laugh at mechanical traps as their forcefields protect them. These beings are feared throughout the deep shadows for their telepathic abilities and usually are not without two or more of it's spawn. Finding one is a gift or a curse depending on what you do in the encounter.]
      [TISSUE:BRONZE]
      [NOFEAR]
      [TISSUE_NAME:bronze:bronze]
      [TISSUE_MATERIAL:INORGANIC:BRONZE]
      [MUSCULAR]
      [FUNCTIONAL]
      [STRUCTURAL]
      [RELATIVE_THICKNESS:1]
      [CONNECTS]
      [TISSUE_SHAPE:LAYER]
      [TISSUE_LAYER:BY_CATEGORY:ALL:BRONZE]
      [BODY_SIZE:0:0:17000000]
      [BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
      [BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]

      [SELECT_CASTE:ALL]

      [ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
      [ATTACK_SKILL:BITE]
      [ATTACK_VERB:sprout:sprouts]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
      [ATTACK_FLAG_EDGE]
      [ATTACK_PRIORITY:MAIN]
      [ATTACK_FLAG_CANLATCH]
      [SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:INTERN_TOXIN:LIQUID:100:100]
      [ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
      [ATTACK_SKILL:GRASP_STRIKE]
      [ATTACK_VERB:punch:punches]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_FLAG_WITH]
      [ATTACK_PRIORITY:MAIN]
      [ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
      [ATTACK_SKILL:STANCE_STRIKE]
      [ATTACK_VERB:kick:kicks]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_FLAG_WITH]
      [ATTACK_PRIORITY:SECOND]
      [ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
      [ATTACK_SKILL:GRASP_STRIKE]
      [ATTACK_VERB:scratch:scratches]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
      [ATTACK_FLAG_EDGE]
      [ATTACK_PRIORITY:SECOND]
      [ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
      [ATTACK_SKILL:BITE]
      [ATTACK_VERB:bite:bites]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
      [ATTACK_FLAG_EDGE]
      [ATTACK_PRIORITY:SECOND]
      [ATTACK_FLAG_CANLATCH]
      [ATTACK:AVOID:BODYPART:BY_TOKEN:VOID]
      [ATTACK_SKILL:STANCE_STRIKE]
      [ATTACK_VERB:blast:blasts]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
      [ATTACK_FLAG_EDGE]
      [ATTACK_FLAG_WITH]
      [ATTACK_PRIORITY:MAIN]
      [USE_MATERIAL_TEMPLATE:DOOM:CREATURE_EXTRACT_TEMPLATE]
      [STATE_NAME:ALL_SOLID:doom]
      [STATE_ADJ:ALL_SOLID:doom]
      [STATE_NAME:LIQUID:doom]
      [STATE_ADJ:LIQUID:doom]
      [STATE_NAME:GAS:doom]
      [STATE_ADJ:GAS:doom]
      [MELTING_POINT:9950]
      [BOILING_POINT:10000]
      [PREFIX:NONE]
      [ENTERS_BLOOD]
      [STATE_COLOR:ALL_SOLID:GRAY]
      [STATE_COLOR:LIQUID:GRAY]
      [STATE_COLOR:GAS:GRAY]
      [SYNDROME]
      [SYN_NAME:doom]
      [SYN_IMMUNE_CREATURE:NIGHTERN:ALL]
      [SYN_AFFECTED_CLASS:GENERAL_POISON]
      [SYN_IMMUNE_CLASS:INTERN]
      [SYN_IMMUNE_CLASS:INTERN]
      [SYN_INJECTED]
      [CE_PARALYSIS:SEV:300:PROB:100:START:0:PEAK:10]
      [ATTACK:AVSWRD:BODYPART:BY_TOKEN:VSWRD]
      [ATTACK_SKILL:STANCE_STRIKE]
      [ATTACK_VERB:slash:slashes]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:10]
      [ATTACK_FLAG_EDGE]
      [ATTACK_FLAG_WITH]
      [ATTACK_PRIORITY:MAIN]
      [SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:DOOM:LIQUID:100:100]
      [ATTACK:TOUCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:DEMON_NAIL]
      [ATTACK_SKILL:GRASP_STRIKE]
      [ATTACK_VERB:touch:touches]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
      [ATTACK_FLAG_EDGE]
      [ATTACK_PRIORITY:MAIN]
      [SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:INTERN_TOXIN:LIQUID:100:100]
      [SPECIALATTACK_SUCK_BLOOD:1000:5000]
      [USE_MATERIAL_TEMPLATE:DPFREEZE:CREATURE_EXTRACT_TEMPLATE]
      [STATE_NAME:ALL_SOLID:deep freeze]
      [STATE_ADJ:ALL_SOLID:deep freeze]
      [STATE_NAME:LIQUID:deep freeze]
      [STATE_ADJ:LIQUID:deep freeze]
      [STATE_NAME:GAS:deep freeze]
      [STATE_ADJ:GAS:deep freeze]
      [MELTING_POINT:9950]
      [BOILING_POINT:15000]
      [DISPLAY_COLOR:1:0:0]
      [STATE_COLOR:ALL_SOLID:BLUE]
      [STATE_COLOR:LIQUID:BLUE]
      [STATE_COLOR:GAS:BLUE]
      [PREFIX:NONE]
      [ENTERS_BLOOD]
      [SYNDROME]
      [SYN_NAME:stop]
      [SYN_IMMUNE_CREATURE:NIGHTERN:ALL]
      [SYN_AFFECTED_CLASS:GENERAL_POISON]
      [SYN_IMMUNE_CLASS:INTERN]
      [SYN_IMMUNE_CLASS:INTERN]
      [SYN_CONTACT]
      [CE_UNCONSCIOUSNESS:SEV:1000:PROB:100:START:0:PEAK:100:END:500]
      [MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:DPFREEZE:TRAILING_VAPOR_FLOW]
      [USE_MATERIAL_TEMPLATE:ABSZERO:CREATURE_EXTRACT_TEMPLATE]
      [STATE_NAME:ALL_SOLID:absolute zero]
      [STATE_ADJ:ALL_SOLID:absolute zero]
      [STATE_NAME:LIQUID:absolute zero]
      [STATE_ADJ:LIQUID:absolute zero]
      [STATE_NAME:GAS:absolute zero]
      [STATE_ADJ:GAS:absolute zero]
      [DISPLAY_COLOR:0:0:0]
      [STATE_COLOR:ALL_SOLID:BLACK]
      [STATE_COLOR:LIQUID:BLACK]
      [STATE_COLOR:GAS:BLACK]
      [MELTING_POINT:0]
      [BOILING_POINT:15000]
      [MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:ABSZERO:TRAILING_VAPOR_FLOW]
      [USE_MATERIAL_TEMPLATE:GIGAFLARE:CREATURE_EXTRACT_TEMPLATE]
      [STATE_NAME:ALL_SOLID:gigaflare]
      [STATE_ADJ:ALL_SOLID:gigaflare]
      [STATE_NAME:LIQUID:gigaflare]
      [STATE_ADJ:LIQUID:gigaflare]
      [STATE_NAME:GAS:gigaflare]
      [STATE_ADJ:GAS:gigaflare]
      [DISPLAY_COLOR:3:0:1]
      [STATE_COLOR:ALL_SOLID:AQUA]
      [STATE_COLOR:LIQUID:AQUA]
      [STATE_COLOR:GAS:AQUA]
      [MELTING_POINT:1000000]
      [BOILING_POINT:1500000]
      [MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:GIGAFLARE:UNDIRECTED_VAPOR]
      [USE_MATERIAL_TEMPLATE:GRANDCROSS:CREATURE_EXTRACT_TEMPLATE]
      [STATE_NAME:ALL_SOLID:grand cross]
      [STATE_ADJ:ALL_SOLID:grand cross]
      [STATE_NAME:LIQUID:grand cross]
      [STATE_ADJ:LIQUID:grand cross]
      [STATE_NAME:GAS:grand cross]
      [STATE_ADJ:GAS:grand cross]
      [DISPLAY_COLOR:5:0:0]
      [STATE_COLOR:ALL_SOLID:PURPLE]
      [STATE_COLOR:LIQUID:PURPLE]
      [STATE_COLOR:GAS:PURPLE]
      [BOILING_POINT:1500000]
      [SYNDROME]
      [SYN_NAME:curse of the grand cross]
      [SYN_AFFECTED_CLASS:GENERAL_POISON]
      [SYN_IMMUNE_CREATURE:NIGHTERN:ALL]
      [SYN_IMMUNE_CLASS:NIGHTERN]
      [SYN_CONTACT]
      [CE_SWELLING:LOCALIZED:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_OOZING:LOCALIZED:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_BRUISING:LOCALIZED:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_BLEEDING:LOCALIZED:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_NECROSIS:LOCALIZED:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_PAIN:LOCALIZED:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_BLISTERS:LOCALIZED:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_IMPAIR_FUNCTION:LOCALIZED:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_PARALYSIS:LOCALIZED:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_NUMBNESS:LOCALIZED:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_FEVER:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_NAUSEA:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_DIZZINESS:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_SWELLING:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_OOZING:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_BRUISING:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_BLEEDING:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_NECROSIS:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_DROWSINESS:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_PAIN:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_BLISTERS:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_COUGH_BLOOD:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_VOMIT_BLOOD:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_IMPAIR_FUNCTION:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_UNCONSCIOUSNESS:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [CE_PARALYSIS:SEV:1000:PROB:10:START:0:PEAK:100:END:5000] --causes death by stopping breathing.
      [CE_NUMBNESS:SEV:1000:PROB:10:START:0:PEAK:100:END:5000]
      [MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:GRANDCROSS:UNDIRECTED_VAPOR]
      [SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
      [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
      [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
      [PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
      [PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
      [PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
      [PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
      [TL_COLOR_MODIFIER:AMBER:1:AUBURN:1:BLACK:1:BROWN:1:BUFF:1:BURNT_SIENNA:1:BURNT_UMBER:1:CHARCOAL:1:CHESTNUT:1:CHOCOLATE:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_CHESTNUT:1:DARK_TAN:1:ECRU:1:FLAX:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:LIGHT_BROWN:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:PALE_CHESTNUT:1:PUMPKIN:1:RAW_UMBER:1:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1]
      [TLCM_NOUN:hair:SINGULAR]
      [TL_COLOR_MODIFIER:GRAY:1]
      [TLCM_NOUN:hair:SINGULAR]
      [TLCM_TIMING:ROOT:40:0:70:0]
      [TL_COLOR_MODIFIER:WHITE:1]
      [TLCM_NOUN:hair:SINGULAR]
      [TLCM_TIMING:ROOT:70:0:90:0]
      [SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
      [TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
      [APP_MOD_NOUN:eyebrows:PLURAL]
      [TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
      [APP_MOD_NOUN:eyebrows:PLURAL]
      [TISSUE_LAYER_APPEARANCE_MODIFIER:HIGH_POSITION:0:70:90:100:110:130:200]
      [APP_MOD_NOUN:eyebrows:PLURAL]
      [SET_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
      [TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
      [APP_MOD_NOUN:eyelashes:PLURAL]
      [SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
      [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
      [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
      [PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
      [PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
      [TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
      [APP_MOD_NOUN:hair:SINGULAR]
      [APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
      [TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]
      [APP_MOD_NOUN:hair:SINGULAR]
      [TISSUE_LAYER_APPEARANCE_MODIFIER:GREASY:0:70:90:100:110:130:200]
      [APP_MOD_NOUN:hair:SINGULAR]
      [TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
      [APP_MOD_NOUN:hair:SINGULAR]
      [SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
      [TISSUE_STYLE_UNIT:HAIR:STANDARD_HAIR_SHAPINGS]
      [TSU_NOUN:hair:SINGULAR]
      [SET_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
      [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
      [TISSUE_STYLE_UNIT:BEARD:STANDARD_BEARD_SHAPINGS]
      [TSU_NOUN:beard:SINGULAR]
      [SET_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
      [TISSUE_STYLE_UNIT:MOUSTACHE:STANDARD_MOUSTACHE_SHAPINGS]
      [TSU_NOUN:moustache:SINGULAR]
      [SET_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
      [TISSUE_STYLE_UNIT:SIDEBURNS:STANDARD_SIDEBURNS_SHAPINGS]
      [TSU_NOUN:sideburns:PLURAL]
      [SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
      [TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
      [TLCM_NOUN:skin:SINGULAR]
      [TISSUE_LAYER_APPEARANCE_MODIFIER:WRINKLY:0:0:0:0:0:0:0]
      [APP_MOD_RATE:1:YEARLY:0:100:30:0:NO_END]
      [APP_MOD_NOUN:skin:SINGULAR]
      [SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
      [TL_COLOR_MODIFIER:IRIS_EYE_AMBER:1:IRIS_EYE_AQUA:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_ASH_GRAY:1:IRIS_EYE_AUBURN:1:IRIS_EYE_AZURE:1:IRIS_EYE_BLUE:1:IRIS_EYE_BRASS:1:IRIS_EYE_BRONZE:1:IRIS_EYE_BROWN:1:IRIS_EYE_CERULEAN:1:IRIS_EYE_CHESTNUT:1:IRIS_EYE_CHOCOLATE:1:IRIS_EYE_CINNAMON:1:IRIS_EYE_COPPER:1:IRIS_EYE_DARK_BLUE:1:IRIS_EYE_DARK_BROWN:1:IRIS_EYE_DARK_CHESTNUT:1:IRIS_EYE_DARK_GREEN:1:IRIS_EYE_DARK_OLIVE:1:IRIS_EYE_DARK_TAN:1:IRIS_EYE_ECRU:1:IRIS_EYE_EMERALD:1:IRIS_EYE_FERN_GREEN:1:IRIS_EYE_GRAY:1:IRIS_EYE_GREEN:1:IRIS_EYE_JADE:1:IRIS_EYE_LIGHT_BLUE:1:IRIS_EYE_LIGHT_BROWN:1:IRIS_EYE_MAHOGANY:1:IRIS_EYE_MIDNIGHT_BLUE:1:IRIS_EYE_OCHRE:1:IRIS_EYE_OLIVE:1:IRIS_EYE_PALE_BLUE:1:IRIS_EYE_PALE_BROWN:1:IRIS_EYE_PALE_CHESTNUT:1:IRIS_EYE_PERIWINKLE:1:IRIS_EYE_PINE_GREEN:1:IRIS_EYE_RAW_UMBER:1:IRIS_EYE_RUSSET:1:IRIS_EYE_SEA_GREEN:1:IRIS_EYE_SEPIA:1:IRIS_EYE_SKY_BLUE:1:IRIS_EYE_SLATE_GRAY:1:IRIS_EYE_SPRING_GREEN:1:IRIS_EYE_TAN:1:IRIS_EYE_TAUPE_DARK:1:IRIS_EYE_TAUPE_GRAY:1:IRIS_EYE_TAUPE_MEDIUM:1:IRIS_EYE_TAUPE_PALE:1:IRIS_EYE_TAUPE_SANDY:1:IRIS_EYE_TEAL:1:IRIS_EYE_TURQUOISE:1]
      [TLCM_NOUN:eyes:PLURAL]
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: adwarf on November 25, 2011, 12:51:21 pm
      Well I am finally getting back into this, and have just started my newest fort, Metalcraze, on an 8x8 embark :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Deon on November 25, 2011, 01:54:47 pm
      Daww, I am going to release a patch tomorrow. Couldn't you wait? :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: adwarf on November 25, 2011, 01:55:39 pm
      Daww, I am going to release a patch tomorrow. Couldn't you wait? :)
      I use the tileset one, and its more to test my FPS on varying sizes, map height, etc.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: CillBosby on November 25, 2011, 02:40:38 pm
      Hi!

      I have a problem using this mod.

      It's a sound glitch that renders the game unplayable.

      When I download it, open the .rar and run Dwarf Fortress.exe, there is a pause, then the game starts windowed, however, there is no sound at all.

      I have used LNP and it auto-sets the intro movie to not play and sound to be disabled, and I was told that this may be conflicting with it. So, I deleted it, but it didn't work.

      Also, song_title.ogg doesn't play at the main menu as it is supposed to. I looked in the folders and song_game.ogg and song_title.ogg have all been replaced to the Genesis mod versions, and all the sound files that are supposed to play in the intro are there.

      Also, the thing that renders the game unplayable; loading Arena or anything else causes my computer to bluescreen. I should actually say it would]/i] cause it to bluescreen, as with my computer, a BSOD usually doesn't cause a bluescreen but instead, sound loops for a few seconds, my hard drive makes a stuttering noise and my computer auto-restarts at the motherboard menu.

      If anyone can help I would appreciate it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Deon on November 25, 2011, 04:30:27 pm
      Could you play .ogg files directly?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: adwarf on November 25, 2011, 04:37:33 pm
      Deon do Syndromes work yet ?

      If they do I have an idea for something you can add :) (I am currently trying to make it myself, but don't know how to make custom workshops.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: CillBosby on November 25, 2011, 04:53:06 pm
      Could you play .ogg files directly?

      Yes, I can.

      I just tried deleting my df .rar and current Genesis mod and redownloading the Phoebus Genesis mod.

      Sound now plays in the intro and at the main title, but I still get a bluescreen when trying Arena.

      Also, I didn't get a "the problem may be caused by your sound software" popup when I started it up again.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Deon on November 26, 2011, 03:49:50 am
      Okay, another guess: maybe it's your video card? Try changing PRINT_MODE in init files.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: TomiTapio on November 26, 2011, 01:03:45 pm
      okay I created a bogie creature that runs away from the adventurer. So while yes they spawn but they will poof off immediately.
      Hey, that sounds like a good idea! More variety in bogeymen, maybe one slow-speed gaseous(or goo) one too.

      *goes back to Skyrim and Twitter*
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Rumrusher on November 26, 2011, 03:04:05 pm
      okay I created a bogie creature that runs away from the adventurer. So while yes they spawn but they will poof off immediately.
      Hey, that sounds like a good idea! More variety in bogeymen, maybe one slow-speed gaseous(or goo) one too.

      *goes back to Skyrim and Twitter*
      oh you would be happy about this.
      (http://www.truimagz.com/host/fortcrush2/folder2/nightern-moshpit.png)
      this is what I intended for bogiemen sadly this is also the result when you have it run nonstop.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25j ϟ] - unique caverns; stonecutter fix
      Post by: Raul on November 26, 2011, 10:09:58 pm
      What happened to the new tileset version of the mod that was gonna be released yesterday? :(
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k ϟ] - graphics/ASCII, all the new features
      Post by: Deon on November 27, 2011, 04:36:48 am
      It was uploaded.

      Sorry that I cannot honestly remember all changes for the changelog.

      Just a minor part of night critters are in (night maidens, werewolves, cursed blacksmiths) but I will release a patch soon to add more (it won't hurt your running fortresses because night creatures and bogeymen affect adventure mode mostly; so you will be able to start a new world for your adventurer since I doubt you play in the same world all the time).

      Also ezrakim elves -> dunedwellers; dwarven castes -> clans (gloomers -> deep clan; warrior dwarves -> shield clan).
      And I've included the TOTALLY and finally ABSOLUTELY complete japanese orcish language file. A great thanks to Patchouli here.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k ϟ] - graphics/ASCII, all the new features
      Post by: Raul on November 27, 2011, 05:15:08 am
      Oh boy. Skyrim be damned, I have a new Genesis fort to start RIGHT NOW :D

      Thank you so much, Deon. Can't wait to get my ass kicked by all the changes, exciting times ahead!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k ϟ] - graphics/ASCII, all the new features
      Post by: Deon on November 27, 2011, 05:33:03 am
      You are welcome. Also I've finally updated the first post with some recent info since wiki is outdated :P.

      I will make a better manual with time, unless someone volunteers for it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k ϟ] - graphics/ASCII, all the new features
      Post by: Iton Ibrukrithzam on November 27, 2011, 05:41:06 am
      What happened to the castes picture?  It was kinda fun and rather distinctive.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k ϟ] - graphics/ASCII, all the new features
      Post by: Tirion on November 27, 2011, 06:46:19 am
      What happened to the castes picture?  It was kinda fun and rather distinctive.

      It was outdated. It featured an Ice Dwarf, but no Shield or Domple.

      Any chance of a Phoebus tileset version of the new release?

      My 2 cent about underground races: I didn't know it was impossible to make an ambushing underground civ, so I did it. :D

      Well, whether or not they send further backup if I destroy these squads is up to testing, but I'm fairly certain that the number of Olm Men on the map increased significantly: Runesmith found 8 when I noticed the first campfire, I counted 41 when they were revealed (Ambush! Curse them!) by fighting the children of their mounts. I did add these raws to underground entities with metal preference too, also modded Ratmen to breed like rabbits (baby:1, child:1) but they didn't make an appearance YET.

      The raws, in which I suppose many lines are unnecessary:
      Spoiler (click to show/hide)

      Some pics:
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k ϟ] - graphics/ASCII, all the new features
      Post by: Deon on November 27, 2011, 07:43:21 am
      Do they send babysnatchers too? It looks fun!

      Also inb4 bugs, I have work tomorrow, so if you find something weird or unfitting, let me know today :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k ϟ] - graphics/ASCII, all the new features
      Post by: Deon on November 27, 2011, 07:47:04 am
      The therapist caste_default file should look like this now:

      Code: [Select]
      [MALE]Stone Dwarf
      [FEMALE]Stone Dwarf
      [MALE]Aspid Dwarf
      [FEMALE]Aspid Dwarf
      [MALE]Moss Dwarf
      [FEMALE]Moss Dwarf
      [MALE]Jade Dwarf
      [FEMALE]Jade Dwarf
      [MALE]Shroom Dwarf
      [FEMALE]Shroom Dwarf
      [MALE]Obsidian Dwarf
      [FEMALE]Obsidian Dwarf
      [MALE]Steel Dwarf
      [FEMALE]Steel Dwarf
      [MALE]Deep Dwarf
      [FEMALE]Deep Dwarf
      [MALE]Shield Dwarf
      [FEMALE]Shield Dwarf
      [MALE]Domple Dwarf
      [FEMALE]Domple Dwarf
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k ϟ] - graphics/ASCII, all the new features
      Post by: Iton Ibrukrithzam on November 27, 2011, 07:51:46 am
      What happened to the castes picture?  It was kinda fun and rather distinctive.

      It was outdated.]
      Ah, that makes sense.  I missed that in the changelog(D'oh).

      Still, any chance of an updated version?  Distinctiveness is always good.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k ϟ] - graphics/ASCII, all the new features
      Post by: Deon on November 27, 2011, 07:54:16 am
      Sure, I just need to draw it :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k ϟ] - graphics/ASCII, all the new features
      Post by: Raul on November 27, 2011, 07:56:36 am
      The therapist caste_default file should look like this now

      Ah yes, almost forgot about this. Thank you very much yet again.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k ϟ] - graphics/ASCII, all the new features
      Post by: Tirion on November 27, 2011, 08:01:10 am
      Do they send babysnatchers too? It looks fun!

      Also inb4 bugs, I have work tomorrow, so if you find something weird or unfitting, let me know today :).

      Strangely, no snatchers that I know of, only the ambushes, but it's probably just lack of testing. I'll re-open the way to my caverns to they can come in and be revealed if they send those, as soon as an FB spawns to that level and decreases their numbers- currently they have more Olm Men than I have dwarves, and all are mounted on Elk Birds/Cave crocs/Giant Toads/Giant Rats.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k ϟ] - graphics/ASCII, all the new features
      Post by: Iton Ibrukrithzam on November 27, 2011, 08:02:27 am
      Well, I can't blame them.  Elk Birds are super sweet.  As are the others.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k ϟ] - graphics/ASCII, all the new features
      Post by: Deon on November 27, 2011, 09:00:27 am
      Eheh, sorry, we don't have Elk birds anymore.

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k ϟ] - graphics/ASCII, all the new features
      Post by: Deon on November 27, 2011, 09:06:40 am
      I somehow totally forgot about this cool mod:
      http://www.bay12forums.com/smf/index.php?topic=96088.0

      Do you want it included?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k ϟ] - graphics/ASCII, all the new features
      Post by: Iton Ibrukrithzam on November 27, 2011, 09:12:00 am
      Eheh, sorry, we don't have Elk birds anymore.

      Spoiler (click to show/hide)
      So long as they remain in some form, I am happy.  "The Flightless Bird, Used as Mount" is one of my favorite archetypes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k ϟ] - graphics/ASCII, all the new features
      Post by: Deon on November 27, 2011, 09:17:51 am
      Beak dogs are too flightless birds used as mounts :).

      I've put most of workshop reactions in the second post of the thread.

      P.S. I forgot to mention: if you want to know which kind of region you are in, check grass.

      Tundra:
      - polar grass, moss.
      - lichen - savage region.
      Not freezing:
      - sparkly grass, transparent grass - good regions.
      - wormy tendril, oily grass - evil regions.
      - thorny grass - savage region.
      - fungal eyestalks - savage evil region.

      Grassland: meadow grass.
      Forest: forest grass.
      Savanna: savanna grass.
      Swamp, marsh: swamp grass.
      Mountains: highland grass.
      Desert/badlands: pebble plant.

      Caverns 1: cave moss, floor fungi.
      Caverns 2: red moss, purple moss.
      Caverns 3: crystal lichens, glassy moss.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k ϟ] - graphics/ASCII, all the new features
      Post by: Iton Ibrukrithzam on November 27, 2011, 09:22:18 am
      I somehow totally forgot about this cool mod:
      http://www.bay12forums.com/smf/index.php?topic=96088.0

      Do you want it included?
      Also, this mod sounds super cool.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k ϟ] - graphics/ASCII, all the new features
      Post by: Deon on November 27, 2011, 02:06:29 pm
      I forget to mention that graphics' version players should look out for leather types now. Small critters provide suede which you should NOT use for clothing (unless it's just for looks), while megabeasts and tough enemies can grant you really awesome leather (deephide) which is great when worn over metal armor (ASCII version had this feature for a while).

      The leather tiers are: suede/leather/hide/mythskin/deephide.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k ϟ] - graphics/ASCII, all the new features
      Post by: Jacob/Lee on November 27, 2011, 02:20:29 pm
      When I unzip the file I get an "unexpected end of archive" message and the raws are missing.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k ϟ] - graphics/ASCII, all the new features
      Post by: Deon on November 27, 2011, 02:33:13 pm
      It means you've downloaded it wrong... not fully.
      Just re-download it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k ϟ] - graphics/ASCII, all the new features
      Post by: GaxkangtheUnbound on November 27, 2011, 02:33:48 pm
      Could I possibly dye leather shoes blue?
      I'd really like to have some blue suede shoes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k ϟ] - graphics/ASCII, all the new features
      Post by: Jacob/Lee on November 27, 2011, 02:35:37 pm
      It means you've downloaded it wrong... not fully.
      Just re-download it.
      I did that about five times, it was missing about 21 MB of files. I temporarily turned all of my Avast! shields off and it worked. Avast! hates DFFD for whatever reason.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k ϟ] - graphics/ASCII, all the new features
      Post by: Putnam on November 27, 2011, 02:54:15 pm
      Could I possibly dye leather shoes blue?
      I'd really like to have some blue suede shoes.

      Lay off :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k ϟ] - graphics/ASCII, all the new features
      Post by: Deon on November 27, 2011, 03:11:16 pm
      It means you've downloaded it wrong... not fully.
      Just re-download it.
      I did that about five times, it was missing about 21 MB of files. I temporarily turned all of my Avast! shields off and it worked. Avast! hates DFFD for whatever reason.
      Something is wrong with your internet connection to DFFD then since I've just tried and it downloads fine.

      Could I possibly dye leather shoes blue?
      I'd really like to have some blue suede shoes.
      Leather dying is not possible yet, but I will see if there's a workaround :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k ϟ] - graphics/ASCII, all the new features
      Post by: Jacob/Lee on November 27, 2011, 03:34:26 pm
      Has Toady proved/disproved the ability to mod the whole undead + Necromancer thing coming out next update?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k ϟ] - graphics/ASCII, all the new features
      Post by: Rumrusher on November 27, 2011, 03:38:01 pm
      Uhh deon it seems that you had added the old Dfhack in the ascii version of 3.25k... which then caused my virus protection software to quickly quarantined half of it.
      Warning - while you were typing a new reply has been posted. You may wish to review your post.

      weird question to ask deon? was there necromancer/undead addon's to this version of Genesis I don't know about(just recently downloaded it)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k ϟ] - graphics/ASCII, all the new features
      Post by: Jacob/Lee on November 27, 2011, 03:39:50 pm
      Warning - while you were typing a new reply has been posted. You may wish to review your post.

      weird question to ask deon? was there necromancer/undead addon's to this version of Genesis I don't know about(just recently downloaded it)
      I'd expect Deon to add something if it was possible.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k ϟ] - graphics/ASCII, all the new features
      Post by: Deon on November 27, 2011, 03:41:18 pm
      No necromancers/undead yet, I wait for the new version to fully implement it :). I may add some as creatures for night attacks though.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k ϟ] - graphics/ASCII, all the new features
      Post by: Rumrusher on November 27, 2011, 04:06:19 pm
      Well looking through the night maiden I notice that if someone happens to play as one they end up having to wave their boobies and spread their legs on random occasion.
      Just picturing a Night maiden adventuress walk up to a king and queen address the deed was done then suddenly lose all dignity when she ends up uncontrollably fondle her goods, worst when she does this in full armor. though I wonder if these creatures would "run away" from you like the nightern do or just bumb rush like every other bogeymen.

      Some how with them running away this leads to many spawning in front of a moving adventurer and usually leads to them counterattacking and crippling them.
      which is what I picture night maidens would do, teleport in front of the player and walkfloat away luring them closer from where they where, then counterattacking and horribly mauling the character.

      Oh well time to adapt my code into this new version here's to necromancer Dwarves with night maiden harlems.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k ϟ] - graphics/ASCII, all the new features
      Post by: UltraValican on November 27, 2011, 06:50:51 pm
      ^^^
      Umm wut....
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k ϟ] - graphics/ASCII, all the new features
      Post by: Deon on November 27, 2011, 07:47:45 pm
      Rumrusher makes a lot of crazy stuff :).

      Also I've celebrated this release by finally killing the Satan :D

      (http://img.ie/6b579.png)
      That's me in the early stages.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k ϟ] - graphics/ASCII, all the new features
      Post by: Deon on November 27, 2011, 08:45:29 pm
      An update, no more forgotten beasts in your walls for gems (sorry for that, I've changed tilesets in the last minute).

      If you don't want to re-download the whole thing (graphical version problem only), replace the contents of your inoganic_stone_gem.txt file (save-compatible):
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k ϟ] - graphics/ASCII, all the new features
      Post by: Raul on November 27, 2011, 09:18:59 pm
      An update, no more forgotten beasts in your walls for gems (sorry for that, I've changed tilesets in the last minute)

      Oh yeah, I definitely noticed that. At first I thought "What the hell, a forgotten beast? Where did it come from?" and panicked, then I realized it was just a gem cluster and sent a miner to "kill it." You are a cruel man, Deon :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k ϟ] - graphics/ASCII, all the new features
      Post by: Rumrusher on November 27, 2011, 09:28:07 pm
      ^^^
      Umm wut....
      well this section of text is based around the raw creature nightern I made for pretesting bogiemen functions for Dfusion(mostly because I was far enough in item research that I could do such a thing.)
      what I learn is that the Nightern which are (humans that lay eggs good with swords and have good amount of attacks that will seriously damage you if you fight one head on also known as )Intern's with the bogeyman tag on. the discovery I found was that slapping on the bogey tag will just make the creature act like a normal wild animal and Run away from sight of danger, this means when night comes your character has to deal with being unable to fast travel or sleep until he.
      A)kills enough Nightern to trigger "the crackling ended"
      B)find shelter.
      C)Wait it out hope one doesn't bump into you.

      Warning - while you were typing 2 new replies have been posted. You may wish to review your post.

      what? hmm note to self make a forgotten wall, have it burst out syndrome that will convert the victem into a FB.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: IronCodpiece on November 28, 2011, 09:48:18 am
      This mod has greatly improved my DF experience!  The rate at which updates have been made and the quality therein has been a breathe of fresh air compared to the months with no official update.

      Query~ Will there be an update to the Phoebus texture pack?  I'm glad that you have updated the Ironhand version but I prefer the former aesthetically.

      Thanks again for the fun additions to my fortress!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on November 28, 2011, 12:30:01 pm
      This mod has greatly improved my DF experience!  The rate at which updates have been made and the quality therein has been a breathe of fresh air compared to the months with no official update.

      Query~ Will there be an update to the Phoebus texture pack?  I'm glad that you have updated the Ironhand version but I prefer the former aesthetically.

      Thanks again for the fun additions to my fortress!
      A few people asked for it so I will make it this week. It will be save compatible so you can start the fort already :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Tirion on November 28, 2011, 02:30:30 pm
      This mod has greatly improved my DF experience!  The rate at which updates have been made and the quality therein has been a breathe of fresh air compared to the months with no official update.

      Query~ Will there be an update to the Phoebus texture pack?  I'm glad that you have updated the Ironhand version but I prefer the former aesthetically.

      Thanks again for the fun additions to my fortress!
      A few people asked for it so I will make it this week. It will be save compatible so you can start the fort already :).

      And my prayers are answered! Armok bless ye, lad!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Mister Always on November 28, 2011, 04:03:26 pm
      So, I replaced the sound files in the Genesis pack with those from a vanilla DF pack, and that DID indeed solve it! Hurray! Calloo, callay! Now I can reap this mod's rich bounties of challenge. The doldrums no longer pound in my ears.

      One little thing, though. It isn't a problem. just something I noticed. I embarked in a place where there definitely wasn't an ocean nearby, and the embark screen said "ere the sea monsters get hungry". Unless a load of sea monsters are going to swim up the river, I don't see that being a problem ;P Little error, there?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Rumrusher on November 28, 2011, 04:32:55 pm
      Okay here's a funny story, I was testing out my nightfriend script and how it fares with the rest of the bogies.
      So what I found out is that nighterns after being recruited will run the hell away and not help you fight off the remaining bogiemen until the day breaks.
      all in all my adventurer has a companion to avoid said nights but said creatures might not even fare in a fire or willingly stay around for it.

      I think of them now as get out of crackling free cards if you're luckly.
      had not met a night maiden though.

      edit: my character was attacked by gang of black bears and was killed first, then I followed my companion to see him trip behind a tree and killed also.

      yeah this is totally a get out of Crackling free card.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on November 28, 2011, 04:49:02 pm
      So, I replaced the sound files in the Genesis pack with those from a vanilla DF pack, and that DID indeed solve it! Hurray! Calloo, callay! Now I can reap this mod's rich bounties of challenge. The doldrums no longer pound in my ears.

      One little thing, though. It isn't a problem. just something I noticed. I embarked in a place where there definitely wasn't an ocean nearby, and the embark screen said "ere the sea monsters get hungry". Unless a load of sea monsters are going to swim up the river, I don't see that being a problem ;P Little error, there?

      They are magical sea monsters. You will know if you see them.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Mister Always on November 28, 2011, 04:50:48 pm
      So, I replaced the sound files in the Genesis pack with those from a vanilla DF pack, and that DID indeed solve it! Hurray! Calloo, callay! Now I can reap this mod's rich bounties of challenge. The doldrums no longer pound in my ears.

      One little thing, though. It isn't a problem. just something I noticed. I embarked in a place where there definitely wasn't an ocean nearby, and the embark screen said "ere the sea monsters get hungry". Unless a load of sea monsters are going to swim up the river, I don't see that being a problem ;P Little error, there?

      They are magical sea monsters. You will know if you see them.

      Cool. Also, what are "duki monks"? Saw that on another embark screen (abandoned that one ten minutes after I got there because there were only five layers between the lowest above-ground z-level and the first cavern. Le sigh).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Rumrusher on November 28, 2011, 05:43:03 pm
      So, I replaced the sound files in the Genesis pack with those from a vanilla DF pack, and that DID indeed solve it! Hurray! Calloo, callay! Now I can reap this mod's rich bounties of challenge. The doldrums no longer pound in my ears.

      One little thing, though. It isn't a problem. just something I noticed. I embarked in a place where there definitely wasn't an ocean nearby, and the embark screen said "ere the sea monsters get hungry". Unless a load of sea monsters are going to swim up the river, I don't see that being a problem ;P Little error, there?

      They are magical sea monsters. You will know if you see them.

      Cool. Also, what are "duki monks"? Saw that on another embark screen (abandoned that one ten minutes after I got there because there were only five layers between the lowest above-ground z-level and the first cavern. Le sigh).
      over powered humans that burst out of no where and beat up every one.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Mister Always on November 29, 2011, 12:33:02 pm
      So, I replaced the sound files in the Genesis pack with those from a vanilla DF pack, and that DID indeed solve it! Hurray! Calloo, callay! Now I can reap this mod's rich bounties of challenge. The doldrums no longer pound in my ears.

      One little thing, though. It isn't a problem. just something I noticed. I embarked in a place where there definitely wasn't an ocean nearby, and the embark screen said "ere the sea monsters get hungry". Unless a load of sea monsters are going to swim up the river, I don't see that being a problem ;P Little error, there?

      They are magical sea monsters. You will know if you see them.

      Cool. Also, what are "duki monks"? Saw that on another embark screen (abandoned that one ten minutes after I got there because there were only five layers between the lowest above-ground z-level and the first cavern. Le sigh).
      over powered humans that burst out of no where and beat up every one.

      How over powered is "over powered", here?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Rumrusher on November 29, 2011, 01:21:22 pm
      So, I replaced the sound files in the Genesis pack with those from a vanilla DF pack, and that DID indeed solve it! Hurray! Calloo, callay! Now I can reap this mod's rich bounties of challenge. The doldrums no longer pound in my ears.

      One little thing, though. It isn't a problem. just something I noticed. I embarked in a place where there definitely wasn't an ocean nearby, and the embark screen said "ere the sea monsters get hungry". Unless a load of sea monsters are going to swim up the river, I don't see that being a problem ;P Little error, there?

      They are magical sea monsters. You will know if you see them.

      Cool. Also, what are "duki monks"? Saw that on another embark screen (abandoned that one ten minutes after I got there because there were only five layers between the lowest above-ground z-level and the first cavern. Le sigh).
      over powered humans that burst out of no where and beat up every one.

      How over powered is "over powered", here?
      tall bogeyman over powered.
      they on the class group with Sea monsters where if you just started they will hit you like a truck.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Mister Always on November 29, 2011, 05:18:30 pm
      ...you weren't kidding about the sea monsters, were you Deon?

      SON of a BITCH now all twenty of my dwarves are dead.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Rumrusher on November 29, 2011, 06:15:32 pm
      Usually I keep an highly trained adventurer around to keep monsters at bay.
      Though that's if I have time for playing in Fort mode.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: dragonshardz on November 30, 2011, 11:00:35 pm
      Anyone mind if I ask for a Linux version of Genesis?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Bloogonis on December 01, 2011, 01:18:16 pm
      I grabbed this mod and decided it was a little to diversified for my own personal tastes and have decided to mod it down a little bit. and for the most part its working out, but Ive gotten to the point my own knowledge in modding DF is lacking and where the file names and locations are different from vanilla DF.

      I like to tame the animal peoples, and give them their own little villages on my sites whenever possible and my questions are am I missing any of the animal people of genesis. I have modded them in Creature_Cave_1, and Creature_Savage_good. but I did not see Plumphelmet men or any variations there of and was wondering If im just overlooking it. also, Is Petvalue required for the pet tag to function? I've always had trouble getting the pet tag to work properly with animal men.

      Addition: Oh, and do I have to go in and scrub out all the bits in the raws relating to the casts I removed from dwarves, or is simply removing the cast and its stat section sufficient?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 01, 2011, 01:45:07 pm
      If you remove something, better clean it up. Do not leave relations to non-existing things.

      Plump helmet men were replaced by myconids, and there were a bit more dnd-sque/"serious" adjustions.


      Anyone mind if I ask for a Linux version of Genesis?
      Just grab the linux version and replace (TOTALLY, I mean by removing originals first) /data/sound/, /data/art/, /data/speech/, /data/init/ and /raw/ folders.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Tirion on December 01, 2011, 02:10:59 pm
      Just saying, I'd really like to see some comprehensive data on metals (e.g. How good is sun gold / moon silver for x) and some what's good for what about weapons on the wiki- with all those axes etc, it's hard to keep score. I looked at the embark screen and was all like:
      War axe- good, know what it is.
      Ice axe, hand axe, etc- seriously what it's good for? I guess some are two-handed, some are like maces- ideal for weaker soldier, some like hammer, more lethal in the hands of stronger individuals- but I really don't know enough to figure out which is which for each weapon type.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Siverix on December 02, 2011, 06:22:24 am
      avast is saying what the link containing the ascii version of the mod has malware in it can anyone comfirm it?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Rumrusher on December 02, 2011, 07:52:54 am
      avast is saying what the link containing the ascii version of the mod has malware in it can anyone comfirm it?
      That 'malware' is old Dfhack Deon added. It's a false positive but depending on your virus scanner it will most of the functions from use.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Siverix on December 02, 2011, 10:58:31 am
      thanks for the answer i guess i'm gonna have to temporarily disable avast
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 02, 2011, 11:02:55 am
      Just delete that dfhack folder, you do not need it for the game.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Tirion on December 02, 2011, 03:22:11 pm
      Little bug in the newest release (Ironhand version): Shield Dwarf males are also named Dwarfettes :p Otherwise, nice addition, I'm eager to find out what changed... until now, I was playing an older version from DFFD with Phoebus tileset, one that had no suede, no domplers, etc.

      EDIT: Damn, good embark on third try (though the sea monster embark message made me anxiously look at the unit screen every few minutes), only for me to notice I've forgotten to add Mecha's buildings...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 02, 2011, 03:26:32 pm
      Thanks! I will fix it :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on December 02, 2011, 04:57:00 pm
      Welp havent played this forever forgot my doctor and trader haha also dear god using therapist for the first time its so goddamn awesome. So many goddamn plants! what do they all do!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Rumrusher on December 02, 2011, 09:06:39 pm
      Thanks! I will fix it :).
      Come back to there no such thing as a male shield dwarf and any one who said other wise either seen a herm.

      Well good news I'm starting research on a better mod friendly way to track items through encrusting.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 03, 2011, 04:38:50 am
      Welp havent played this forever forgot my doctor and trader haha also dear god using therapist for the first time its so goddamn awesome. So many goddamn plants! what do they all do!

      This is from the game manual which comes with the mod. It's a bit outdated (I removed some plants and tweaked others) but all in all it explains everything you need to know.


      Aboveground plants
      Spoiler (click to show/hide)

      Underground plants
      Spoiler (click to show/hide)

      Basically, there are now some different aboveground plants, and more subterranean. But the one listed here should hav correct information.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Broseph Stalin on December 03, 2011, 08:25:01 am
      Welp havent played this forever forgot my doctor and trader haha also dear god using therapist for the first time its so goddamn awesome. So many goddamn plants! what do they all do!

      This is from the game manual which comes with the mod. It's a bit outdated (I removed some plants and tweaked others) but all in all it explains everything you need to know.


      Aboveground plants
      Spoiler (click to show/hide)

      Underground plants
      Spoiler (click to show/hide)

      Basically, there are now some different aboveground plants, and more subterranean. But the one listed here should hav correct information.
      Actually forgot about this but potatoes produce sweet potato starch.
      This:
         [USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
         [STATE_NAME_ADJ:ALL_SOLID:frozen potato vodka]
            [STATE_NAME_ADJ:SOLID:frozen potato vodka]
            [STATE_NAME_ADJ:LIQUID:potato vodka]
            [STATE_NAME_ADJ:GAS:boiling potato vodka]
            [MATERIAL_VALUE:5][DISPLAY_COLOR:2:0:0]
            [EDIBLE_RAW][EDIBLE_COOKED]
         [PREFIX:NONE]
         [DRINK:LOCAL_PLANT_MAT:DRINK]
         [USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
         [STATE_NAME_ADJ:ALL_SOLID:sweet potato starch][STATE_COLOR:ALL_SOLID:WHITE]
         ....

      Is a segment of code for the potato. I figure you changed sweet potatoes to regular potatoes and got everything but that one mention of sweet potatoes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 03, 2011, 11:34:47 am
      Yeah, as I said it's an old list so some plants are changed, but overall picture is the same.
      Thanks for the notice :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Mister Always on December 03, 2011, 12:03:45 pm
      So I'm now building a proper fort in Genesis, after some mishaps. Got flux, got iron ore, got a river, the whole shebang. I have a question:

      1) Are wooden shields still effective or should I spring for copper?

      2) Are hand axes better than battleaxes, from a military perspective?

      3) Not related to Fortress mode, or even really a question, but I just wanna say that the variety of "monks" you encounter in Adventure Mode are FUCKING HARD TO KILL.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 03, 2011, 12:15:00 pm
      Shield material does not count AFAIK. They do not protect anything, just block, so only the block chance of the shield and the size should be important.

      Hand axes are smaller so they are worse. Still work for woodcutters for example.

      Yep, monks are not too frequent though (unless you are unlucky). They are like roaming martial arts serial killers.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Mister Always on December 03, 2011, 01:27:45 pm
      Whenever I can't hit a monk with a morpheus gift (which I love, btw), I freak out.

      Alright, so I'll go for battleaxes. Kite shields and tower shields are foreign, I see, so I'll just stick with good ol' normal shields.

      Also, do voodoo chants actually do anything?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 03, 2011, 01:41:41 pm
      It inflicts pain when it works.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Mister Always on December 03, 2011, 02:47:50 pm
      Boooring. So hey, how much fuel does the blast furnace need?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 03, 2011, 05:36:46 pm
      Check the second post.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Mister Always on December 03, 2011, 05:52:45 pm
      Ah, right. Also, a sylvan elf caravan and a dusk elf caravan showed up at the same time...are they gonna use the same depot? 'cuz that could be tricky.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 03, 2011, 06:44:10 pm
      You can select whom to trade with. Nothing tricky.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Mister Always on December 03, 2011, 07:01:49 pm
      Welp, now it's time to wait for excitin' things to happen.

      ...aaaaaany minute now.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Rumrusher on December 03, 2011, 07:28:50 pm
      Welp, now it's time to wait for excitin' things to happen.

      ...aaaaaany minute now.
      good news warmist shown me how to get items material pick up in Dfusion. now any one can attach spells to stones with out worrying about if world gen going to shift the order.

      Which means say hello to having night maiden/monk companions and wizards now.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on December 03, 2011, 08:06:49 pm
      The skill mods are new to me as are a few casts what are the new casts? i've seen warrior and dompler so far but i'd like to know what their actual benefits are. Also is the armor layers the same as DF vanilla? my military is rocking coif/helm/mail/BP/mittens/gauntlets/boots/leggings.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Tiruin on December 03, 2011, 10:57:02 pm
      @Developers: This just gets better and better with every patch! The caste system is doing wonders in my new forged society [Poor Domples...]

      Anyway, I'd love to ask; how can one play as an elven race in Fortress mode [Specifically the Sylvans] which means the graphics are also shifted to elven nature. I ask this for aboveground fort purposes and that I would love to trade with the dwarves but have my liaison an elf that works just like it should be.

      Also, if you wield a sword and bow in both hands, would your warriors spar in swordsmanship and train at an archery range?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Rumrusher on December 03, 2011, 11:39:02 pm
      @Developers: This just gets better and better with every patch! The caste system is doing wonders in my new forged society [Poor Domples...]

      Anyway, I'd love to ask; how can one play as an elven race in Fortress mode [Specifically the Sylvans] which means the graphics are also shifted to elven nature. I ask this for aboveground fort purposes and that I would love to trade with the dwarves but have my liaison an elf that works just like it should be.

      Also, if you wield a sword and bow in both hands, would your warriors spar in swordsmanship and train at an archery range?
      Now this is a glaring error on Deon's part mostly due to it's as simple as slapping [CIV_CONTROLLABLE] on to your race of choice though the site you embark on will be limited on workshops and jobs genesis has for dwarves.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Cute Bebilith on December 04, 2011, 04:29:24 am
      This mod is freaking awesome!

      I have a really nice waterfall embark on version 3.2.5j, and am wondering if i can upgrade to k, or if i have to start a new fortress (ASCII versions).
      Also, aboveground plants seem impossible to plant. I tried with farms on natural and irrigated soil.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Tiruin on December 04, 2011, 04:30:24 am
      @Developers: This just gets better and better with every patch! The caste system is doing wonders in my new forged society [Poor Domples...]

      Anyway, I'd love to ask; how can one play as an elven race in Fortress mode [Specifically the Sylvans] which means the graphics are also shifted to elven nature. I ask this for aboveground fort purposes and that I would love to trade with the dwarves but have my liaison an elf that works just like it should be.

      Also, if you wield a sword and bow in both hands, would your warriors spar in swordsmanship and train at an archery range?
      Now this is a glaring error on Deon's part mostly due to it's as simple as slapping [CIV_CONTROLLABLE] on to your race of choice though the site you embark on will be limited on workshops and jobs genesis has for dwarves.

      Thanks for that :D, now to copy paste the nobility system and mod in the new weapons!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Tiruin on December 04, 2011, 04:32:41 am
      This mod is freaking awesome!

      I have a really nice waterfall embark on version 3.2.5j, and am wondering if i can upgrade to k, or if i have to start a new fortress (ASCII versions).
      Also, aboveground plants seem impossible to plant. I tried with farms on natural and irrigated soil.

      Do not embark on mountainous regoins, you won't be able to plant them crops there.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 04, 2011, 05:21:04 am
      This mod is freaking awesome!

      I have a really nice waterfall embark on version 3.2.5j, and am wondering if i can upgrade to k, or if i have to start a new fortress (ASCII versions).
      Also, aboveground plants seem impossible to plant. I tried with farms on natural and irrigated soil.

      Do not embark on mountainous regoins, you won't be able to plant them crops there.
      Sadly you need to make a new world. However there are a few utils to visualize the world map which could help you with finding a better site.

      The skill mods are new to me as are a few casts what are the new casts? i've seen warrior and dompler so far but i'd like to know what their actual benefits are. Also is the armor layers the same as DF vanilla? my military is rocking coif/helm/mail/BP/mittens/gauntlets/boots/leggings.
      Yep, it works, but if you could trade for some lamellar armor... It covers much more than a breastplate.

      Anyway, I'd love to ask; how can one play as an elven race in Fortress mode [Specifically the Sylvans] which means the graphics are also shifted to elven nature. I ask this for aboveground fort purposes and that I would love to trade with the dwarves but have my liaison an elf that works just like it should be.
      The elves lack a full tileset for all professions, and the mod is tailored for dwarves; but if you REALLY want it, the CIV_CONTROLLABLE will do it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Logrin on December 04, 2011, 07:15:28 am
      Hey Deon, are jousting lances in the game at all? I had a wicked idea of a centaur acting as a one man cavalry charge against bandit camps.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Crux on December 04, 2011, 07:50:25 am
      deon,  y u no phoebus? :(
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: peskyninja on December 04, 2011, 07:52:42 am
      illithids can live in mountains?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on December 04, 2011, 08:00:21 pm
      Holy shit the eggs hatched 89 cave crocs hatchlings--wonder if i can assign them to the underground lake which is actually under my bridge to my entrance haha 11z level drop. Do pets need to graze? i never figured it out and it doesnt make sense to have a pet you never see because its in the field constantly. Also do cave tortoises graze? cause 36 of them just hatched--omlettes for everyone except my war raptors and cave crocs they need to breed breed breed breed.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Putnam on December 04, 2011, 08:06:00 pm
      Holy shit the eggs hatched 89 cave crocs hatchlings--wonder if i can assign them to the underground lake which is actually under my bridge to my entrance haha 11z level drop. Do pets need to graze? i never figured it out and it doesnt make sense to have a pet you never see because its in the field constantly. Also do cave tortoises graze? cause 36 of them just hatched--omlettes for everyone except my war raptors and cave crocs they need to breed breed breed breed.

      Only grazing animals need to graze.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Tirion on December 05, 2011, 03:58:55 am
      Holy shit the eggs hatched 89 cave crocs hatchlings--wonder if i can assign them to the underground lake which is actually under my bridge to my entrance haha 11z level drop. Do pets need to graze? i never figured it out and it doesnt make sense to have a pet you never see because its in the field constantly. Also do cave tortoises graze? cause 36 of them just hatched--omlettes for everyone except my war raptors and cave crocs they need to breed breed breed breed.

      Only grazing animals need to graze.

      Crocs don't graze, but they will fight each other if their room is too crowded, sooner or later resulting in annoying unbutcherable fatalities. You don't want that- such a large crocsplosion will earn you a fortune in 3 years when they grow up. Females should be put then into a big room full of nest boxes, near a big food stockpile accepting only eggs (quantum stockpiling optional) near a few kitchens that continously have Make Easy Meal enabled- even in the newest version, with nerfed cooking xp, you'll have some legendary cooks in no time, and some cave croc pies to drown caravans in.


      And best of all, crocs in this version seem to give toughleather, which is quite a good choice of trousers / cloaks / hoods / gloves for your military.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on December 05, 2011, 04:30:25 am
      So are turtles grazers to?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Tiruin on December 05, 2011, 04:54:00 am
      So are turtles grazers to?
      Vermin, not grazers, edible.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on December 05, 2011, 01:03:06 pm
      Cave tortoises not the vermin turtles.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Tirion on December 05, 2011, 04:34:57 pm
      Cave tortoises not the vermin turtles.

      Not grazers, thankfully.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on December 05, 2011, 04:52:22 pm
      Wooot, is there anyway to quickly check which are grazers besides checking the creatures file?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Putnam on December 05, 2011, 06:44:06 pm
      Wooot, is there anyway to quickly check which are grazers besides checking the creatures file?

      Think: does the creature eat grass near-exclusively?

      If not, it's probably not a grazer.

      Also, dralthas are.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on December 06, 2011, 01:25:52 am
      are birds grazers?

      Also dean, MUSKETS AND CANNONS! just think how badass it would be to equip your reserve squads with muskets which fire slow, are inaccurate but if they hit they do massive damage! I also want to stick cannons at the end of my roadway and bombard siegers esp the bastards riding building destroyers--paults and balista dont do it as the stupid operators tend to run away when told to fire it so i often need to build them at a great distance. I'd equip my old and infirm dwarves with muskets as a last line of defense to give them a chance against the hammerlords.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on December 06, 2011, 03:30:06 am
      Birds are apparently not grazers, frees up alot of pasture space! but apparently i cant butcher ducks, my asian dwarves are in arms about it. My dwarves shall live on a pure cave croc/tortise/peacock egg diet slaughtering all my FPS eating ducks and chickens. I already have 2000 prepared meals.... might just start selling them on mass but i'll miss the barrels!

      Making the first few levels of soil nothing but pastures and underground tree production--debating on whether or not to make a waterfall from my aquifer seeing as i can dump it into the first cavern which has an underground lake. Do dwarves on up/down stairs still get washed down them? might make a rotating series of grates or just replace my up/down stairs with grates and move the stairs off center.

      Does magma still rise levels if you pump it? i want to know if i can raise magma from the sea to my central area via a giant pipe--can building destroyers destroy grates? if the magma pipe works i want a giant grill over the top of the magma so my dwarves can walk over it and use the light might just have to make it 1 level above the magma pipe.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Tirion on December 06, 2011, 05:31:50 am
      If you mine out gigantic rooms (max size pasture) in stone, you can make nest boxes of some of the stone and rock pots from the rest. Those you can use for everything a barrel is good for, with the single exception of Process Plant to Barrel and buildings requiring barrels to be built. The former is not that practical as liquid extracts require insane amounts of micromanagement to cook in this version, the latter can be micromanaged. Feel free to sell as many *Prepared Food Pot (microcline)*s as you wish :)

      If you ever run out of stone (or decide not to mine more to save FPS), there's always clay or sand to make more pots of. Or wood to make barrels of, if you have an underground tree farm on every (fully excavated) soil level. The latter will also feed your fort if you send some herbalist to gather the shrubs there.

      EDIT, bugreport: Helmet Snakes don't have [CHILD:X] tokens at all. Dunno if it makes them hatch as adults, or not hatch at all, ever.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: hhhat09 on December 06, 2011, 07:01:19 pm
      The new version of this locks up randomly, it runs fine for a second then i go into matrix mode and it takes 30 seconds to move or attack one tile!       ???
      i have a lot of Ram and everything, and Vanilla works fine
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Trapezohedron on December 06, 2011, 07:40:49 pm
      If you mine out gigantic rooms (max size pasture) in stone, you can make nest boxes of some of the stone and rock pots from the rest. Those you can use for everything a barrel is good for, with the single exception of Process Plant to Barrel and buildings requiring barrels to be built. The former is not that practical as liquid extracts require insane amounts of micromanagement to cook in this version, the latter can be micromanaged. Feel free to sell as many *Prepared Food Pot (microcline)*s as you wish :)

      If you ever run out of stone (or decide not to mine more to save FPS), there's always clay or sand to make more pots of. Or wood to make barrels of, if you have an underground tree farm on every (fully excavated) soil level. The latter will also feed your fort if you send some herbalist to gather the shrubs there.

      EDIT, bugreport: Helmet Snakes don't have [CHILD:X] tokens at all. Dunno if it makes them hatch as adults, or not hatch at all, ever.

      IIRC, Helmsnakes have egg tags, but no child tags on vanilla DF, so Deon must've missed it, or he didn't want to change it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Rumrusher on December 06, 2011, 07:45:13 pm
      So good news with the help of Warmist/darius I finally got Item's checking to work properly. Also Teleporting kinda tricky due to one can't teleport until someone else has moved.
      I'll soon wrap up a new folder for Deon after writing up a few Companions commands and seeing if I can build a teleporter to a hidden room.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Tiruin on December 06, 2011, 09:54:05 pm
      Also, if you wield a sword and bow in both hands, would your warriors spar in swordsmanship and train at an archery range?

      Forgot to ask this, nobody answered it yet  :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Tirion on December 07, 2011, 05:28:50 am
      Umm... does Aspid bite syndrom work in the new version? I started an adventurer (totally noob at that) and got killed by sand lions. I did manage to land a bite, but there was no "Aspid saliva has been injected" in the reports, and definitely no paralized sand lion.

      Also, how good are the weapons/tools craftable in Adventurer mod? Is it worth mass-producing any of them for throwing purposes?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Pawel1997PL on December 08, 2011, 08:02:38 am
      Umm... does Aspid bite syndrom work in the new version? I started an adventurer (totally noob at that) and got killed by sand lions. I did manage to land a bite, but there was no "Aspid saliva has been injected" in the reports, and definitely no paralized sand lion.

      I think it works, but not always I think it happens eandomly when you land a bite or when the bite penetrates enough.

      And, Deon I dont know if its just for me but dusk elves rarely survive worldgen, I think only 2 of their civs spawn, I think the same thing happens to the ilithids although its not a problem since they are OP
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Tiruin on December 08, 2011, 08:37:21 am

      I think it works, but not always I think it happens eandomly when you land a bite or when the bite penetrates enough.

      And, Deon I dont know if its just for me but dusk elves rarely survive worldgen, I think only 2 of their civs spawn, I think the same thing happens to the ilithids although its not a problem since they are OP
      Are you using the advanced world generation mode? Maybe the civilizations are too low. In the current version, every entity lives in cities.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Trapezohedron on December 08, 2011, 08:46:13 am
      Umm... does Aspid bite syndrom work in the new version? I started an adventurer (totally noob at that) and got killed by sand lions. I did manage to land a bite, but there was no "Aspid saliva has been injected" in the reports, and definitely no paralized sand lion.

      I think it works, but not always I think it happens eandomly when you land a bite or when the bite penetrates enough.

      And, Deon I dont know if its just for me but dusk elves rarely survive worldgen, I think only 2 of their civs spawn, I think the same thing happens to the ilithids although its not a problem since they are OP

      Here's hoping you didn't bite anything with tough skin.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Pawel1997PL on December 08, 2011, 11:26:15 am
      Are you using the advanced world generation mode? Maybe the civilizations are too low. In the current version, every entity lives in cities.
      No im not,its too complicated, and i set civs to max, maybe its just bad luck.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Tirion on December 08, 2011, 11:40:49 am
      Umm, Deon, is the lack of bone greaves crafting (in Adventurer mode) your take on the Skyrim guard "I used to be an adventurer like you, then I took an arrow in the knee" meme, or something else? Bone breastplates are in, and they are harder to make than tying a stack of bones around your legs :p
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on December 08, 2011, 01:27:49 pm
      Is there a way to improve the amount of metal at an area during world gen? i have a location with 'deep metals' and lots of shallow metals but this translates to silver and bismuth apparently. Its kinda pointless having flux stone when theres no metal and my military is starving for weapons atm might just start slaughtering animals to get bones for some bone armor.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Asra on December 08, 2011, 04:21:52 pm
      Deon, it's been awhile since I've played your mod and I've got to say there really are a lot of pretty cool differences, though the plants and crops are a tad overwhelming without a pdf that used to be included which said what everything grew into/was made into. Is there one for this version of crops that I just missed over?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Siverix on December 09, 2011, 08:07:52 am
      so then is the update for phoebus commin? it's been longer when a week i'm sure
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Tirion on December 09, 2011, 08:40:30 am
      Do attributes still increase as dwarves gain skill? I'm asking because several of my miners went from dabbling to legendary without any visible attribute change in their descriptions...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Tiruin on December 09, 2011, 08:54:25 am
      Do attributes still increase as dwarves gain skill? I'm asking because several of my miners went from dabbling to legendary without any visible attribute change in their descriptions...

      Some do, most obvious is in the military, its just now less obvious in civilian jobs as you can repeat them on and on for a long period of time.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Lord Allagon on December 10, 2011, 05:03:00 pm
      Is there anything wrong with playing as a Giant adventurer? Because my DF just crashed when I tried.
      EDIT: Also, I seem to not be able to gen a world in which Dwarves survive. Only thing I get is Keepers. Which, by the way, can buy Bronze Colossus and Forgotten Beasts for 1 point at embark O.o
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Rumrusher on December 10, 2011, 07:20:57 pm
      okay !!science!! report:
      I built a wild containment center set to transport any non native citizen to a closed off room.
      this is the result when I tell a fellow scientist to pull the lever repeatedly.
      teleblender (http://www.truimagz.com/host/fortcrush2/folder2/teleblender.png)

      Now this pulls up any wild animal into the location of the statue(where the pointer is). The 3x3 tiles of blood is from what I guess what happens when you try to cram animals on to one spot forcefully.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on December 10, 2011, 07:24:14 pm
      Why the hell is there a flying sea monster in the tundra? my northern fortress nearly got wiped out because there was a whimsical flying sea monster, i thank my honey bees for saving my fortress. He was in the 2nd level of my defense tower but its also my honey bee level and he got stung by a honey bee then dident go down 2 more levels where my mass of livestock was stored.

      I lost my earlier fortress when i encountered a goddamn ambush at the doors to my last bastion--going to make the cage full of cave crocodiles right next to my last bastion so i can open the cage remotely and trigger a wave of crocodile death--might mix some cave tortoises in there also for some reptile themed death.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on December 10, 2011, 07:27:57 pm
      hahaha what--did you somehow channel the edges so everyone appears only in that one spot? If so thats brilliant and dangerous, imagine 2-3 sieges arriving at the same time and being hostile towards each other.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Rumrusher on December 10, 2011, 07:48:26 pm
      hahaha what--did you somehow channel the edges so everyone appears only in that one spot? If so thats brilliant and dangerous, imagine 2-3 sieges arriving at the same time and being hostile towards each other.
      no I just use Dfusion to make all creatures of the wild teleport to a certain statue when a lever was pulled.

      though Sieges Imagine would be far more crazy than just this.
      Oh and I can make a simple Ghost,ambush,childsnatcher catcher for those who want to build.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on December 11, 2011, 03:33:56 am
      Bah i remember walling off the entire map edge and adding zig zagging path ways to a central keep, it was weird and required an absurd amount of micro managing. I now prefer to have a small central keep with an open map to allow everyone to get to the keep without killing each other.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: kingfisher1112 on December 11, 2011, 03:50:52 am
      Hi deon great mod. I have a question and a suggestion. What does the spells do? And my sugeestion is a Tactics Room, which trains Fighter.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Morwaul on December 12, 2011, 09:13:18 am
      Hey Deon, Did you integrate the reactions from Mechanixm's Workshop Mod into the new version?  I would like to try it and am curious if I need to bug him about doing an upgrade or if it is already in Genesis.

      Thanks man and have a good one.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on December 13, 2011, 12:59:55 am
      You go to hell deep crow! also how many friggin castes are there?! my broker is a doomer and 'is constantly filled with inner rage' i bet hes a dream to haggle with
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: UltraValican on December 14, 2011, 04:26:06 pm
      No Phoebus?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: CriticallyAshamed on December 14, 2011, 06:27:18 pm
      Hey guys, is there any autodump programs that will work with this mod? I'm kind of obsessive with keeping stone the heck out of the way. I know you can hide them but it just seems like a bum fix to me; I prefer to stack them all neatly.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: smokebubble on December 14, 2011, 08:08:07 pm
      I believe dfhack (which has an autodump) works with genesis. I haven't tried it with the latest version (of both dfhack and genesis) but I'd imagine it should work.

      Also for those wanting Phoebus, you can do like you would with vanilla and just put the tileset in the art folder and change the init. It's not perfect but it does make distinguishing between the ground tiles a good bit easier (which is why I can't play with Ironhand). Hopefully though Deon will take pity on us soon.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: CriticallyAshamed on December 14, 2011, 08:45:36 pm
      Everytime I attempt to use Autodump, DFHack and DF itself will crash. Perhaps I have incompatabile versions though, I wasn't too cautious in that regard.

      Edit: Not sure if it's been brought up but "Cubed Cave Tortoise Spleen" are currently worth 0 embark points. You can bring infinity of them. This is 3.25 Ironhand for the record.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: slawr34 on December 15, 2011, 12:04:29 am
      Why the !!URIST!! do I need to have cloth to make beds?! And why can't I make wood beds?!!!!1one
      ANSWER ME DAMMIT
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Rumrusher on December 15, 2011, 12:53:33 am
      Why the !!URIST!! do I need to have cloth to make beds?! And why can't I make wood beds?!!!!1one
      ANSWER ME DAMMIT
      have you check your raws maybe their an error,
      which race did you play as?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 15, 2011, 12:56:33 am
      Why the !!URIST!! do I need to have cloth to make beds?! And why can't I make wood beds?!!!!1one
      ANSWER ME DAMMIT
      Stone beds need a rock and cloth.

      Wooden beds need just wood.

      No Phoebus?
      Soon :).

      Hi deon great mod. I have a question and a suggestion. What does the spells do? And my sugeestion is a Tactics Room, which trains Fighter.
      They sometimes work :). There's a fire arrow, sleep and pain spells.

      You go to hell deep crow! also how many friggin castes are there?!
      Check the first post of this thread.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: smokebubble on December 15, 2011, 04:17:19 am
      Everytime I attempt to use Autodump, DFHack and DF itself will crash. Perhaps I have incompatabile versions though, I wasn't too cautious in that regard.

      Well I just downloaded dfhack r8 and used it with genesis k2 (with phoebus in place of ironhand). The autodump worked for me but then again I only tried it twice and only dumped 7 things the first time and 5 the next. So if you have dfhack r8 then maybe you're trying to move too much at one time (just a guess).

      Edit: Oh and Deon, I really hate those monks. I started a fort the other day, sent my little dudes about their business, got up to fix a drink and came back to find a monk breaking almost every bone in my woodcutter's body.. the monk even broke his ear; I didn't even know ears could break. My miner managed to kill the monk without getting injured though.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Rumrusher on December 15, 2011, 06:08:40 am
      Everytime I attempt to use Autodump, DFHack and DF itself will crash. Perhaps I have incompatabile versions though, I wasn't too cautious in that regard.

      Well I just downloaded dfhack r8 and used it with genesis k2 (with phoebus in place of ironhand). The autodump worked for me but then again I only tried it twice and only dumped 7 things the first time and 5 the next. So if you have dfhack r8 then maybe you're trying to move too much at one time (just a guess).

      Edit: Oh and Deon, I really hate those monks. I started a fort the other day, sent my little dudes about their business, got up to fix a drink and came back to find a monk breaking almost every bone in my woodcutter's body.. the monk even broke his ear; I didn't even know ears could break. My miner managed to kill the monk without getting injured though.
      okay if it means to you if you dive into Dfusion thread I have a nice Wild animal magnet you can use.
      though setting it up might take adding these to your raws for it to work and a lever.
      though you need to set up the statue teleport to a nice secluded place and or have someone pull it constantly.

      FUN would be to set up the statue in a nobles room and make them pull it.

      Code: [Select]
      [REACTION:MAKE_SPELLS]
      [NAME:Summon runes]
      [BUILDING:STILL:CUSTOM_M]
      [PRODUCT:100:1:BAR:NO_SUBTYPE:INORGANIC:SPELL_ZOM]
      [PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:SPELL_TEL]
      [PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:SPELL_TRAIT]
      [PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:SPELL_TRAIT2]
      [PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:SPELL_TRAIT3]
      [SKILL:BREWING]

      [REACTION:MAKE_SPELLS2]
      [NAME:Summon teleport statues]
      [BUILDING:STILL:CUSTOM_M]
      [PRODUCT:100:1:STATUE:NO_SUBTYPE:INORGANIC:SPELL_ZOM]
      [PRODUCT:100:1:STATUE:NO_SUBTYPE:METAL:SPELL_TEL]
      [[PRODUCT:100:1:STATUE:NO_SUBTYPE:METAL:SPELL_TRAIT]
      [PRODUCT:100:1:STATUE:NO_SUBTYPE:METAL:SPELL_TRAIT2]
      [PRODUCT:100:1:STATUE:NO_SUBTYPE:METAL:SPELL_TRAIT3]
      [SKILL:BREWING]

         [INORGANIC:SPELL_ZOM]
         [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
         [STATE_NAME_ADJ:ALL_SOLID:Undeadrune][DISPLAY_COLOR:0:1:3][TILE:11]
         [STATE_NAME:LIQUID:Undead water]
         [STATE_ADJ:LIQUID:Undeadrune]
         [STATE_COLOR:GAS:GRAY]
         [STATE_NAME:GAS:Undeadrune]
         [STATE_ADJ:GAS:Undeadrune]
         [ITEM_SYMBOL:12]
         [MAT_FIXED_TEMP:1]
         [SPEC_HEAT:100]
         [BOILING_POINT_NONE]
         [COLDDAM_POINT:1]
         [SOLID_DENSITY:10000]
         [IS_STONE] 
         
         [INORGANIC:SPELL_TEL]
         [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
         [STATE_NAME_ADJ:ALL_SOLID:Teleportrune][DISPLAY_COLOR:0:1:3][TILE:11]
         [STATE_NAME:LIQUID:Teleport water]
         [STATE_ADJ:LIQUID:Teleportrune]
         [STATE_COLOR:GAS:GRAY]
         [STATE_NAME:GAS:Teleportrune]
         [STATE_ADJ:GAS:Teleportrune]
         [ITEM_SYMBOL:12]
         [MAT_FIXED_TEMP:1]
         [SPEC_HEAT:100]
         [BOILING_POINT_NONE]
         [COLDDAM_POINT:NONE]
         [SOLID_DENSITY:10000]
         [IS_STONE]   

         [INORGANIC:SPELL_TRAIT]
         [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
         [STATE_NAME_ADJ:ALL_SOLID:Trait][DISPLAY_COLOR:0:1:3][TILE:11]
         [STATE_NAME:LIQUID:Trait]
         [STATE_ADJ:LIQUID:Trait]
         [STATE_COLOR:GAS:GRAY]
         [STATE_NAME:GAS:Trait]
         [STATE_ADJ:GAS:Trait]
         [ITEM_SYMBOL:12]
         [MAT_FIXED_TEMP:1]
         [SPEC_HEAT:100]
         [BOILING_POINT_NONE]
         [COLDDAM_POINT:NONE]
         [SOLID_DENSITY:10000]
         [IS_STONE]   

         [INORGANIC:SPELL_TRAIT2]
         [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
         [STATE_NAME_ADJ:ALL_SOLID:Power][DISPLAY_COLOR:0:1:3][TILE:11]
         [STATE_NAME:LIQUID:Trait]
         [STATE_ADJ:LIQUID:Trait]
         [STATE_COLOR:GAS:GRAY]
         [STATE_NAME:GAS:Trait]
         [STATE_ADJ:GAS:Trait]
         [ITEM_SYMBOL:12]
         [MAT_FIXED_TEMP:1]
         [SPEC_HEAT:100]
         [BOILING_POINT_NONE]
         [COLDDAM_POINT:NONE]
         [SOLID_DENSITY:10000]
         [IS_STONE]

         [INORGANIC:SPELL_TRAIT3]
         [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
         [STATE_NAME_ADJ:ALL_SOLID:Gift][DISPLAY_COLOR:0:1:3][TILE:11]
         [STATE_NAME:LIQUID:Trait]
         [STATE_ADJ:LIQUID:Trait]
         [STATE_COLOR:GAS:GRAY]
         [STATE_NAME:GAS:Trait]
         [STATE_ADJ:GAS:Trait]
         [ITEM_SYMBOL:12]
         [MAT_FIXED_TEMP:1]
         [SPEC_HEAT:100]
         [BOILING_POINT_NONE]
         [COLDDAM_POINT:NONE]
         [SOLID_DENSITY:10000]
         [IS_STONE]


      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: slawr34 on December 15, 2011, 06:53:29 am
      Ahhh yes, I see now. Perhaps to make it easier to find you should list the normal (wood) beds as "Construct wood bed" in the jobs interface.

      Just to make it easier for retards like me to find it...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 15, 2011, 09:56:49 am
      Ahhh yes, I see now. Perhaps to make it easier to find you should list the normal (wood) beds as "Construct wood bed" in the jobs interface.

      Just to make it easier for retards like me to find it...
      It's vanilla thus hardcoded.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Trapezohedron on December 15, 2011, 10:07:51 am
      Off topic: Deon, just what is that avatar? :o
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: peskyninja on December 15, 2011, 04:40:47 pm
      I was going to ask that.
      Then I took an arrow in the knee....


      ______________________________________

      Deon, diplomats arrive in your mod?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Iton Ibrukrithzam on December 15, 2011, 06:51:53 pm
      It's a kitten and Patrick Stewart helping Indiana Jones with his new exercise program.

      Obviously.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: smokebubble on December 16, 2011, 11:04:21 am
      Hey Deon, I don't know what it is but I'm not getting any combat reports at least when it comes to my animals. I could have sworn that your supposed to get one for the animals too but instead the only way I know they've been fighting is when I get a message saying such and such has bled to death.

      The only thing I've done was change the graphics to Phoebus and made rock beds not need cloth to make.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 16, 2011, 11:18:22 am
      Check your announcement settings in the data files, it could ignore those.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: smokebubble on December 16, 2011, 11:34:58 am
      I'm not particularly sure what to look for but in the announcement txt all the Combat_ announcements have A_D:UCR on them. Which I gather means they're only shown in adventure mode? The pet death announcement has A_D:D_D:UCR_A. Should I change the combat ones to that?

      Edit: Deon, I'm a complete idiot. I hadn't really played DF all that much in a while and it completely slipped my mind that to see the combat reports I had to press R not A. :-[
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on December 16, 2011, 03:02:57 pm
      When artifacts use lead it says 'COMMON METALS' also i captured a thunderbird and tried to tame it without a dungeon master--it says its tamed but it kills when its released--is this because its not dungeon master tamed? or this because of its history of violence?

      How effective are rocktip arrows/bolts? are they better then bone/wooden? my metal industry has produced nothing but an asston of lead from the galena so i want to know if i can turn my booming wood industry into making bolts.

      Met my first baldur monk, i now have a naked human chasing an elven merchant all over the map. good job deon.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 16, 2011, 03:22:13 pm
      When artifacts use lead it says 'COMMON METALS' also i captured a thunderbird and tried to tame it without a dungeon master--it says its tamed but it kills when its released--is this because its not dungeon master tamed? or this because of its history of violence?

      How effective are rocktip arrows/bolts? are they better then bone/wooden? my metal industry has produced nothing but an asston of lead from the galena so i want to know if i can turn my booming wood industry into making bolts.

      Met my first baldur monk, i now have a naked human chasing an elven merchant all over the map. good job deon.
      1) It's some DF material bug which picks the first metal I guess. I will place something there in the file before -COMMON METALS- to redeem it a bit.
      2) They are definitely better than wood and most bones (not beast/dragon bones though :P).
      3) I heard they like elven meat.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on December 16, 2011, 04:09:32 pm
      I love the fact that the monk is considered a wild animal haha hes afraid to fight instead he keeps punching the donkey then running away.

      I'd love a more intensive arrow/bolt making process that was more effecient--forge produces 200-600 arrowheads from 1 bar of metal then the boyer workshop takes the arrow heads and combines them with a log of wood for 100-200 arrows/bolts. The rate of ammo use and the current lack of metal means you'll quickly blow through supplies very fast and i love the idea of producing the head separately which also allows you to extend your supplies. I want to be able to equip my militia reserves with bows/Xbows and have them fire off hundreds of rounds from the fortifications while my dedicated military fights.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: UltraValican on December 16, 2011, 04:39:48 pm
      My anti-virus tells me yor ASCII version has a virus. A Trojan. Just to let you know.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 16, 2011, 04:56:26 pm
      Which file does it detect?

      P.S. Let me guess, something from DFHack folder? It's dfhack, not a virus.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: UltraValican on December 16, 2011, 04:58:40 pm
      Which file does it detect?

      P.S. Let me guess, something from DFHack folder? It's dfhack, not a virus.
      I'm not sure, my security has a service that just tells me what page(of a website) has a virus, DF Filedepot came of as "unsafe" and it claims your ASCII mod is the source.
      I'm using Norton though....
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 16, 2011, 05:06:07 pm
      You can just delete the DFHack folder and scan the rest :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Putnam on December 16, 2011, 05:09:34 pm
      DFHack causes a well-known false positive.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: UltraValican on December 16, 2011, 05:11:31 pm
      You can just delete the DFHack folder and scan the rest :).
      No, unless DF Hack is known to have "Trojan Gen 2"!
      DFHack causes a well-known false positive.
      I've downloaded Df hack multiple times...never got a false positive.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Putnam on December 16, 2011, 05:27:57 pm
      You can just delete the DFHack folder and scan the rest :).
      No, unless DF Hack is known to have "Trojan Gen 2"!
      DFHack causes a well-known false positive.
      I've downloaded Df hack multiple times...never got a false positive.

      Listen here, and listen closely.

      This is a well-known fact. If you were to search "trojan" on this board at all, you would see dozens of reports of this false positive. You are absolutely reveling in the normalcy bias (http://en.wikipedia.org/wiki/Normalcy_bias) here. Just because it never happened before doesn't mean it can't happen. Norton is shit, especially when it comes to false positives. Kaspersky, I believe, also comes out with false positives on this, so it isn't just Norton.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: UltraValican on December 16, 2011, 05:37:18 pm
      You can just delete the DFHack folder and scan the rest :).
      No, unless DF Hack is known to have "Trojan Gen 2"!
      DFHack causes a well-known false positive.
      I've downloaded Df hack multiple times...never got a false positive.

      Listen here, and listen closely.

      This is a well-known fact. If you were to search "trojan" on this board at all, you would see dozens of reports of this false positive. You are absolutely reveling in the normalcy bias (http://en.wikipedia.org/wiki/Normalcy_bias) here. Just because it never happened before doesn't mean it can't happen. Norton is shit, especially when it comes to false positives. Kaspersky, I believe, also comes out with false positives on this, so it isn't just Norton.
      A.Yes I know Norton is shit
      B I was not aware that the df hack "virus/sarcasm" appeared as a trojan, thank you.
      Sorry, for your wasted time. :(
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 16, 2011, 05:40:03 pm
      2-3 additional messages in addition to my 13600+ is nothing, sir :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Jacob/Lee on December 16, 2011, 08:45:19 pm
      Is drunian blood toxic? One of my soldiers, who had only fought drunians, suddenly got a fever, nauseous and dizzy at the same time while he was in the hospital being treated for a shattered thumb. He's lying in a puddle of drunian, dwarf and goose blood.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: du3lingdragon on December 16, 2011, 09:45:39 pm
      yea i just got a false positive too. ive dl'ed DFhack on its own before so maybe it has something to do with the combination of the files in the ASCII version. In other news, i love this mod even the deadly werewolve seiges that come along with it
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: DrKillPatient on December 17, 2011, 12:40:01 am
      What do I need to do to get the ASCII version working on the Mac and GNU/Linux versions of DF? I overwrote the raw and data folders in a vanilla install with their respective Genesis versions, but DF just crashes.

      yea i just got a false positive too. ive dl'ed DFhack on its own before so maybe it has something to do with the combination of the files in the ASCII version.
      As everyone else has said, this is indeed the case: ClamAV, my chosen AV, gets this too. It's because of DFhack's ability to modify the memory of running programs. No real threat.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on December 17, 2011, 02:27:31 am
      Goddamnit my love of deep drops into the unknown has made life hard! had to save scum cause i forgot to tell the miners to dig smart so he dug himself and half my mining team into the drop. Cant wait to drop invaders into the caverns below so they can sit there stunned before wandering off into the great dark under the world.

      I just cant seem to wrap my head around the proper armor settups for gen since theres so much extra stuff--can someone post an armor settup that uses mail/BP/coifs? I'm running 1 BP 1 mail 1 coif 1 helm can i fit more into there or is it fine? Also i thought you could set materials for weapons? apparently i cant but i want to know if a masterful stone axe is a good weapon? i cant separate my wood cutters from my axe dwarves so i figure mass produce stone axes and melt all the axes for other weapons.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 17, 2011, 04:27:18 am
      Goddamnit my love of deep drops into the unknown has made life hard! had to save scum cause i forgot to tell the miners to dig smart so he dug himself and half my mining team into the drop. Cant wait to drop invaders into the caverns below so they can sit there stunned before wandering off into the great dark under the world.

      I just cant seem to wrap my head around the proper armor settups for gen since theres so much extra stuff--can someone post an armor settup that uses mail/BP/coifs? I'm running 1 BP 1 mail 1 coif 1 helm can i fit more into there or is it fine? Also i thought you could set materials for weapons? apparently i cant but i want to know if a masterful stone axe is a good weapon? i cant separate my wood cutters from my axe dwarves so i figure mass produce stone axes and melt all the axes for other weapons.
      Stone weapons are NOT good :). They are only good if you don't have metals and you don't want to outfit your military with training weapons (LOL) or for a challenge. Their main problem is that they are dense but not sharp, so they break bones allright but cannot chop bodyparts off effectively.

      And your armor setup is fine, but if you could trade for some lammellar armor from orcs, that thing is better (since it covers much more than a breastplate).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: slawr34 on December 17, 2011, 04:35:06 am
      What exactly are the differences between the new axes you have added to the game?
      Which axes are the best overall and which are the worst, basically.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on December 17, 2011, 05:10:02 am
      Is there a way to go back to the defaults? i want my dwarves to use the kite and tower shields i got from trade but i also cant get enough to equip everyone--will they switch to the available shield until they get a kite shield or will they go shieldless?

      I'm just going to melt down all the damn axes and make mastercrafted axes for everyone.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Tirion on December 17, 2011, 06:36:44 am
      Is there a way to go back to the defaults? i want my dwarves to use the kite and tower shields i got from trade but i also cant get enough to equip everyone--will they switch to the available shield until they get a kite shield or will they go shieldless?

      I'm just going to melt down all the damn axes and make mastercrafted axes for everyone.

      Set Kite Shield and Partial matches in uniform settings.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on December 17, 2011, 08:23:50 pm
      What exactly are the differences between the new axes you have added to the game?
      Which axes are the best overall and which are the worst, basically.
      Yeah an overview of the different weapon types would be nice, i normally just make a nice mix of weapons but i'd like to know what types to make.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: DrKillPatient on December 17, 2011, 11:18:06 pm
      What do I need to do to get the ASCII version working on the Mac and GNU/Linux versions of DF? I overwrote the raw and data folders in a vanilla install with their respective Genesis versions, but DF just crashes.

      After some additional testing, I've determined this much:
      - The default ASCII version (for Windows) works fine through WINE, so it's not the raws. Maybe there's something wrong with Genesis' compatibility with the executable files for GNU/Linux and Mac OSX?
      - I had an older version of Genesis applied to the Mac OSX version of DF 31.25, and in that one, I just replaced the vanilla objects folder (in DF->raw) with the objects folder from the ASCII version of Genesis. (doing this with the current version does not work)

      I'm stumped. Any further ideas?

      EDIT: Found "creature_night.txt.bak" in the raw/objects folder and deleted it (figured it's a duplicate or is unreadable), no luck. By the way, the error which DF gives when it crashes is:
      Code: [Select]
      2011-12-17 22:26:01.390 dwarfort.exe[506:5403] *** __NSAutoreleaseNoPool(): Object 0x1c68b040 of class NSCFArray autoreleased with no pool in place - just leaking
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: slawr34 on December 18, 2011, 08:07:50 am
      Seen as no one seems to be answering my initial question, I am going to go spelunking in the RAWS to find some quantitive data, then do some arena tests... Just for axes tho.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Tiruin on December 18, 2011, 08:19:18 am
      Seen as no one seems to be answering my initial question, I am going to go spelunking in the RAWS to find some quantitive data, then do some arena tests... Just for axes tho.

      Spoiler (click to show/hide)

      IMO, Hand axes look better than battle axes for some reason.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: slawr34 on December 18, 2011, 08:23:40 am
      TIME FOR !!SCIENCE!!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 18, 2011, 08:45:36 am
      Seen as no one seems to be answering my initial question, I am going to go spelunking in the RAWS to find some quantitive data, then do some arena tests... Just for axes tho.

      Spoiler (click to show/hide)

      IMO, Hand axes look better than battle axes for some reason.

      Hand axes have lower penetration and contact area, thus they are a "lite" version of battle axes.

      You also forgot:
      Code: [Select]
      [ITEM_WEAPON:ITEM_WEAPON_HALBERD]
      [NAME:halberd:halberds]
      [SIZE:1400]
      [SKILL:WHIP]
      [TWO_HANDED:130000] 130kg to use one-handed.
      [MINIMUM_SIZE:52500]
      [MATERIAL_SIZE:6]
      --nerfed somewhat.
      [ATTACK:EDGE:6000:3000:slash:slashes:NO_SUB:1800] (hand axe has 5000 width)
      [ATTACK:EDGE:30:3200:stab:stabs:NO_SUB:1000] --1200 depth seems puny.
      [ATTACK:BLUNT:2000:250:bash:bashes:shaft:1300] --clumsy on purpose

      [ITEM_WEAPON:ITEM_WEAPON_BARDICHE]
      [NAME:bardiche:bardiches] aka poleaxe, no stab
      [SIZE:1200]
      [SKILL:WHIP]
      [TWO_HANDED:80000]
      [MINIMUM_SIZE:52500]
      [MATERIAL_SIZE:6]
      [ATTACK:EDGE:26000:3260:slash:slashes:NO_SUB:1400]
      [ATTACK:BLUNT:23000:600:slap:slaps:flat:1250]
      [ATTACK:BLUNT:2000:250:bash:bashes:shaft:2000]

      [ITEM_WEAPON:ITEM_WEAPON_AXE_BEARDED]
      [NAME:bearded axe:bearded axes]
      [SIZE:900]
      [SKILL:AXE]
      [TWO_HANDED:67500]
      [MINIMUM_SIZE:52500]
      [MATERIAL_SIZE:5]
      [ATTACK:EDGE:20000:3100:hack:hacks:NO_SUB:1250]
      [ATTACK:BLUNT:23000:600:slap:slaps:flat:1250]
      [ATTACK:BLUNT:100:100:strike:strikes:pommel:1000]

      [ITEM_WEAPON:ITEM_WEAPON_DANE_AXE]
      [NAME:dane axe:dane axes]
      [SIZE:1200]
      [SKILL:WHIP]
      [TWO_HANDED:80000]
      [MINIMUM_SIZE:52500]
      [MATERIAL_SIZE:6]
      [ATTACK:EDGE:20000:3350:slash:slashes:NO_SUB:2250]
      [ATTACK:BLUNT:200:150:bash:bashes:shaft:2000]

      [ITEM_WEAPON:ITEM_WEAPON_NAGINATA]
      [NAME:naginata:naginatas]
      [SIZE:1250]
      [SKILL:WHIP]
      [TWO_HANDED:80000]
      [MINIMUM_SIZE:52500]
      [MATERIAL_SIZE:6]
      [ATTACK:EDGE:13000:3100:slash:slashes:NO_SUB:2250]
      [ATTACK:EDGE:50:500:stab:stabs:NO_SUB:1200]
      [ATTACK:BLUNT:200:150:bash:bashes:shaft:2000]

      [ITEM_WEAPON:ITEM_WEAPON_GLAIVE]
      [NAME:glaive:glaives]
      [SIZE:1250]
      [SKILL:WHIP]
      [TWO_HANDED:70000]
      [MINIMUM_SIZE:52500]
      [MATERIAL_SIZE:6]
      [ATTACK:EDGE:20000:2800:slash:slashes:NO_SUB:2250]
      [ATTACK:BLUNT:200:150:bash:bashes:shaft:2000]

      [ITEM_WEAPON:ITEM_WEAPON_GLAIVE_CRESCENT]
      [NAME:crescent glaive:crescent glaives]
      [SIZE:1250]
      [SKILL:WHIP]
      [TWO_HANDED:70000]
      [MINIMUM_SIZE:52500]
      [MATERIAL_SIZE:6]
      [ATTACK:EDGE:22000:2750:slash:slashes:NO_SUB:2250]
      [ATTACK:BLUNT:200:150:bash:bashes:shaft:2000]
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: slawr34 on December 18, 2011, 08:49:31 am
      Looks like your hunch was correct (Tiruin, cheers for giving me a lead):
      All tests have the same format: 5 male stone dwarfs against 5 male stone dwarfs placed in straight lines 10 paces apart. Team 1 has (one each) steel hand axes. Team 2, steel battle axes (one each).

      Test 1:
      Victory for team 1
      Team 1, 3 dead, 2 with minor wounds.
      Team 2, 5 dead.
      All deaths caused by blood loss (one dwarf on team 2 was decapitated).

      Test 2:
      Victory for team 1
      Team 1, 2 dead, 2 with minor wounds, 1 with major wound (broken lung).
      Team 2, 5 dead.
      All deaths caused by blood loss (one dwarf on team 2 was decapitated).

      Test 3:
      Victory for team 1
      Team 1, 1 dead, 2 with unscathed, 1 with minor wounds, 1 with major wound (broken spine).
      Team 2, 5 dead.
      All deaths caused by blood loss (one dwarf on team 2 was bisected).

      P.S. Deon, is it really too much to ask for a bit of a weapons guide?
       Edit - All tests were done on the flat, south eastern section of the Arena.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 18, 2011, 08:53:34 am
      No, anyone can do it since the wiki can be edited freely :).
      Also I would encourage it.

      P.S. By your tests, hand axes are better, while by raws battle axes are deadlier (they chop off bodyparts easier and penetrate better), I think it's caused by totally random stats.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Tiruin on December 18, 2011, 08:59:54 am
      P.S. By your tests, hand axes are better, while by raws battle axes are deadlier (they chop off bodyparts easier and penetrate better), I think it's caused by totally random stats.
      Must resist...Testing on &...

      Edit: I did not include those because what I took by the word axe are those that make the dwarf an axe-user. The skills affect the role I guess.

      Edit(II): How do you make the text all small and orderly like that?

      Edit(III): I did edit the names of the artifacts to be more in tune, ignore that.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: slawr34 on December 18, 2011, 09:29:23 am
      !!UPDATE!!

      Deon is indeed correct; battle axes seem to be better at penetrating armour. Evidence is below...

      All tests have the same format: 5 male stone dwarfs against 5 male stone dwarfs placed in straight lines 10 paces apart. Team 1 has (one each) steel hand axes. Team 2, steel battle axes (one each).
      Both teams have full steel mail armour: mail shirt, helm, 2 x gauntlets, 2 x low boots, mail leggings.

      Test 1:
      Victory for team 2
      Team 1, 5 dead.
      Team 2, 1 dead, 4 with minor wounds.
      Deaths were more varied: 3, blood loss. 1 was suffocated (bruised right lung). 2 had their brains mulched...

      Test 2:
      Victory for team 2
      Team 1, 5 dead.
      Team 2, 1 dead, 2 with minor wounds, 2 with major wound (bruised lung/s)
      Deaths: 4, blood loss. 1 was suffocated (bruised right lung). 1 was decapitated.

      Test 3:
      Victory for team 2
      Team 1, 5 dead.
      Team 2, 3 dead, 2 with majors wounds (multiple fractures et al)
      Deaths: 1, blood loss. 1 was suffocated (bruised right lung). 4 got their heads mulched (same as 1). 1 was decapitated.



      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 18, 2011, 09:44:57 am
      !!UPDATE!!

      Deon is indeed correct; battle axes seem to be better at penetrating armour. Evidence is below...

      All tests have the same format: 5 male stone dwarfs against 5 male stone dwarfs placed in straight lines 10 paces apart. Team 1 has (one each) steel hand axes. Team 2, steel battle axes (one each).
      Both teams have full steel mail armour: mail shirt, helm, 2 x gauntlets, 2 x low boots, mail leggings.

      Test 1:
      Victory for team 2
      Team 1, 5 dead.
      Team 2, 1 dead, 4 with minor wounds.
      Deaths were more varied: 3, blood loss. 1 was suffocated (bruised right lung). 2 had their brains mulched...

      Test 2:
      Victory for team 2
      Team 1, 5 dead.
      Team 2, 1 dead, 2 with minor wounds, 2 with major wound (bruised lung/s)
      Deaths: 4, blood loss. 1 was suffocated (bruised right lung). 1 was decapitated.

      Test 3:
      Victory for team 2
      Team 1, 5 dead.
      Team 2, 3 dead, 2 with majors wounds (multiple fractures et al)
      Deaths: 1, blood loss. 1 was suffocated (bruised right lung). 4 got their heads mulched (same as 1). 1 was decapitated.




      Actually if you want a true "science", you should make 50-100 fights and make an approximation :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 18, 2011, 09:51:41 am
      I've just noticed something... The whole /data/speech branch of the mod is not updated, damn it. For a long time you've missed all the new threats, phrases and dialogue options for the adventure mode :(. I will upload a fix soon (along with -COMMON METALS- artifacts fix).

      P.S. To accomodate for the bug, I will prepare a Phoebus version too.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Kogut on December 18, 2011, 10:02:08 am
      AFAIK smaller contact are is better.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: slawr34 on December 18, 2011, 10:10:05 am
      YEY!

      I like pheobus far more than Ironhand (or whatever).

      Actually if you want a true "science", you should make 50-100 fights and make an approximation :).

      Hmmmm, well... the results I have posted were really just meant to give some evidence behind the two previously mentioned theories, not entirely prove (or disprove) them. Besides:
      1) I would bet my 100 year old fortress that conclusions would (baring very specific details) be very similiar. I.E. Battle Axes are better at penetrating armour than hand axes.
      2) Dwarf Fortress is so random (specifically, too many variables) that these approximation would have little impact unless you needed them for a very similiar scenario.

      Its about 1 am here in the Federation of Australia... I really should be getting to bed soon.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Elu on December 18, 2011, 10:29:02 am
      Glad you're back on modding Deon!
      Seem like i have to broke my self-imposed veto on adventurer to test the new goodies.
      And about tileset, some days ago i fired up Genesis(3.25k Ironhand) and found this
      Spoiler (click to show/hide)
      gem clusters look like... creatures? and when designated turn just plain black.
      I suppose it's some sort of tileset mismatching bug, so can someone point me to a solution/editor/literature on the topic?
      or even better, can Deon sort it out in the upcoming update ? :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 19, 2011, 01:55:08 am
      Glad you're back on modding Deon!
      Seem like i have to broke my self-imposed veto on adventurer to test the new goodies.
      And about tileset, some days ago i fired up Genesis(3.25k Ironhand) and found this
      Spoiler (click to show/hide)
      gem clusters look like... creatures? and when designated turn just plain black.
      I suppose it's some sort of tileset mismatching bug, so can someone point me to a solution/editor/literature on the topic?
      or even better, can Deon sort it out in the upcoming update ? :P
      Are you sure you've downloaded the recent update? The gems looked like night creatures after the initial release but I fixed it at once.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Toady One on December 19, 2011, 03:42:42 am
      (I removed the latest false positive derail since it was getting reported a lot due to the strident tone.)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Tiruin on December 19, 2011, 04:40:57 am
      ^ Someone should note that in DfHack. Thanks Toady One!


      Glad you're back on modding Deon!
      Seem like i have to broke my self-imposed veto on adventurer to test the new goodies.
      And about tileset, some days ago i fired up Genesis(3.25k Ironhand) and found this
      Spoiler (click to show/hide)
      gem clusters look like... creatures? and when designated turn just plain black.
      I suppose it's some sort of tileset mismatching bug, so can someone point me to a solution/editor/literature on the topic?
      or even better, can Deon sort it out in the upcoming update ? :P
      Are you sure you've downloaded the recent update? The gems looked like night creatures after the initial release but I fixed it at once.
      Thanks for the notice Deon!

      First appearance of those right next to my paused embark:

      *Panic* "Oh I know they added night creatures but we have them in fortress mode?!"

      -Moments later-

      The rough-hewn Milk Quartz cluster has been struck down!Prase the miners!


      Sorry, couldn't resist...But it did happen.

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Tirion on December 19, 2011, 09:17:02 am
      Any chance for named (or even speaking) yet auto-hostile beastmen and centaurs in the new release?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: slawr34 on December 19, 2011, 09:26:47 am
      Any chance for named (or even speaking) yet auto-hostile beastmen and centaurs in the new release?

      Completely off topic, but it is funny how you are only one vowel off having an (almost) identical username to someone else.
      Yes...

      -Edit-
      ^ Someone should note that in DfHack. Thanks Toady One!

      First appearance of those right next to my paused embark:

      *Panic* "Oh I know they added night creatures but we have them in fortress mode?!"

      -Moments later-

      The rough-hewn Milk Quartz cluster has been struck down!Prase the miners!

      Sorry, couldn't resist...But it did happen.



      Hilarious.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 19, 2011, 09:41:18 am
      Any chance for named (or even speaking) yet auto-hostile beastmen and centaurs in the new release?
      You can add CAN_SPEAK to them AFTER the world is generated. It will keep the war status but give them names (won't help historical figures though).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Tiruin on December 19, 2011, 09:45:30 am
      Note that if they have will have names, said names will be based on the [Translation:_] in the raw entity file. Which means their language.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Logrin on December 19, 2011, 02:14:21 pm
      Hey Deon, I suggest adding head butting to various humanoids as a natural attack
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: DrKillPatient on December 19, 2011, 02:29:29 pm
      Deon, there appears to be something in Genesis that doesn't play well with the Mac version of DF. I've just now tried replacing the vanilla "objects" folder with the Genesis ASCII version "objects" folder on various computers. Arch GNU/Linux native DF, Windows DF through WINE in Arch, Windows DF through WINE on Mac OSX Snow Leopard, and Windows 7 DF all work perfectly. However, the Mac version crashes with what appears to be a memory leak.
      Code: [Select]
      2011-12-17 22:26:01.390 dwarfort.exe[506:5403] *** __NSAutoreleaseNoPool(): Object 0x1c68b040 of class NSCFArray autoreleased with no pool in place - just leakingI suspect this is an issue with the mod rather than DF itself, because an older version of Genesis (I don't recall which one specifically) worked on Mac-native DF 31.25. Maybe Genesis has gotten so big that the Mac version of DF fails to load it correctly, maybe because it has less ability to do so than the other OS native versions or something along those lines?

      Re: named enemies. Can't you add the babysnatcher tag as well as CAN_SPEAK and still have names and auto-hostility, like the goblins?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Tirion on December 19, 2011, 03:46:53 pm
      Any chance for named (or even speaking) yet auto-hostile beastmen and centaurs in the new release?
      You can add CAN_SPEAK to them AFTER the world is generated. It will keep the war status but give them names (won't help historical figures though).

      Tried that, they became peaceful when I added it and only re-started the attacks when I removed it :(
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 19, 2011, 03:52:26 pm
      Any chance for named (or even speaking) yet auto-hostile beastmen and centaurs in the new release?
      You can add CAN_SPEAK to them AFTER the world is generated. It will keep the war status but give them names (won't help historical figures though).

      Tried that, they became peaceful when I added it and only re-started the attacks when I removed it :(
      Well, it worked a few versions back! So now it's "fixed", damn it.

      Deon, there appears to be something in Genesis that doesn't play well with the Mac version of DF. I've just now tried replacing the vanilla "objects" folder with the Genesis ASCII version "objects" folder on various computers. Arch GNU/Linux native DF, Windows DF through WINE in Arch, Windows DF through WINE on Mac OSX Snow Leopard, and Windows 7 DF all work perfectly. However, the Mac version crashes with what appears to be a memory leak.
      Code: [Select]
      2011-12-17 22:26:01.390 dwarfort.exe[506:5403] *** __NSAutoreleaseNoPool(): Object 0x1c68b040 of class NSCFArray autoreleased with no pool in place - just leakingI suspect this is an issue with the mod rather than DF itself, because an older version of Genesis (I don't recall which one specifically) worked on Mac-native DF 31.25. Maybe Genesis has gotten so big that the Mac version of DF fails to load it correctly, maybe because it has less ability to do so than the other OS native versions or something along those lines?

      Re: named enemies. Can't you add the babysnatcher tag as well as CAN_SPEAK and still have names and auto-hostility, like the goblins?
      It would delay them significally. The current "hack" with the lack of speech makes them an earlier threat and that's their role. Thus they do not send small ambushes and wait for a long time before sending actual sieges.

      Deon, there appears to be something in Genesis that doesn't play well with the Mac version of DF. I've just now tried replacing the vanilla "objects" folder with the Genesis ASCII version "objects" folder on various computers. Arch GNU/Linux native DF, Windows DF through WINE in Arch, Windows DF through WINE on Mac OSX Snow Leopard, and Windows 7 DF all work perfectly. However, the Mac version crashes with what appears to be a memory leak.
      Code: [Select]
      2011-12-17 22:26:01.390 dwarfort.exe[506:5403] *** __NSAutoreleaseNoPool(): Object 0x1c68b040 of class NSCFArray autoreleased with no pool in place - just leakingI suspect this is an issue with the mod rather than DF itself, because an older version of Genesis (I don't recall which one specifically) worked on Mac-native DF 31.25. Maybe Genesis has gotten so big that the Mac version of DF fails to load it correctly, maybe because it has less ability to do so than the other OS native versions or something along those lines?

      Re: named enemies. Can't you add the babysnatcher tag as well as CAN_SPEAK and still have names and auto-hostility, like the goblins?
      It's really strange to hear, of course DF is big but if DF itself can parse the files, I don't see a reason why... Whatever, I don't know how Macs work :). And sadly I cannot test that, because I have no Mac.

      Is there any Mac user who can play Genesis?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on December 19, 2011, 04:20:58 pm
      Yeah i enjoy the beastmen and ambushes can be really annoying when they lag your fortress by taking their damn time to get into your entrance hall of death!

      I wish there was a way to tell exactly what kind of flux stone there was because the lack of iron really cripples my fortresses, i'd rather have all the iron in the world and import rare metals then have to import iron/steel.

      A dwarven sun forge would be pretty awesome to melt the low temperature melting metals!, requires a clear/crystal dwarven lens, has to be outside and can only melt the low temp metals. The better quality the glass lens the faster the process could take!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: DrKillPatient on December 19, 2011, 04:27:36 pm
      -snip-

      Is there any Mac user who can play Genesis?

      I have tested Genesis on two Mac computers, both with the same operating system version and hardware, so I know that it's at least not a problem specific to how I have my OS set up. I think my neighbor has an Intel Mac lying around... I could give it a try on there and get back to you once I do so.

      In addition, if you come up with an attempted fix, I'd be willing to test it.

      EDIT: Tested on the neighbor's computer (mac osx 10.6.7), and it crashed in the same way.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Lamphare on December 19, 2011, 05:33:59 pm
      I find the tileset of 25k2 very hard to comprehend, comparing to the previous versions'
      especially for the low-grade gemstones and metal ores.
      Hematite looks like blood-traced marble(facepalm
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: vhappylurker on December 19, 2011, 11:54:23 pm
      Just a little oddity I've noticed in the embark, but when I went looking through the "meat" section while preparing things like "lungs" and organ meats show as being worth 0 dworfbucks, copper picks are 140 something, copper axes as 240 dworfbucks. Is this suppose to be like that or it there a fluke? Just curious.

      I really do enjoy this mod and can't wait to see what comes next.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on December 20, 2011, 12:29:58 am
      Alright i've noticed the kennels seem to be acting odd--i had a 'train war animal' stuck for 2 seasons with multiple war animals but nothing was happening. I thought it was maybe a few bugged animals so i built 4 kennels and now they all seem to be working prolly cycling through the bugged animal.

      *Domple dwarf baron*: "Welcome to the fortress! ignore the red snow but notice not a single skull or bone gone to waste!"
      *Immigrant father with 2 children*: "That tower is impressive! the one covered with an angry cloud of bees.... hey whats that over there?
      *Immigrant son*: "OH GOD WHAT IS THAT?! ITS LIKE CTHULU COME! ITS GOT SUSIE! ITS TEARING HER LIMB FROM LIMB!"
      *Domple dwarf baron*: "Yeah... thats a sea monster you gotta learn to run faster"
      *Immigrant father with 1 child*: "OH MY GOD SU--ooh nice bridge"

      Also dear god WHY CANT THEY INVENT SPAYING AND NEUTERING? the butcher shops are running non stop DIE REINDEER DIE!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Tiruin on December 20, 2011, 01:19:39 am
      Just a little oddity I've noticed in the embark, but when I went looking through the "meat" section while preparing things like "lungs" and organ meats show as being worth 0 dworfbucks, copper picks are 140 something, copper axes as 240 dworfbucks. Is this suppose to be like that or it there a fluke? Just curious.

      I really do enjoy this mod and can't wait to see what comes next.
      There was something like that in the raws of TomiTapio in the past, are you using that one?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Tirion on December 20, 2011, 10:53:15 am
      Do only dorfs with the right job activated do the reactions in the skill training workshops? Such as, "read diagnostics tomes" jobs will only be taken by dorfs with the Diagnosis job on?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Tiruin on December 20, 2011, 10:58:01 am
      Do only dorfs with the right job activated do the reactions in the skill training workshops? Such as, "read diagnostics tomes" jobs will only be taken by dorfs with the Diagnosis job on?
      Yep!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: vhappylurker on December 20, 2011, 12:40:31 pm
      Spoiler (click to show/hide)

      Downloaded the 3.25.k2 Ironhand version. I'm really not sure if that's got TomiTapio's raws or not.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on December 20, 2011, 05:38:58 pm
      How can i tweak rocktip arrows/bolts so they actually do cutting damage and will i have to restart for it to take affect? I just watched a lust demon with no armor on take over 200 bolts/arrows and block 70% of them while the other 30% just bruised him. Hes still alive soaking up bolts and arrows and giving my dwarves practice.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: peskyninja on December 20, 2011, 06:00:20 pm
      A golden goose just gave birth.......
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on December 20, 2011, 06:44:34 pm
      Yeah in my current egg crisis gold geese are the only egg laying thing thats totally cool.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Putnam on December 20, 2011, 09:56:07 pm
      A golden goose just gave birth.......

      Creatures that lay unusual eggs can't lay normal eggs; thus, either you have genderless unusual egg-layers that are 100% sterile or you have female unusual egg-layers that have live birth.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Silophant on December 20, 2011, 10:11:09 pm
      Am I missing something on how bread baking is supposed to work? I have several bags of cave wheat flour, but "bake bread" stays red and unusable.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: nanomage on December 21, 2011, 04:47:53 am
      Am I missing something on how bread baking is supposed to work? I have several bags of cave wheat flour, but "bake bread" stays red and unusable.
      Maybe some issues with the ame not recognizing the ingredients in bags or barrels.
      try queuing an order through the manager screen, I seem to remember that worked for me. 
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Tirion on December 21, 2011, 06:22:14 am
      Quick question: what happened to the Arachna, aka GCS? Is it totally replaced by the Arachnids of layer 2, who BTW are totally driders*?

      *without [EQUIPS]. Why have hands if you don't use them?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 21, 2011, 02:48:34 pm
      Quick question: what happened to the Arachna, aka GCS? Is it totally replaced by the Arachnids of layer 2, who BTW are totally driders*?

      *without [EQUIPS]. Why have hands if you don't use them?
      They are archnids/arachnas (genders), and they are like driders, and they are  as deadly as GCS :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 21, 2011, 02:49:36 pm
      Am I missing something on how bread baking is supposed to work? I have several bags of cave wheat flour, but "bake bread" stays red and unusable.
      It's some problem with your stockpile not being recognized by the workshop, it happens. Use manager or try to place bags with workshops in the same burrow and close. But the manager is easier.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Silophant on December 21, 2011, 05:22:31 pm
      Yep, that made it work. Thanks. Also, for anyone else having this problem, the bags of flour cannot be in barrels, or at least they couldn't be for me.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on December 21, 2011, 09:29:11 pm
      An updated manual with the new metals would be great--whats moon silver? where does it fit in terms of strength?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: slawr34 on December 22, 2011, 05:01:28 am
      Firstly, I would just like to say that I am having HEAPS of fun with your mod.
      Secondly:
      2 questions.

      1) Do Orcs, Snakemen, or Nords siege? Snakemen were automatically hostile, but I think they are on kobold level with invasions (no sieges yet). I slaughtered the Orcs and Nords caravans, but they have done NOTHING, they haven't ambushed or laid siege to me yet, and have not continued trading with me.

      2) My archers (marksdwarves) will not not use stone arrows, I have literally thousands (3330 exactly) of "rocktip bolts", but they will not use them.

      Suggestion: Adding rock war hammers and maces would be awesome, and be far more effective than rock swords, spears or pick.

      -EDIT-
      An updated manual with the new metals would be great--whats moon silver? where does it fit in terms of strength?

      Although the Genesis wiki is outdated in a lot of ways, someone has been kind enough to edit material properties (they seem recent enough)

      Quote
      By compressive yield/fracture:
      Copper -> Cobalt -> Spellwood -> Black Bronze -> Bismuth Bronze -> Bronze -> Iron -> Sun Gold/Moon Silver -> Steel -> Black Steel -> Red Steel -> Mithril -> Adamantine

      By weight/density:
      Adamantine -> Mithril -> Moon Silver -> Iron -> Spellwood -> Sun Gold -> Steel -> Black Steel -> Red Steel -> Bismuth Bronze -> Bronze -> Cobalt -> Copper -> Black Bronze

      By edge:
      Spellwood -> Copper -> Cobalt -> Iron -> Bismuth bronze -> Black bronze -> Bronze -> Sun gold -> Steel -> Black steel -> Moon Silver -> Red steel -> Mithril -> Adamantine

      Hence, Moon Silver looks like a pretty good metal to make axes and swords out of, but worse than steel for armour.

      --EDIT2--
      No, wait. They have come to trade with me again... Time to test out my new Lets-Kill-ALL-The-Traders killamajig
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: DrPoo on December 22, 2011, 07:50:05 am
      Ok got over the false positive panic..

      What does vodoo and petrification spells do?
      It would be cool if the vodoo's revived stuff..
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: slawr34 on December 22, 2011, 08:06:00 am
      Ok got over the false positive panic..

      What does vodoo and petrification spells do?
      It would be cool if the vodoo's revived stuff..

      Jolly good. Voodoo causes pain, and petrification stuns (petrifies) things that it hits. Protip: Throw them in the tick IMMEDIATELY AFTER you "make" it. Or else you'll get your hand blown off, or some such shit.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Tirion on December 22, 2011, 08:27:18 am
      Cartilage has no healing rates. Just saying.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 22, 2011, 03:12:56 pm
      Slawr34, what do stone arrows have to do with your marksdwarves? Marksdwarves use stone bolts.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on December 22, 2011, 04:33:47 pm
      You also need to assign the rocktip arrows/bolts in the ammo screen and ensure no one else has them saved--i was forced to separate my bow and xbow dwarves because they kept using each others ammo but once i made 2 squads and assigned them rocktip ammo they used it. Be warned the bolts are horrible and will take forever to actually do damage as in literally 1000 rocktip arrows/bolts to kill a single unarmored demon/beastman. I use my ranged dwarves as a stand off equalizer rather then an actual strike force--if the enemy is to powerful to fight they whittle them down from safety.

      Demons are absurdly powerful same with illithids they move fast as hell and even when thrown into a pit filled with war dogs and cave crocs a single lust demon killed 14 unarmed out of literally 60 animals.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: peskyninja on December 22, 2011, 04:53:37 pm
      I saw some Mango Wood wood in my wood stockpile.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 22, 2011, 05:13:41 pm
      I'm saw some Mango Wood wood in my wood stockpile.
      Thanks, it will be easy to fix.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: UltraValican on December 22, 2011, 05:17:53 pm
      I'm saw some Mango Wood wood in my wood stockpile.
      Yo dawg....
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: slawr34 on December 22, 2011, 07:27:31 pm
      Woops, I said rock arrows the first time, but bolts the second, still.

      You also need to assign the rocktip arrows/bolts in the ammo screen and ensure no one else has them saved--i was forced to separate my bow and xbow dwarves because they kept using each others ammo but once i made 2 squads and assigned them rocktip ammo they used it. Be warned the bolts are horrible and will take forever to actually do damage as in literally 1000 rocktip arrows/bolts to kill a single unarmored demon/beastman. I use my ranged dwarves as a stand off equalizer rather then an actual strike force--if the enemy is to powerful to fight they whittle them down from safety.

      Demons are absurdly powerful same with illithids they move fast as hell and even when thrown into a pit filled with war dogs and cave crocs a single lust demon killed 14 unarmed out of literally 60 animals.

      I cannot, for the life of me, find rocktip bolts in the ammunition -> materials screen. They are not even listed in the bolts that I CAN give my dwarves. I've tried forbidding all ammo EXCEPT the rock bolts, but that still does not work... Bug maybe?

      P.S. Does anyone mind answering my second question, about the sieges. Cheers.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on December 23, 2011, 05:09:53 am
      Its not in the material section its a type it will be (foreign) under the other ammo types when you hit the 'add' menu. Technically your dwarves should include all available ammo types since they use the other foreign ammo when available.

      I've had orcs and nords siege me in other versions but not yet in 3.25k--i've had snakemen siege me in multiple versions and it usually sucked haha fuck nagas and their multiple shields/weapons.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 23, 2011, 05:34:15 am
      Yep they are considered foreign because you can not directly produce them, only though reaction :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Putnam on December 23, 2011, 03:35:59 pm
      I'm going to release a genesis-compatible version of my troll mod soon.

      I mean, the mod was compatible before, but this version includes all the features of Genesis. All I need to do is the "replace whip skill with halberd skill" stuff and do testing to see how well it works then I'm releasing.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Rumrusher on December 23, 2011, 11:58:12 pm
      So far in working on two teleportation for fort mode and I only got up to accidentally trapping creatures on to a tile and causing the game to slow down a lot.
      Should I continue working on Teleportation or just place it on hold for other types of item manipulation like zombism and or charming folks?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 24, 2011, 03:34:37 am
      It would be great if you shared it more obviously and provided instructions for others :). Many people can't understand what are you talking about.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: peskyninja on December 24, 2011, 05:34:24 am
      It would be great if you shared it more obviously and provided instructions for others :). Many people can't understand what are you talking about.
      I can't.


      Spoiler: DF name generator... (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on December 25, 2011, 05:16:35 am
      God damnit save scummed like 30 times doing trial and error because literally everything went wrong and my multiple fail safes failed so a siege is at my front door beyond all my defenses. Every time i get a little closer to defeating them and when i finally defeat them my dwarves are swarming outside to get the booty from a slaughtered elven caravan while my military struggles to kill these stupid 2 friggin lust demons who fell in the moat and apparently are from the matrix and oh! there was an ambush to.....

      Knew i should have finished my main combat entrance instead of relying on my goddamn back door! the demons are outrageous 20 dwarves with over 12 elite ranged dwarfs peppering 2 naked demons from the moat lip and its pages of *dodge* *block*. I also have 68 war animals and they are literally never where they need to be--their supposed to be a buffer for my dwarfs in case of an ambush so the dwarves can run while the war animals occupy the invaders.

      My ranged dwarf squads made my ammo go from 1600 to 500 with only 4 dead demons out of 9 enemys in my death pit.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 25, 2011, 08:30:15 am
      Quote
      my dwarves are swarming outside to get the booty from a slaughtered elven caravan
      Ahem, you can just mass-forbid the outside field so nobody wants to get anything from there.

      My ranged dwarf squads made my ammo go from 1600 to 500 with only 4 dead demons out of 9 enemys in my death pit.
      Are you using metal bolts? Because cheap to get rockptip arrows are... Sharpened rocks. And those do not puncture demon hides well. And they have armor too.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: franti on December 25, 2011, 11:56:56 am
      This is pretty awesome.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 25, 2011, 12:58:43 pm
      I can't figure out what to do with "leather" of birds. For now it produces suede, but I would like to get feathers instead... What could we do with feathers? Decorations? "Feathered" cloth?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Pokon on December 25, 2011, 03:30:56 pm
      Feathered hats are always a plus, and I can only invision a Dwarf with a pimp hat with a Roc feather on it. :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on December 25, 2011, 04:52:02 pm
      Yeah i claimed all the stuff to cause my dwarves to swarm out haha normally my military would have been there to protect them but a point blank demon ambush means your taking casualties. I can see rocktip arrows/bolts being inferior but they should be the same quality as bone and the current death model means that if you dont cause bleeding your screwed. If it was just made from all stone i can see it doing what it currently does but its merely a wooden shaft with a stone head on it so it should pierce naked flesh.

      I'd love to be able to make glass/gem tipped arrows/bolts which would cause alot of lacerations but be prone to armor protection.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 25, 2011, 04:58:59 pm
      Quote
      so it should pierce naked flesh.
      Demons have tougher skin which is not your normal flesh :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on December 25, 2011, 07:13:42 pm
      Is it the same with beastmen and illithids? had those in the pit of death also and they were just as hard to kill. Since you cant recover most of your ammo spent i think you need some sort of replenish-able ammo material that shouldent hobble you to much--either metal bars making the tips in large amounts which can then be combined with wood or realistic glass/stone alternatives.

      The current state of metal means the chances of you producing your own decent armor is very low so your forced to make due with ranged dwarves to deal with sieges until you can import enough metal to produce armor.

      I'm already working on a death maze that will simply drop invaders about 20+ zlevels into the caverns since its almost impossible to kill most invaders with other means!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on December 25, 2011, 09:48:07 pm
      Hahahaha this is so awesome and ridiculous at the same time! first i just received 7 sieges at once, dunedwellers(1 group), demons(3 more groups), beastmen(2 groups), mummys?(1 group). My pit bridge has proved to be so awesome! i droped it right when the entire mummy group was crossing, BODY PARTS EVERYWHERE! then 2 demon groups broke at my main doors because of 20 ranged dwarves filling them with pain! they run right back to the pit bridge but then encounter the traps at its edge meant to trigger ambushes and THEY DODGE OFF THE EDGE! i just watched about 13 demons jump to their deaths it was glorious!

      So there was 1 stupid demon in my secondary moat causing trouble so i think, 1 demon against 30 dwarves with war animals? thus begins the benny hill. The demon runs all over my fortress chased by dwarves and arrows/bolts and hes apparently entered the matrix because nothing is landing, my entire dwarven blob corners him and comes out with 3 dead dwarves, 5 war animals dead AND NOT A SINGLE HIT LANDED.

      Demons need to get their dodge skill or whatever is calling them to become neos reduced.

      Oh yeah through out all this i've managed to somehow get every single diplomat killed, WHY DO THEY CHARGE ENEMYS?! the goddamn orc diplomat was the one that caused all the strife in the first place keeping a door open before i could lock it! :argh:.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 26, 2011, 12:37:14 am
      Mummies? Those are animals, did you mod them to have an entity???
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on December 26, 2011, 02:15:53 am
      Hahaha i did nothing but DL the ironhands version but yeah mummys are showing up with demons for some reason and i've entered an endless siege cycle. My death pit is just covered 4 screens deep with body parts as invaders plummet to their deaths on a throw of my bridge--caught about 30 enemys at once, mostly mummys as they are slow but dear god watching them impact is beautiful.

      Currently facing 60 beastmen and i cant make ammo fast enough, 20 elite ranged dwarves and goddamn what they can do with masterful rocktip ammo! watched that stupid lone demon in the moat twitch as my new hoardings allowed my ranged squads unlimited view of his hole! The beastmen hordes are getting a faceful of pointed death--its so epic to see a demon on a raptor take a bolt then dodge off the edge and splatter on my dwarves trying to clean the goddamn death pit!

      I ran out of trees deon thats how fast i'm using ammo--4 Z levels of uncut trees for 6 seasons, 107 logs from caravans all of its gone. I have 2 craftshops producing nothing but bone arrows/bolts as the one thing that seems endless is the bones of the invaders! I found out what happened to my stupid war animals i had them pastured in the main hall to try and reduce pathing lag so my dwarves would grab them back down every time they left haha.

      Most epic fort yet!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 26, 2011, 02:20:37 am
      Are mummies showing up WITH demons, as animals (as trolls with goblins), or are they a separate civilization which sieges you? Anything in your errorlog.txt?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: sackhead on December 26, 2011, 03:15:07 am
      on feathers possibly fetching to make arrows and bolts better
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on December 26, 2011, 03:50:50 am
      I'll load it up again and check if their at war with me but its like their apart of the demon civ, whenever a demon siege appears theres always 1-2 groups of just mummys. Also my golden geese keep birthing live young. My version is iron hand 25k.

      Errorlog has nothing but abunch of path fails but heres one mentioning a mummy
      Quote
      path fail: demon of pain,55,76,58 -> 68,38,28: Id #10169:Path Goal Seek Station:Station None at 78,21,58
      path fail: mummy,0,50,58 -> 36,67,28: Id #10209:Path Goal Seek Station:Station Maraude Target at 36,68,28
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 26, 2011, 04:00:10 am
      Well it looks like demons weaponized mummies.

      Golden geese still have a child tag, I may remove it... Right now they make golden eggs and it makes them to give live births (DF issue).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on December 26, 2011, 05:10:19 am
      Yeah mummys arent showing up as a civ.

      Wish my stupid pacifist dwarves could be forced to do things right--recruits sitting with elite ranged dwarves because they insist on using bows with bolts or arrows with crossbows. I have both uniforms strictly saying BOW WITH ARROWS and CROSSBOW WITH BOLTS but noooo they gotta be special. Also bayonets rock my dwarves are slaughtering with them!

      Is kabolds ambushing supposed to be a joke? haha their ambush ran through my locked doors while i was trying to maneuver the beastmen hordes and they lost 4 of their number to my fierce.... reindeer but then they fucked with the bull giant moose and that was that haha.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Tiruin on December 26, 2011, 05:13:59 am
      Yeah mummys arent showing up as a civ.

      Wish my stupid pacifist dwarves could be forced to do things right--recruits sitting with elite ranged dwarves because they insist on using bows with bolts or arrows with crossbows. I have both uniforms strictly saying BOW WITH ARROWS and CROSSBOW WITH BOLTS but noooo they gotta be special. Also bayonets rock my dwarves are slaughtering with them!

      Is kabolds ambushing supposed to be a joke? haha their ambush ran through my locked doors while i was trying to maneuver the beastmen hordes and they lost 4 of their number to my fierce.... reindeer but then they fucked with the bull giant moose and that was that haha.

      Kobolds...are technically what you'd expect them to be to a dwarf.

      Also, if you DO assign (under ammunition) arrows AND bolts, your mixed team of bow and crossbow dwarves will get confused. Specialize or separate them into their own categories  :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 26, 2011, 06:30:00 am
      Quote
      because they insist on using bows with bolts or arrows with crossbows.
      DO NOT EVER put xbows and bows in the same squad. It's a DF problem. You do NOT assign ammo in uniforms, you do it in ammo screen.

      Kobolds are just small. Reindeer are giant, and GIANT MOOSE is enormous (almost like an elephant).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on December 26, 2011, 06:48:59 am
      Yeah learned my lesson and split the squads up but even still some dwarves refuse to switch--they'll drop entire quivers and different bows/xbows yet no matter what they'll always go back to the wrong goddamn weapon! I wish i could specify which uniforms are partial so i could enforce uniforms for my ranged dwarves. I swapped them one last time to see if they shape up--if they dont its off to the melee squads for them!

      I love my medical dwarves, for some reason all of my natural ranged dwarfs also had awesome medical skills so more then half my ranged squad is also my forts medical staff(dont worry i add roofs to all my hoardings i learned the illithid lesson!) so when i tell them to stand down i have these badasses walking around waiting for someone to shoot.

      I got a sylvan ambush and it was absolutely hilarious--ranged stand off where my dwarves casually batted all of the enemys arrows from the air while raining death and boy can i tell you, elves are not made like demons hahaha. A medical dwarf that was off duty killed 3 over my draw bridge it was hilarious. The best thing was watching a recruit with a red steel axe take on 4 in close quarters, nothing like shattering the goddamn brain with a stroke after watching pages of fractures and bruises from my ranged dwarves.

      I now have 6 40x40 rooms filled with bodys and body parts and i killed the beastman general--my dwarves are going to enjoy walking through a fortress studded with the bones of their enemys! I cant wait for the elven diplomat to talk to my baron while my dwarven children play with elf skull totems behind him.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 26, 2011, 07:36:05 am
      Quote
      I now have 6 40x40 rooms filled with bodys and body parts
      The next release... ZOMBIES EVERYWHERE OH GOD!

      I can't wait to get it :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Tirion on December 26, 2011, 07:46:30 am
      Deon, when is the Phoebus version coming?

      Till then, I use the Ironhand for Adventurer to antagonize enemies, will slaughtering 90% of a settlement in Adventurer mod have an effect on a following Fortress mod played with the same dwarf entiry? Also, I added [UTTERANCES] to centaurs and beastmen, yet they keep showing up as "a centaur the centaur" in my kills screen, even kobolds get names postmortem...what am I doing wrong?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: NobodyPro on December 26, 2011, 08:49:26 am
      Deon, when is the Phoebus version coming?

      Till then, I use the Ironhand for Adventurer to antagonize enemies, will slaughtering 90% of a settlement in Adventurer mod have an effect on a following Fortress mod played with the same dwarf entiry? Also, I added [UTTERANCES] to centaurs and beastmen, yet they keep showing up as "a centaur the centaur" in my kills screen, even kobolds get names postmortem...what am I doing wrong?
      Technically, your civ is naming them.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: slawr34 on December 26, 2011, 08:57:41 am
      Weeeeeellllll...

      Pheobus? Can I prase haz pheobus??? :3
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Tirion on December 26, 2011, 09:59:43 am
      Deon, when is the Phoebus version coming?

      Till then, I use the Ironhand for Adventurer to antagonize enemies, will slaughtering 90% of a settlement in Adventurer mod have an effect on a following Fortress mod played with the same dwarf entiry? Also, I added [UTTERANCES] to centaurs and beastmen, yet they keep showing up as "a centaur the centaur" in my kills screen, even kobolds get names postmortem...what am I doing wrong?
      Technically, your civ is naming them.

      When I kill a kobold wrestler, it will appear as Kajulidif the kobold in the kill list. In fortress mode, it's name is visible all along.
      When I kill a centaur, it appears as I wrote. The only difference is that the Kobold entity doesn't have    [TRANSLATION:GOBLIN]. Deleted it, testing now...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Sarganto on December 26, 2011, 10:10:04 am
      I am playing Genesis since a few weeks now and I love it.

      I would like to know though, if Genesis works with the map generator thingy (to get a map with lots and lots of volcanoes  :o ) and reveal.exe.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Tiruin on December 26, 2011, 10:12:22 am
      I am playing Genesis since a few weeks now and I love it.

      I would like to know though, if Genesis works with the map generator thingy (to get a map with lots and lots of volcanoes  :o ) and reveal.exe.

      Genesis is a mod to the original game, which means that it did not change making the land and anything related to it, just everything in it  ;D .

      It works with the above in short, just hit up the advanced world generator!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Sarganto on December 26, 2011, 10:39:23 am
      I am playing Genesis since a few weeks now and I love it.

      I would like to know though, if Genesis works with the map generator thingy (to get a map with lots and lots of volcanoes  :o ) and reveal.exe.

      Genesis is a mod to the original game, which means that it did not change making the land and anything related to it, just everything in it  ;D .

      It works with the above in short, just hit up the advanced world generator!
      But reveal.exe doesn't work, right?
      At least I can't get it to work...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on December 26, 2011, 03:39:05 pm
      Last i checked reveal wasent up to date i think dfhack has a reveal in it but honestly prospector is more useful.

      Deon will zombies be hostile to all? i hate this crap where the sieges are friendly towards each other yet they slaughter each others diplomats. I cant wait till my fortress is overrun by the living dead from the invaders! but i want to be able to use them to kill the invaders also!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 26, 2011, 04:18:05 pm
      As far as I know, the vampires won't suck vampires' blood, and resurrected dwarves won't attack resurrected dwarves, etc. So a creature affected by the same curse won't harm each other (but there may be bugs :P).

      They won't be just zombies. They will be reanimated arms, legs and wings of your enemies. Have you seen the Reanimator movie? :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on December 26, 2011, 05:14:48 pm
      As long as i can use them for my death pit i'll be happy! also throw some more building destroyer titles around for the undead more drawbridges!

      I remember pitting orcs and goblins into a room filled with undead i hope i can now create my own undead so the beastmen can see their own leader killing them.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 26, 2011, 07:15:20 pm
      Yeah, and the killed one will be raised as undead too, so it would make the trap stronger each time it works.

      Also I've just got me Dungeons of Dredmor, a small break from the routine!

      And I've started a Dungeons of Dredmor giveaway, check the Other Games forums for the raffle.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on December 27, 2011, 12:04:58 am
      Making a zombie type infection spread would be awesome also.

      My ranged military is like the 20 fucking stooges--my death pit has become an interruption pit because out of 20 fucking dwarves 3 of them have the right ammo type, the rest either dont have any goddamn ammo at all or they got the wrong ammo. The best thing is they'll load up a fucking quiver then drop it and have the wrong dwarf type pick it up--NEVER HAVE BOW/XBOWDWARVES JUST PICK ONE AND SAVE YOURSELF THE TROUBLE!

      They are explicitly told BOW WITH ARROWS and stupid fucking athair the forever recruit IS CARRYING A CROSSBOW WITH NO QUIVER. Tempted to just update to the fix and create another fortress so i can create just crossbow dwarves.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 27, 2011, 12:25:19 pm
      Just strip them and make the squad from scratch. If you tried to combined bows/xbows ONCE, it may bug the whole squad.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: peskyninja on December 27, 2011, 02:17:24 pm
      DEON I LOVE YOU! THE ELVES ARE ATTACKING ME FOR THE FIRST TIME! FOR THE FIRST TIME!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Rumrusher on December 27, 2011, 02:40:29 pm

      Yeah, and the killed one will be raised as undead too, so it would make the trap stronger each time it works.

      that reminds me. GOT TO PUBLISH MY ADDON to Genesis.
      though I'm really REALLY confuse on how to write up the README file for it.
      Code: [Select]
      the content should run on it's own after
      the person downloads Dfhackr8
      then replace the onfunction folder with my modded one
      then run DF normally and go to the new command window that's connected to DF
      type "dfusion" into it
      then Type "11".
      but after that should I talk about Runes them selves?
      or about how one needs to stick the pack's Raw folder contents into the Raw folder?
      Or do I try to spend more time working on getting Adventure mode spells up to par? because after fiddling with teleportation it kinda broke all Adventure mode based commands.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: DrKillPatient on December 28, 2011, 08:52:17 pm
      Deon: After bugtesting by adding one raw file at a time, I have discovered what makes Genesis (ASCII version) crash when the "objects" folder in the Mac OSX version of vanilla Dwarf Fortress is replaced with the "objects" folder of the ASCII version of Genesis (a process which works fine to install Genesis into DF on other operating systems).

      In the file creature_savage_normal.txt, there is an entry for the Dire Badger ([CREATURE:GIANT_BADGER]). This entry, when removed, allows the Mac version of Genesis (vanilla DF with its objects folder replaced with ASCII Genesis' objects folder) to run normally (it crashes otherwise). Could you take a look at the raws and see if there's anything irregular in that specific creature's entry? For your convenience I've put them below:

      Spoiler: Dire Badger raws (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 28, 2011, 09:25:32 pm
      Did you try removing comments?

      Otherwise it's vanilla RAW data and then it means that it's another problem of DF strange activity.

      I had a similar experience with a perfectly working ghost creature for windows: a simple existence of it caused the game to crash, but if I copypasted and renamed it, removing the original RAW of that creature, the game worked.

      Also thanks for the great job finding it :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: DrKillPatient on December 28, 2011, 10:22:42 pm
      I copied the original DF giant badger raws and adjusted them to have the dire badger's qualities; Genesis does not crash now. Thanks for the help. Here is my fixed version of the raws, tested and verified to work on at least my Mac (I don't have a Windows or GNU/Linux computer to test it on right now, but I suppose you could check that if necessary):

      Spoiler (click to show/hide)

      Also, I noticed two other issues while looking through the raws:
      - the MALE caste of the Buffalo (buffalo bull) in creature_benign_normal.txt does not have the [MALE] tag, causing would-be male buffalo to be genderless. All it needs is [MALE] under the MALE caste entry.
      - although it appears that the Bladefoot Rancor has attacks in its raw entry, it can only "push" enemies. Unsure of how to fix this.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Pokon on December 29, 2011, 01:17:42 am
      Heh, campy buffalo.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Teach on December 29, 2011, 03:13:04 am
      How do you make Cobalt?

      This mod would really benefit from a comprehensive manual, I feel an idiot not being able to find something so basic  :-[
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 29, 2011, 03:40:54 am
      I copied the original DF giant badger raws and adjusted them to have the dire badger's qualities; Genesis does not crash now. Thanks for the help. Here is my fixed version of the raws, tested and verified to work on at least my Mac (I don't have a Windows or GNU/Linux computer to test it on right now, but I suppose you could check that if necessary):

      Spoiler (click to show/hide)

      Also, I noticed two other issues while looking through the raws:
      - the MALE caste of the Buffalo (buffalo bull) in creature_benign_normal.txt does not have the [MALE] tag, causing would-be male buffalo to be genderless. All it needs is [MALE] under the MALE caste entry.
      - although it appears that the Bladefoot Rancor has attacks in its raw entry, it can only "push" enemies. Unsure of how to fix this.
      I think there's some hidden character in the .txt file which causes the crashes then, I had it happen before.

      All of this is very useful, thank you for the feedback! I will fix it this week.

      How do you make Cobalt?

      This mod would really benefit from a comprehensive manual, I feel an idiot not being able to find something so basic  :-[
      Smelt cobaltite :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: GaxkangtheUnbound on December 29, 2011, 03:29:17 pm
      Not really an issue or anything, but it says 'Blast Firnace' instead of 'Blast Furnace' on the second post.
      EDIT:Fixed terminology.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Ultimuh on December 29, 2011, 03:34:42 pm
      Not really a bug or anything, but it says 'Blast Firnace' instead of 'Blast Furnace' on the second post.

      You are correct, it's not a bug, it's a typo.
      It's like when a dorf engraves a picture of bats surrounding a terrified major who hates them, when in fact he adores cats.

      edit: And while your'e at it, hand me that Captain Obvious badge there will ya?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: MAurelius on December 29, 2011, 05:50:19 pm
      Just wanted to throw in another request for a Phoebus version.

      Is Ironhand easier to implement or something? The lazy newb pack makes switching graphics packs easy as pie. Maybe the person who made the LNP would consider making one for Genesis? I really want to play this mod because it looks absolutely mind numbingly awesome but Ironhand hurts my head.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Tirion on December 29, 2011, 06:17:19 pm
      Just wanted to throw in another request for a Phoebus version.

      Is Ironhand easier to implement or something? The lazy newb pack makes switching graphics packs easy as pie. Maybe the person who made the LNP would consider making one for Genesis? I really want to play this mod because it looks absolutely mind numbingly awesome but Ironhand hurts my head.

      Same here.

      Re testing anonimity for centaurs and beastmen: I deleted the [TRANSLATION:goblin.txt] line from their entity raws and added [UTTERANCES] to the creature raws, still searching for a centaur village to see if they have names like kobolds now. I know, I could just start a fortress and see it sooner, but Ironhand makes my eyes ouchie... at least the auto-hostile thing seems to work, they were hostile on an embark screen I did, hopefully not from their ethics (anything the dwarves punish: ACCEPTABLE, anything they don't: UNTHINKABLE- ought to be enough of a cultural clash :D )...

      I'll be back once I have more results.


      Oh, and BTW, Illithids could really do with [CAN_SPEAK] in their creature raws.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on December 29, 2011, 08:07:34 pm
      Gotta say i love the stone bins/barrels deon! helps so much in the beginning when you just want to focus on building your fort proper.

      Working my dwarves like slaves to build the causeway of death that spirals around my central keep and past my guard towers--they must suffer through the snow storms so their fellow dwarves can live in the warm comfort of their cavern wall apartments, screaming in terror at every thing that glides past their fortification/windows.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Ashnal on December 29, 2011, 08:49:14 pm
      Love your work Deon. I'm greatly anticipating the Pheobus release.

      A few suggestions. I was reading a thread on blind dwarves being good as siege operators and I got to thinking, why not make Domple dwarves blind? It goes in hand with their retarded nature and it would make them somewhat useful (if slower to train) for siege operating. It would also make them better haulers, since they wouldn't be interrupted by hostiles. For comedy sake, they could easily be mauled by hostiles while hauling too!

      Another less thought out idea would be giving Aspid dwarves acid blood (or other appropriate fluid) with a detrimental contact syndrome that all dwarves are immune to. This would allow you to use Aspid dwarves for unconventional biological warfare.

      I would suggest looking at this http://www.bay12forums.com/smf/index.php?topic=90371.0 (http://www.bay12forums.com/smf/index.php?topic=90371.0) idea and working with the mod author to make a genesis compatible version featuring the new genesis leather tiers.

      Finally, I really liked Mechanixm's mini-mod for genesis. I would love to see some of his workshops and ideas integrated into the main mod, since he seems to be MIA and his mod is based on an older Genesis release.

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on December 30, 2011, 03:57:18 am
      Holy shit yes that leather mod--can we get demon skin also? i know you cant butcher humanoids(baldur monks though...) but adding a beast that demons ride/mount would allow you to use demon skin.

      *seconding that mecha workshops stuff i remember drooling over his stuff months back
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 30, 2011, 11:02:16 am
      He made a lot of stuff too easy to get. Come on, stone chains? Otherwise I already have a lot of his ideas incorporated.

      I will add wheelbarrows (I am busy preparing to the New Year now, it's like Christmas for you) and a couple other things, and I was considering using that tiered standartisized leather too.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on December 30, 2011, 02:31:48 pm
      We already have stone chains though.... as i see it just because its there doesnt mean you gotta use it. The new plaster reaction sounds sweet because its so hard to get normally.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: mud074 on December 30, 2011, 06:32:26 pm
      How do I make cobalt? Even though I have loads of pentlandite laying around, it won't let me press enter if I select cobaltite ore.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Broseph Stalin on December 30, 2011, 08:10:15 pm
      How do I make cobalt? Even though I have loads of pentlandite laying around, it won't let me press enter if I select cobaltite ore.
      Cobaltite is an ore, pendaltite is just an ore of cobalt. Smelt pendaltite and you'll get cobalt bars a persentage of the time.

      I think there's something wrong with buffalo, they don't breed and I notice that the bulls don't have the gender symbol that other animals do.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Putnam on December 30, 2011, 08:40:27 pm
      How do I make cobalt? Even though I have loads of pentlandite laying around, it won't let me press enter if I select cobaltite ore.
      Cobaltite is an ore, pendaltite is just an ore of cobalt. Smelt pendaltite and you'll get cobalt bars a persentage of the time.

      I think there's something wrong with buffalo, they don't breed and I notice that the bulls don't have the gender symbol that other animals do.

      Yeah, this was mentioned earlier. It's due to the fact that the bull caste doesn't have a [MALE] tag as it should.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Broseph Stalin on December 30, 2011, 09:02:11 pm
      How do I make cobalt? Even though I have loads of pentlandite laying around, it won't let me press enter if I select cobaltite ore.
      Cobaltite is an ore, pendaltite is just an ore of cobalt. Smelt pendaltite and you'll get cobalt bars a persentage of the time.

      I think there's something wrong with buffalo, they don't breed and I notice that the bulls don't have the gender symbol that other animals do.

      Yeah, this was mentioned earlier. It's due to the fact that the bull caste doesn't have a [MALE] tag as it should.
      Must have missed that, thanks.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 31, 2011, 04:36:23 am
      I am just a bit busy earning those stupid little games and sending gifts on Steam (my first times ever since my credit card started to work), it's unforgivable that I delay the update but I hope you understand :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Nerserus on December 31, 2011, 07:14:40 am
      I'm liking Genesis Mod so far. I must say though Demons are ridiculously powerful, in testing I put a warrior dwarf with every single skill in grand master, against a demon of lust with no skills at all ( except what they start with ), both were completely unarmed except for the dwarf wielding a red steel sword.

      Let me tell you, that dwarf, just barely won and fell unconcious soon after. In proper DF scenarios I've had a dwarf clad in high quality red steel and sun gold, legendary armour skill, get hacked to pieces by a small ambush force of demons. And when I say hacked to pieces, I mean, ripped apart baby and all within the first few turns without a single Demon casualty. Way more hardcore than regular DF. ( Adventure Mode also had hilarious moments where I got attacked by a sea monster ON LAND )
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on December 31, 2011, 08:08:25 am
      Sea monsters have wings.

      (http://chroniclesofamisfit.files.wordpress.com/2011/11/cthulhu.jpg)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Pawel1997PL on December 31, 2011, 12:06:22 pm
      I have a few questions:

      What is beter; deephide or titan's chitin (when taned is called fatty or something like that)?


      What is white bronze good for?


      And are there any other metals that aren't listed on the genesis wiki?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Logrin on December 31, 2011, 01:56:02 pm
      Love the new spells Deon.

      So here's a pic of someone weaving a voodoo chant and a dood blasting a tiny ferret with Morpheous gift.

      Spoiler (click to show/hide)

      Also, am I doing it wrong? I genned a new world and had a ((quite prosperous)) civilization of water buffalo
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Putnam on December 31, 2011, 05:31:28 pm
      ^duped raws
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on December 31, 2011, 10:46:46 pm
      Sea monsters could be more eventful instead of being just massive eagles that occasionally bother your dwarves--is it possible to make them like the thunderbirds? I'd love to make them have their own little sub species so you could have the ilithid as their young then as they get older they'll become a land/sea monster then eventually become a true horror.

      I hate how cthulu lite runs away from 4 dwarves but i understand that you dont want a cthulu lite acting like cthulu and destroying your fortress. Best way to fix this would be to make more smaller ones to act the current way and big bad ones to act properly. I'd actually love to see some basically unkillable elder gods where your only hope is to dig a hole and wait for it to get bored. I'd love for the only available defense to be BUILD WALLS ACROSS ALL ENTRANCES! and watching anything left outside get torn to shreds by the elder god--would be great for when you enter the endless siege cycle and multiple sieges are outside your walls.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: narhiril on January 01, 2012, 12:48:59 am
      I am just a bit busy earning those stupid little games and sending gifts on Steam (my first times ever since my credit card started to work), it's unforgivable that I delay the update but I hope you understand :).

      Been there, done that ^.^
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Logrin on January 01, 2012, 01:49:25 am
      Duped raws...how did I get them and what do I do to un-get them?

      Also. Due to the above causing -some- wonkiness ((prosperous water-buffalo empire)) I was wondering if this was part and parcel to it. Each time I gen a world I seem to get a somewhat different list of outsiders my adventurer can be.

      Is the list of races curtailed to certain creatures? Or am I being short changed now and then? Honestly I just want to play as a plattypus man kicker and go around pricking people with my venomous barbs. That or play as (an) Iron-Man or (a) Batman.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: smokebubble on January 01, 2012, 02:03:56 am
      For the most part I believe duped raws is caused by simply dragging and dropping the new folders over the new ones. The way to fix that would to do a clean "install" (it's in quotes because you don't actually install anything) since how genesis is original dwarf fortress + all the awesome stuff genesis adds; the thing to do would be extract the genesis download into an entirely different folder on it's own

      And hey Deon, don't worry about apologizing to us man. Hell you're the one doing the work not us. So far you've provided an excellent addition to DF and despite of how much I'm looking forward to the next update, take your time man, we will survive.. well at least some of us will.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Logrin on January 01, 2012, 02:30:19 am
      Deon's a cool guy. He makes Mods and doesn't afraid of anything.

      Also, his fallout inspired mod is wicked boss if not just for the intro music.



      And Genesis is beyond my favorite mod. Out of any game.

      That said. If you DO feel like putting in another random bit of human shaped destruction Deon. Instead of another Monk type creature, why not:

      *Mounted Knight - Bears down on people upon horse with lance at the ready! Or why not a Dunedweller on War Elephant?
      * Berserker! - A humanoid immune to pain. Weilding a two-handed sword made of a cursed metal that causes intense pain on touch. Fool is the adventurer that tries to claim it if they win!
      *Corrupted Armor - Hell, why not just make an entire animated armor out of the stuff? That or make them searing hot/freezing cold and with a penchant for wrestling. Not that shooting bile from their empty bodies isn't cool enough already
      *Giants with to-scale weapons and/or armor. Even if it's just a makeshift tree club or human skin toga. Just imagine the horror at the thought of a giant huntsman letting loose man sized arrows on your walls.


      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: kizucha on January 01, 2012, 08:39:04 am
      Hi. ^.^

      I need help with the rocktip-arrow-problem, my dwarf's dont move them to the stockpiles. I use the newest version of Genesis and not really know how to edit the files to fix the problem. ._.

      Sorry for my bad english. =^.^=
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Broseph Stalin on January 01, 2012, 08:43:14 am
      Hi. ^.^

      I need help with the rocktip-arrow-problem, my dwarf's dont move them to the stockpiles. I use the newest version of Genesis and not really know how to edit the files to fix the problem. ._.

      Sorry for my bad english. =^.^=
      Designate a dump in a stockpile and designate the arrows for dumping, after the items are put in the stockpile unforbid them.  the same thing happens if you make furniture out of clay or even with gem crafts in vanilla the game doesn't know how to handle them.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on January 01, 2012, 11:51:34 am
      Ah, I almost forgot. Yeah, there's no "stone" category for arrows so you cannot put them in ammo stockpile. I could make a "stone metal" which would actually reduce the clutter a bit (just one material for all the arrows you get from stones) and it would allow stockpile usage. But it would mean that you can melt the metal down and... Well, stone bars are not something I want to see. But I will think about a workaround.

      Logrin, awesome pictures!

      Mounted creatures are... quite impossible to make. Because yeah, only siegers can ride animals. Centaurs are the closest you can get.

      The game already has monks which are almost immune to pain, and you see what they cause :). I could make a "berserker" but I would have to make the weapons to be a bodypart, which is a bit silly.

      Also there is animated armor in my mod, with tons of castes (with different weapons and shields). I guess I should make them more frequent in evil areas, you can rarely see one.

      And giants are in. By a bit of further modding I can make them to wield weapons (like minotaurs do).

      I just came home from New Year party, so some sleep and back to modding :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on January 01, 2012, 10:49:48 pm
      Seriously fevers wtf my dwarves caught a fever from a forgotten beast and now its constantly knocking out everything, merchants pass out before they get to the depot and entire sieges are brought low.

      Its like my own deli belly, while awesome it caused an entire merchant caravan to sleep through their stay.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Ashnal on January 02, 2012, 02:24:32 am
      I have a more sensible request this time.

      A custom mason's workshop that allows the use of blocks to make all the stuff normally found in the mason's shop, and possibly the furniture workshop and stonecutter.
      Basically I would like for any stone material craftable to be able to be made from blocks.

      This would allow much more practical storing of stone resources for those tasks, since blocks can be placed in bins. Also, one could churn out blocks at a mining site and have dwarves store them in bins at the site, allowing them to be mass hauled to the fort without the need for the wheelbarrow mod.

      As a balancing factor, you could make some of the block craftable items require multiple blocks.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Jacob/Lee on January 02, 2012, 03:13:44 am
      Monks are unbelievably dangerous. I fought one while I was chopping bogeymen in half, he kicked me in my side and made me stop breathing. I suffocated a long time after, having recieved many wounds of all kinds and being forced to crawl around.

      The second time, I took a swing at one as an Orc axeman and within my 1 turn of combat he had broken both my elbows and thrown me into a pond. I drowned in the pond after he kicked my face in.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: bombzero on January 02, 2012, 05:38:42 am
      Monks are unbelievably dangerous. I fought one while I was chopping bogeymen in half, he kicked me in my side and made me stop breathing. I suffocated a long time after, having recieved many wounds of all kinds and being forced to crawl around.

      The second time, I took a swing at one as an Orc axeman and within my 1 turn of combat he had broken both my elbows and thrown me into a pond. I drowned in the pond after he kicked my face in.

      strangely enough, they are the enemy i had the LEAST trouble with when i was a barehanded fighter, that's mostly because this character had been around for 2 and a half years and could pop the head off bronze colossi. but yea monks do seem really deadly as one actually hurt me with that character. they are also a quick end to newer characters... and their entire 12 man party of soldiers...


      and Deon, why has only the ironhand graphic version of your mod been updated? i cant see shit in it as the ground is black in every biome and underground. i much preferred phobeus for fortress mode.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on January 02, 2012, 03:25:16 pm
      Because it's the version I play and playtest with, and making a Phoebus release requires me to remap every creature, all the stones, vermin, soil, plant etc... you get the idea.

      Also the ground is not black... Maybe we have just totally different monitor brightness :). Then you can overlay the .png on itself and have much brighter tiles.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: bombzero on January 02, 2012, 06:41:34 pm
      Because it's the version I play and playtest with, and making a Phoebus release requires me to remap every creature, all the stones, vermin, soil, plant etc... you get the idea.

      Also the ground is not black... Maybe we have just totally different monitor brightness :). Then you can overlay the .png on itself and have much brighter tiles.

      ah ok, but yea do you think it may be because i have an LCD monitor? its pretty bright but you may have a LED or just have your brightness up alot.

      ill try the .png overlay and get back to you on that.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on January 02, 2012, 07:21:49 pm
      Hahaha that swimming pool friggin rocks--mayor was an idiot and channeled the floor out from under him then fell like 12 z levels into the first caverns lake but managed to drag his mangled body out. My refined marksdwaf only squad kicks ass. They all(20) crammed themselves into a 4x4  guard tower and quickly set upon the goblin ambush that killed the orc caravan.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on January 02, 2012, 07:30:15 pm
      Because it's the version I play and playtest with, and making a Phoebus release requires me to remap every creature, all the stones, vermin, soil, plant etc... you get the idea.

      Also the ground is not black... Maybe we have just totally different monitor brightness :). Then you can overlay the .png on itself and have much brighter tiles.

      ah ok, but yea do you think it may be because i have an LCD monitor? its pretty bright but you may have a LED or just have your brightness up alot.

      ill try the .png overlay and get back to you on that.
      LCD. Just checked, 100% brightness :P. Oh well, I should stop partying soon and finally finish all the small fixes I want to apply and an update with other graphics. Oh god this New Year makes me a slacker.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: bombzero on January 02, 2012, 07:36:51 pm
      Because it's the version I play and playtest with, and making a Phoebus release requires me to remap every creature, all the stones, vermin, soil, plant etc... you get the idea.

      Also the ground is not black... Maybe we have just totally different monitor brightness :). Then you can overlay the .png on itself and have much brighter tiles.

      ah ok, but yea do you think it may be because i have an LCD monitor? its pretty bright but you may have a LED or just have your brightness up alot.

      ill try the .png overlay and get back to you on that.
      LCD. Just checked, 100% brightness :P. Oh well, I should stop partying soon and finally finish all the small fixes I want to apply and an update with other graphics. Oh god this New Year makes me a slacker.

      ok that explains alot, ill try turning just the brightness of DF up via Nvidia control panel
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on January 03, 2012, 03:31:59 am
      I think enemys need to die easier--my dwarves get even 1 broken bone and their out of the fight where beastmen, demons, illithid are capable of sitting still with almost every bone in their body broken and still being able to fight and kill same with centaurs to an extent. The normal humanoids die so much faster compared to the pure invadeing races which is down right silly. If a demon takes 200 bolts that are breaking its bones and ripping its flesh to tatters it should atleast bleed to death.

      Fevers need to be reworked to either be deadly and develop immunitys or work way damn slower--my fortress is plagued by a forgotten beast fever(tainted water supply i think) and pretty much everything that comes to my fortress catches it. I cant trade with the elves because they get knocked out by the fever before they ever reach my depot and every siege that attacks is now knocked unconscious from the fever. Its hilarious to see 30 beastmen asleep getting slaughtered by a single axe dwarf but its rather annoying. Other races need better immune systems also my dwarves and dwarven traders handle it fine rarely catching it but elves just get slammed so hard its retarded.

      I'm still waiting for a siege to kill the fever wracked elves then catch it themselves.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on January 03, 2012, 09:03:25 am
      That's what we were going for: no uber military and trap-resistant enemies :P. Maybe with time  we've got a bit too far... But still Steel Dwarves with high skill and in proper gear kill anything.

      Fewers are not from mod, they are vanilla and cannot be modded.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on January 03, 2012, 04:47:23 pm
      How is the elve immune system? they seem to be absurdly weak but then again so do centaurs/beastmen maybe some resistance increases so they dont get knocked out so much.

      The enemys just seem really cheap--i have yet to see a demon/illithid/beastmen/centaur bleed to death where i've had a dwarf lose a toe and bleed to death. I still say demon skin should be a leather and there should be demon beasts. I'd love to see them weaponized like the mummys haha a demon siege comes and theres a few lust/rage demons but the majority are demon beasts designed to overwhelm the traps and bash doors down. A demon siege would be a scary experience instead of just annoyingly fast naked super goblins.

      I want my dwarves to be decked out in red/black steel and demon leather decorated with demon teeth, hooves and bones.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on January 04, 2012, 09:24:00 am
      If you are afraid of FB syndromes, send small squads of steel clan/deep clan dwarves after them; they are immune.

      The update will be out soon. I've added a few new hell monsters (courtesy of Naryar) including obsidian colossus, giant hell spider (bebilith), spirit of fire, nightmare, hellhound and a few others. Also I've fixed buffalos and added new meteorite ore which rarely spawns in soils or sedimentary layers as a cluster, and provides a steel-grade meteoric metal.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Wiro on January 04, 2012, 09:58:18 am
      I read a few things about a Phoebus version...can't wait to see that. I'll definitely try your mod then, been looking forward to for a while.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Trapezohedron on January 04, 2012, 10:33:06 am
      If you are afraid of FB syndromes, send small squads of steel clan/deep clan dwarves after them; they are immune.

      The update will be out soon. I've added a few new hell monsters (courtesy of Naryar) including obsidian colossus, giant hell spider (bebilith), spirit of fire, nightmare, hellhound and a few others. Also I've fixed buffalos and added new meteorite ore which rarely spawns in soils or sedimentary layers as a cluster, and provides a steel-grade meteoric metal.

      Looking nice, I must say. What's the difference between standard steel and meteoric metal?

      Also, is there any chance that you could add hell flora of some kind? Or a mass of necrosis-inducing rot worms that zerg rush into a dwarf (very large cluster size)?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on January 04, 2012, 01:15:55 pm
      Ok, I've made Phoebus, now it's time to add and tweak a few more things. Hell flora? Sounds awesome :). Also, earth and rock elementals move one level up (they were all in caves 3 with gem golems) and become dwarven (expensive) pets, blood elementals move up too but are not tameable. And animated armor is now in any evil field (consider them reanimated armors of fallen soldiers).

      There are now infernal shrimps in magma which you can fish, and magma carp who spew fireballs, so magma pools are a bit more dangerous (but infernal shrimps are a very expensive food).

      Meteoric iron is like steel, it's just a way to provide a random good metal to embarks in case you don't have access to caves for whatever reasons (roleplay, aquifier, w/e).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on January 04, 2012, 01:42:39 pm
      Hahaha dear god fishing in magma now.... also i just now found out that all those skeletons i have can never be broken into usable bones is there a way to fix this? I'd love a cremate skeleton feature or something similar--has anyone tried dropping the skeleton from a height?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Trapezohedron on January 04, 2012, 01:53:50 pm
      I have a few ideas for this Hell flora thing I just suggested. It would be nice to see some kind of treant creature that dropped "hellwood" upon death or butchering or something.

      You know, high-class wooden logs for high class nobles (which are going to die anyway.).

      This creature would be less of a treant, and more of a thicker Triffid (http://en.wikipedia.org/wiki/Triffid) with tentacle-y appendages, filled to the brim with necrosis inducing syndromes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: bombzero on January 04, 2012, 03:16:30 pm
      That's what we were going for: no uber military and trap-resistant enemies :P. Maybe with time  we've got a bit too far... But still Steel Dwarves with high skill and in proper gear kill anything.

      Fewers are not from mod, they are vanilla and cannot be modded.

      for the most part, stone dwarves, steel dwarves, and a hell of a lot of training (both in the barracks and on goblin ambushes) crush anything. only dwarves that don't do well in the military are domple dwarves....

      however yes the enemies are getting a little ridiculous, wouldn't be that bad if not combined with the fact that everything in DF is already godlike undying. i mean only thing that kills anymore is severe organ damage, or a head shot.

      and to the guy who was complaining about his military dying, get them some red steel, lots of it, with plenty of candy.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: bombzero on January 04, 2012, 03:17:36 pm
      also deon. my favorite part of your mod is the pig iron/iron method of making steel. no longer do i have to embark 30 times just to find a place that actually has flux stone despite the lying site finder.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Molay on January 04, 2012, 04:00:57 pm
      Hello! I've played in vanilla for a long time now and was looking forward to trying some mods, and genesis appears to be very popular. Also I was looking for a challenge. But despite having played a lot, I'm still that type of person who reads the wiki relatively often. I like to know everything, all the details and so forth.

      So I was wondering, is there any adequate, exhaustive information for this mod? I took a shot at the genesis wiki, but it doesn't seem to have much information overall. All those workshops, new creatures, etc... Can I read on them? Or do I just have to die an awful lot of times to learn what they are?

      Thanks!
      Molay
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on January 04, 2012, 06:28:57 pm
      The mod has a .chm readme inside which is more or less accurate regarding workshops and reactions. Also check the second post of this thread. I will release a new version tonight so wait for that.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on January 04, 2012, 06:30:07 pm
      for the most part, stone dwarves, steel dwarves, and a hell of a lot of training (both in the barracks and on goblin ambushes) crush anything. only dwarves that don't do well in the military are domple dwarves....
      You forget shield clan dwarves. They train quite fast :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Meta The Golem on January 04, 2012, 09:37:52 pm
      You need to add drills and mechas, and let the mechs have the ability to equip the drills, also pointy orange sunglasses are needed (just saying it would make it fifty time cooler and make a lot of spiral power)
      (you don't need to add them,just a suggestion, drill dwarves could be living mining picks)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Ashnal on January 04, 2012, 11:52:20 pm
      I noticed that pretty much all of my wood goes to making charcoal in genesis, since I can make most of the things I need from stone at the stonecutter or furniture workshop. So, in order to balance this excess of wood, I propose that dwarven bookmaking require not only leather, but wood in the for of paper. To keep it simple, add a screw press reaction that can press wood logs directly into paper (because dwarven technology is that awesome) , and require paper to make vellums at the tanner's (I think book making should be moved to the scriptorium, perhaps having the tome writing reaction include the bookmaking as well).

      Any fort with a decent sized active library will now need plenty of leather AND wood to support it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Molay on January 05, 2012, 02:01:29 am
      The mod has a .chm readme inside which is more or less accurate regarding workshops and reactions. Also check the second post of this thread. I will release a new version tonight so wait for that.

      Okay thank you! Will this version already support Ironhand? I'm really used to a tileset (phoebus at this time) and I wouldn't be able to see what things are in ASCII I fear. Is something wrong with the version before, or is it good to get a first impression?

      Thanks again! Impressionating project!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: arghy on January 05, 2012, 04:59:48 am
      I noticed that pretty much all of my wood goes to making charcoal in genesis, since I can make most of the things I need from stone at the stonecutter or furniture workshop. So, in order to balance this excess of wood, I propose that dwarven bookmaking require not only leather, but wood in the for of paper. To keep it simple, add a screw press reaction that can press wood logs directly into paper (because dwarven technology is that awesome) , and require paper to make vellums at the tanner's (I think book making should be moved to the scriptorium, perhaps having the tome writing reaction include the bookmaking as well).

      Any fort with a decent sized active library will now need plenty of leather AND wood to support it.

      You just gotta resist it--its tempting i know but its easy to switch to an all wood economy.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: slawr34 on January 05, 2012, 05:22:01 am
      @ Deon; why dont you sig the link to wasteland? Seems a good idea to bump the thread a bit...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25k2 ϟ] - graphics/ASCII, all the new features
      Post by: Deon on January 05, 2012, 05:44:41 am
      @ Deon; why dont you sig the link to wasteland? Seems a good idea to bump the thread a bit...
      Because I will start a new thread for the Wasteland 2.0.

      Ashnal, I don't want bookmaking to be TOO complicated for a couple of reasons. I see what you mean, and I will find another important application for wood soon (if not for rocktip bolts).

      The mod has a .chm readme inside which is more or less accurate regarding workshops and reactions. Also check the second post of this thread. I will release a new version tonight so wait for that.

      Okay thank you! Will this version already support Ironhand? I'm really used to a tileset (phoebus at this time) and I wouldn't be able to see what things are in ASCII I fear. Is something wrong with the version before, or is it good to get a first impression?

      Thanks again! Impressionating project!
      Of course it will have Ironhand and Phoebus (I should release it in a few hours). The current version just has some problems (i.e. buffalo males not having [MALE] token which is easy to fix), it's mostly additions so you can try the current one to see what's going on (or try adventure crafting).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Deon on January 05, 2012, 07:45:59 am
      ** 3.26
      * Fixed a few typos and small bugs (like buffalo gender).
      * Animated armor now appears on evil battelfields too (grassland, savanna, shrubland), so you should see it more often.
      * New demons by Naryar, tiles by Deon. Bebilith, obsidian colossus, hell hound, nightmare, strige, frost wraith, devilkin.
      * New meteorite ore, found in soil and sedimentary layers. Can be smelt into meteoric metal (steel grade).
      * Finally the return of the threats mod: now threats and "I have no family" phrases for adventure mode are greatly expanded (again, I kept forgetting about it for a lot of versions).
      * Golems and elementals are spread around cave levels a bit better.


      I will tweak elementals a bit before making them buyable pets, otherwise it's too easy to start with 2-3 and kill everything on embark.
      Magma shrimps are not fish-able, dwarves do not recognize magma as a fishing source :(. I will see if there's possible to do something about that.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Molay on January 05, 2012, 09:52:36 am
      Okay great, great! One last question and I'm good to go:

      I'm a lazy newb pack user, I like having those utilities prepared, and I'm using a modified version of the pack that makes usage of certain utilities a bit more easy. I'm wondering, will it work when copy right into that lazy newb pack folder and just overwrite all files with those from your mod? Is there anything else I need to do than to extract it into that already existing dwarf fortress subfolder?

      Thanks! Oh, and thanks for phoebus! I would have tried Ironhand, but I just love phoebus ^_^
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Deon on January 05, 2012, 09:54:08 am
      It won't work because LNP is coded to work with vanilla files which are not present in the mod. Which utilities do you want? I can tell you how to use them.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Trapezohedron on January 05, 2012, 10:08:51 am
      Magma shrimps are not fish-able, dwarves do not recognize magma as a fishing source :(. I will see if there's possible to do something about that.

      I remember someone fishing something out of a volcano by flooding it with water. Would it be possible to use the same principle to fish them shrimps?

      Actually, that would take a lot of effort just to fish magma food. But it is indeed very dwarfy.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Vorthon on January 05, 2012, 11:22:39 am
      I've been thinking, and was wondering if you'd room for some new megabeasts that are sort of (But not quite) elementals (More associated with biomes, and made from the materials most commonly found in their respective biomes. So one in a forest would be made of wood and plant material, and maybe a bit of earth, a mountain one would be made of different stones, a desert would be made of sand and stone, etc.) I'd have to go scrounging around for the raws, though.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Molay on January 05, 2012, 12:35:02 pm
      It won't work because LNP is coded to work with vanilla files which are not present in the mod. Which utilities do you want? I can tell you how to use them.

      Okay great, thanks for your help. Here the small list:

      - Soundsense: I suppose it works like always, just have to specify the patch to gamelog.txt?
      - Runesmith: To get my Mayor in shape. I want him to be as weak as possibly, while being very versed in social skills. Basically, an old diplomat that tends to break when he's looked at. Really important to me! Esspecially to lower his attributes like agility, strenght etc. He must be fragile^^ (yes, I'm a bit crazy on that part). Also used to adjust other nobles when I want something close to a story.
      -- DFHack: I have the different options for DFHack listed as utilities, I just run the utility and it does it's job. I don't know how to use or install DFHack on it's own, or how to link it etc. What I use from it:
      - DFHack-Cleanowned: How to clean ownership of items, in case I get some armor-assignment-bugs.
      - DFHack-Cleanmap: To clean those tons of blood after multiple Christmas years, since dwarf don't do it.
      - From time to time I also used the 'reveal', 'prospector' and 'autodump' functions. But those should be similar to handle I guess? Anyways, not having those last 3 isn't such a problem :)

      Again, thanks! :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Meph on January 05, 2012, 02:06:04 pm
      About the magma fishing:

      A custom workshop that [NEEDS_MAGMA]. Reaction would be called: fishing, ingredient would be some magma safe fishing pole (or whatever) and then you have a XX% chance of catching a magma creatue, the product. Laborskill and token would be fishing of course.

      Not as authentic as normal fishing with magma instead of water, but it would work in a way.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Molay on January 05, 2012, 02:09:39 pm
      I'm reading the manual and got to the farming section. What does those numbers in parenthesis mean for the plants?

      Agave bush (2)
      Amaranth grain (3)

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Naryar on January 05, 2012, 02:16:46 pm
      So I trust you didn't found the other demons to fit Genesis's D&Dish monster style ? Fair enough i guess.

      I'm going to have a look at my demon's tiles right now :D

      also, hooray for not posting since forever.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Deon on January 05, 2012, 02:18:13 pm
      I haven't checked others yet, that's why they are not included, but the included ones had some real errors so I had to rework them a bit :).

      Molay, those are material values.

      Meph, nice idea :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Molay on January 05, 2012, 02:30:32 pm
      Okay thanks, just finished reading and I'm going to start now. I'm really exited about the dwarven castes! That was a genuine idea. Really love that aspect :) Wish me luck, as far as I got to understand, I'll need it :D

      What settings for map generation do you suggest? Does it work fine with frequent minerals, or does that cause some odd behavior and make certain ore/stone types go extinct because being replaced by others?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Deon on January 05, 2012, 02:46:52 pm
      Nah, I had no problems with mediocre-high mineral scarcity.

      Also I suggest to use Dwarf Therapist to manage your fortress, and get the special tweak for Genesis for it to display castes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: arghy on January 05, 2012, 03:20:56 pm
      Suppose 3.26 isent save compatible with .25 or am i lucky and it is?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: bombzero on January 05, 2012, 06:09:15 pm
      hey Deon. good news.

      the current ironhand version isn't too dark! did you mess with it or something?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Meta The Golem on January 05, 2012, 06:44:23 pm
      I'm trying to DL it but it keeps coming up as a blank software it, any suggestions that could help me?
      I think my computer is a windows 6 or vista.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Meta The Golem on January 05, 2012, 06:53:04 pm
      7 i meant seven
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Molay on January 05, 2012, 07:13:31 pm
      I've started playing and it's really exiting. So much new stuff. All those plants! Those new weapon and armor choices! Those castes! I love the castes!

      Great work, can't wait what Fun awaits next. So far just giant eagles ^_^

      I have a question concerning the phoebus tileset version of the mod. It appears that everything seems 'washed out', like the black being greyish, same for all the other colors. Like a layer of gray or white being put over all those tiles. Do you have any idea how to get the tiles look more sharp? Besides that, I'm really enjoying the mod so far! So much to learn... Again! Guess I'll never stop learning stuff with DF :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Deon on January 05, 2012, 08:21:59 pm
      I've started playing and it's really exiting. So much new stuff. All those plants! Those new weapon and armor choices! Those castes! I love the castes!

      Great work, can't wait what Fun awaits next. So far just giant eagles ^_^

      I have a question concerning the phoebus tileset version of the mod. It appears that everything seems 'washed out', like the black being greyish, same for all the other colors. Like a layer of gray or white being put over all those tiles. Do you have any idea how to get the tiles look more sharp? Besides that, I'm really enjoying the mod so far! So much to learn... Again! Guess I'll never stop learning stuff with DF :D
      Check the /data/art/ folder for other phoebus versions, swap them by changing tileset file name in /data/init/d_init.txt and pick the one you want.

      hey Deon. good news.

      the current ironhand version isn't too dark! did you mess with it or something?
      No o_O

      Suppose 3.26 isent save compatible with .25 or am i lucky and it is?
      It isn't but why would you update? Most of the stuff requires a new world anyway (and you could fix the buffalo MALE token by yourself).

      I'm trying to DL it but it keeps coming up as a blank software it, any suggestions that could help me?
      I think my computer is a windows 6 or vista.
      Use winrar/7zip to open the archive.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Molay on January 05, 2012, 08:43:31 pm
      Ahh, again learned something, Thanks. But the smooth wasn't it either. So I took the one from my lazy newb pack, and now I feel like at home! May I ask, what are those 'Potted Plant' thingies good for? And I noticed a golden goose or something on embark - does it do what I mean, and lay gold nuggets? It was expensive, so I didn't test it^^
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Deon on January 05, 2012, 08:50:51 pm
      Golden geese lay golden eggs :P. There's a VERY low chance of one to be born naturally. Nuggets would be more useful I guess.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: IamanElfCollaborator on January 05, 2012, 08:51:55 pm
      Now you NEED to make a geese that lays steel axes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Broseph Stalin on January 05, 2012, 09:19:40 pm
      Golden geese lay golden eggs :P. There's a VERY low chance of one to be born naturally. Nuggets would be more useful I guess.
      Wait are they supposed to lay useless golden eggs? They lay gold bars.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Deon on January 05, 2012, 09:21:55 pm
      Oh I forgot that I've changed it to bars to make it useful, I keep forgetting stuff like that, thanks for reminding.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: MAurelius on January 05, 2012, 10:51:38 pm
      Just wanted to say thanks for the Phoebus version! Downloading as I write this!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Meph on January 05, 2012, 10:59:24 pm
      How do your cavern races work ? I know animalmen just have a camp and might fight critters... are the dark dwarves and ratman different ?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: MAurelius on January 05, 2012, 11:47:06 pm
      Hey Deon,

      Did you do something to the caverns vs. the vanilla version? I ask because I have been frustrated silly by vanilla because I get a lot of maze-like 15 z level tall caverns with lots of 3-4 square vertical pillars and nearly no open space. So right now I create a throwaway game (didn't even prepare carefully) just to look around at some of the new stones, etc (this is my first time playing Genesis) and when I breach the cavern layer what do I see but the most beautiful cavern I have ever seen. It's about 70% open space with TWO lakes and all rock pillars are large enough to put a room in (some could house an entire floor of a fortress, dining hall, workshops, whatever). I could have just got some fortunate, random, beautiful cave but I've embarked too many times and have never seen anything like it so I want to believe you altered something to create it like this. I love it, and hope when I play "for real" that I find one just as great. I have never seen a proper underground lake in vanilla (I find water all the time, but it's in kind of a pillar room with no "shoreline" to speak of). This one has a ground shore around most of the lake. It feels like a real cavern! Thank you!

      I am a bit overwhelmed by all the new stuff however. And I'm pretty sure the manual is outdated, right, as it conflicts with what you have up in the forum (it still lists ezrakim elves while I think in the forum they changed into desert humans). Is there an updated source of knowledge on the new stuff?

      Also, will soundsense run with this? I have to admit I like the new music as a change of pace but I miss the audio cues (such as the cough when a noble makes a mandate, etc.)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Deon on January 05, 2012, 11:55:51 pm
      The soundsense will work normally.

      You can edit world settings yourself (I think I increased minimum openness and reduced the amount of small tunnels in caverns).

      The first/second post are not outdated, I just forgot to remove the mentioning of ezrakim (thanks).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Raul on January 06, 2012, 12:12:54 am
      So, you finally made a website to list all your mods, eh Deon? Great stuff :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Meph on January 06, 2012, 12:31:53 am
      How do your cavern races work ? I know animalmen just have a camp and might fight critters... are the dark dwarves and ratman different ?

      :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: arghy on January 06, 2012, 04:31:47 am
      Hey Deon,

      Did you do something to the caverns vs. the vanilla version? I ask because I have been frustrated silly by vanilla because I get a lot of maze-like 15 z level tall caverns with lots of 3-4 square vertical pillars and nearly no open space. So right now I create a throwaway game (didn't even prepare carefully) just to look around at some of the new stones, etc (this is my first time playing Genesis) and when I breach the cavern layer what do I see but the most beautiful cavern I have ever seen. It's about 70% open space with TWO lakes and all rock pillars are large enough to put a room in (some could house an entire floor of a fortress, dining hall, workshops, whatever). I could have just got some fortunate, random, beautiful cave but I've embarked too many times and have never seen anything like it so I want to believe you altered something to create it like this. I love it, and hope when I play "for real" that I find one just as great. I have never seen a proper underground lake in vanilla (I find water all the time, but it's in kind of a pillar room with no "shoreline" to speak of). This one has a ground shore around most of the lake. It feels like a real cavern! Thank you!

      I am a bit overwhelmed by all the new stuff however. And I'm pretty sure the manual is outdated, right, as it conflicts with what you have up in the forum (it still lists ezrakim elves while I think in the forum they changed into desert humans). Is there an updated source of knowledge on the new stuff?

      Also, will soundsense run with this? I have to admit I like the new music as a change of pace but I miss the audio cues (such as the cough when a noble makes a mandate, etc.)

      Its in the world gen parameters, if you put openess at 100% and pathway density at 0% with water at min 30 you'll almost always get massive open caves with water on every level.

      I was so attached to my current fortress now i gotta start all over again :( oh well screwed up with the quickfort stuff anyhow chose the wrong layout even if it did have circles. I'd love it if the damn circle packs worked for QF i want to just channel a giant circle straight down and have my stuff clinging to the sides of the hole but its impossible to hand designate all the circles. I'd love to have the traders walk down into the giant circle looking out the glass windows while snow/rain falls deep into the earth.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Deon on January 06, 2012, 06:23:36 am
      So, you finally made a website to list all your mods, eh Deon? Great stuff :P
      Only those I remembered at once :P. I will add more once I want to.

      How do your cavern races work ? I know animalmen just have a camp and might fight critters... are the dark dwarves and ratman different ?

      :)
      They are cave dwellers too, so yeah, camps.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Wiro on January 06, 2012, 11:41:16 am
      Awesome. Time to play your mod for the very first time... xD
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: corporalcody on January 06, 2012, 12:29:36 pm
      Hey Deon,
      First off, thanks for hard work on this phenomenal mod. It really spices up the game and makes adventure mode a blast.

      I have a question about the latest version. I enjoy using ASCII for adventure mode (It pleasantly reminds me of the old rouge-likes, I guess its a case of nostalgia). For the latest version, the game appears to be 'stretched out'. That is, the characters in the main-menu, the ASCII text, and everything else appears to be stretched out and blurred. This was not the case with the previous versions, or the stock DF game. I've tried expanding the application window, tried copying over the vanilla tileset, but nothing seems to help.

      Could you possibly point me in a direction to getting the game to appear in a correct 'resolution'? Thanks.
       
      Here is a picture for reference. What I am striving for is one the right, the current ASCII version is on the left.

      (http://img215.imageshack.us/img215/9971/dwarfl.th.png) (http://imageshack.us/photo/my-images/215/dwarfl.png/)

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Tirion on January 06, 2012, 12:57:29 pm
      Small bug yet unfixed: Cave Beetles have no [CHILD:1] token and consequently don't breed. By the way, is their chitin better than cave croc/alligator tough leather?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Broseph Stalin on January 06, 2012, 01:25:47 pm
      Is there something odd about frogmen? They decompose directly into bones so you can make frogman crafts despite dwarf ethics.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Molay on January 06, 2012, 01:43:17 pm
      Hey Deon,
      First off, thanks for hard work on this phenomenal mod. It really spices up the game and makes adventure mode a blast.

      I have a question about the latest version. I enjoy using ASCII for adventure mode (It pleasantly reminds me of the old rouge-likes, I guess its a case of nostalgia). For the latest version, the game appears to be 'stretched out'. That is, the characters in the main-menu, the ASCII text, and everything else appears to be stretched out and blurred. This was not the case with the previous versions, or the stock DF game. I've tried expanding the application window, tried copying over the vanilla tileset, but nothing seems to help.

      Could you possibly point me in a direction to getting the game to appear in a correct 'resolution'? Thanks.
       
      Here is a picture for reference. What I am striving for is one the right, the current ASCII version is on the left.

      (http://img215.imageshack.us/img215/9971/dwarfl.th.png) (http://imageshack.us/photo/my-images/215/dwarfl.png/)

      It's unusual, but I have the answer! Atleast, I believe.

      You want to use "truetype fonts". To do so, go to your genesis mod folder, into the data subfolder, then the init subfolder and open the init.txt file.
      (Genesis_3.26_Phoebus\data\init\init.txt/ for me)
      There, you can use ctrl+f to search for 'true', this will bring you to the part where you can change the setting you want.
      Set [TRUETYPE:NO] to [TRUETYPE:YES] and you're good to go.
      It should make text behave like regular text, instead of tiles.

      Beware: you need to use the 2D printing mode for this to work (printing mode is just above!).
      Edit: Beware even more: I've searched a bit in the forums and appearently, truetype can cause crashes with very long names. I don't tested that myself as I don't use truetype, nor do I know if it still makes games crash or if that is a relic of the past. Just wanted to let you know it could possibley crash, since some items may have long names.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Deon on January 06, 2012, 02:27:59 pm
      It's not truetype, it's curses_square_16x16.bmp. Change it to curses_640x300.png or curses_800x600.bmp in your d_init.txt. I prefer square ASCII font because square structures appear square, but the rectangular font shows more on X axis.

      DO NOT use truetype mode, it crashes.

      Is there something odd about frogmen? They decompose directly into bones so you can make frogman crafts despite dwarf ethics.
      Nothing that I remember, I will check :).

      Small bug yet unfixed: Cave Beetles have no [CHILD:1] token and consequently don't breed. By the way, is their chitin better than cave croc/alligator tough leather?
      Thanks, I also forgot to fix the 0 value of spleen etc, although it's not a major issue (I still don't remember why TomiTapio made it so).

      About chitin, thanks for pointing that out... The treated chitin is as good as normal leather (it was added back when there were no leather tiers), so I should definitely buff it a bit now. Right now "hide" clothing and armor are better than "chitin" counterparts.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Molay on January 06, 2012, 04:32:14 pm
      I was watching that let's play you linked to in the first post. I noticed he embarked on a village. How to do that? I can't embark on civilizations?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Deon on January 06, 2012, 04:41:54 pm
      There's an "embark anywhere" tool, look for that.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: bombzero on January 06, 2012, 07:57:01 pm
      umm.. so Deon do you just spend all of your time modding Roguelikes or something?

      and i figured out what it was with the ironhand pack. i was getting an excessive amount of embarks with dark soils AND dark stones. resulting in everything being dark. however something seems to have changed in the newest version of genesis as i am getting many embarks with lighter soils and stones...

      i have no idea what the reason could possibly be... random chance maybe?



      also, what is the highest caste of illithids? or is there not really a highest? they are quite fun to play as in adventure mode.

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Logrin on January 06, 2012, 08:07:10 pm
      I don't know about all his time. But I know he's supreme at it.

      There's Genesis
      His Fallout DF-Mod
      He did some stuff for...a zombie rogue-like ((rogue surviver?))
      That's all I got, but it's probably a long laundry list of names.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: UltraValican on January 06, 2012, 08:08:24 pm
      I don't know about all his time. But I know he's supreme at it.

      There's Genesis
      His Fallout DF-Mod
      He did some stuff for...a zombie rogue-like ((rogue surviver?))That's all I got, but it's probably a long laundry list of names.
      Catalcylsm.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: trees on January 06, 2012, 08:09:56 pm
      He made a Rogue Survivor mod in addition to Cataclysm. Don't forget Elona or LCS, either. I think he was (maybe still is?) making a BYOND game at one point, too.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: arghy on January 06, 2012, 09:03:03 pm
      Um i embarked on an awesome haunted glacier but when the skeletal and zombie mammoths went a slaughtering they left behind no remains--phoebus version. My embark party was slaughtered to the man before i could test other things but is it normal? oh it was the fucking doctor sleeping on the job that caused this and he was the first to fall as the skeletal mammoth stomped his lazy head in.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Broseph Stalin on January 06, 2012, 09:14:14 pm
      Um i embarked on an awesome haunted glacier but when the skeletal and zombie mammoths went a slaughtering they left behind no remains--phoebus version. My embark party was slaughtered to the man before i could test other things but is it normal? oh it was the fucking doctor sleeping on the job that caused this and he was the first to fall as the skeletal mammoth stomped his lazy head in.
      Undead enemies vanish after taking a certain amount of damage.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: arghy on January 06, 2012, 10:05:26 pm
      wha.... what? why? is this new?

      I remember them being unkillable but couldent you just weaken the things holding them together so things could rend them apart? have them die after they lost a certain amount of body parts or just couldent make an attack?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: trees on January 06, 2012, 10:13:46 pm
      It's a hardcoded part about the current version of DF. It's supposed to simulate smashing them apart over time but it's basically hit points.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: arghy on January 06, 2012, 11:36:46 pm
      Disappearing just destroys my DF immersion!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Molay on January 06, 2012, 11:37:20 pm
      It's me again. I have a question.
      I really love armoring my dwarves as good as possible, therefore I make much usage of the wiki 'Armor' page. So I know how many mail shirts I can wear in addition to the breastplate etc.
      In genesis I can make 4 types of helms instead one, now I can make metal mittens too, and a metal coif (whatever that is?).
      I'm asking to you, because I'm not to familiar with it, where to look in the raws to find out about those particular new items. And what to look for. Esspecially the size of said items and their permit size is what matters to me.

      If you don't mind, let me know where to look at and what to look for, then I might be able to summarize what is possible when equipping your dwarf. I can then post those results here if you want so people have an easier time equipping their military.

      Thanks
      Molay

      PS: Did I already mention how great this mod is? Not often enough? Ah. Well, it's great! Really loving every single bit of it. And small stuff (like 1 cassiterite for 4 copper to get bronze) is what really makes it feel more... I don't know. Better? More realistic, somewhat? More military-driven probably. I just like it! So thanks for all your hard work.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: arghy on January 07, 2012, 01:53:38 am
      Masked helm gives the best head protection and a coif gos under that for realism and extra protection. As far as i know its still the same as vanilla DF so 1 mail+BP or just 2 mails.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Deon on January 07, 2012, 04:19:01 am
      All the armors are in item_armor.txt and item_armor_genesis.txt, helms are in item_helm.txt and item_helm_genesis.txt etc, you've got the idea.

      All the helms have 85% coverage, it means that there's a 15% chance to hit an open part, while the masked helm has 95% coverage.

      Strangely enough the best outer armor is the orcish Lamellar armor. Because it covers upperbody, lowerbody and arms, while breastplate covers only the chest. I plan to add "technology trading" by adding rare toys which are called "armor plans" which you could use to produce foreign armor (and other items) but I did not come up with that yet.

      I don't know about all his time. But I know he's supreme at it.

      There's Genesis
      His Fallout DF-Mod
      He did some stuff for...a zombie rogue-like ((rogue surviver?))
      That's all I got, but it's probably a long laundry list of names.
      Check my sig, it's just a list of projects which I more or less maintain now (I also have/had mods for Civilization 4 and other games but I am not working on them now).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: slawr34 on January 07, 2012, 05:48:41 am
      I have tried, admittedly, but it is impossible to combine any of the phoebus graphics into Genesis. I wanted to because I disliked the current tileset (not the characters) as it is dark and even.

      Is it possible to get a collaboration going? Or maybe just add the missing tiles to existing tilesets to give us some options?

      BTW I love the new version, awesome. Keep up the good work.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: peskyninja on January 07, 2012, 09:31:01 am
      Deon I think that there's something wrong with the blast furnace and the crucible.
      I can make steel in the finishing forge but the option to do steel in the crucible or in the blast furnace is red.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Dark Archon on January 07, 2012, 01:18:39 pm
      Why do I always start game with seven keepers instead of dwarfs? They have "U" as picture, not smile, and have description of keepers in "Thoughts and preferences".
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: MAurelius on January 07, 2012, 03:19:54 pm
      I'm unfortunately kind of dependent on the Lazy Newb Pack and have a few questions as to how to bring some of the features of the LNP to Genesis:

      I turn exotic animals off (so they can be trained by anyone), economy off, and aquifers off. This is using buttons on the LNP GUI. How do I do the same thing with Genesis? I think Genesis already has water showing the level (1-7).

      I also like to run my game at 200 FPS and Genesis is notably slower. How do I change that not using the LNP?

      LNP comes with a utility that allows you to make small changes to the Phoebus tileset (I guess he has multiple versions, water of different levels of brightness, walls curved or diagonal, different ways of displaying stone and ores, etc.). Is there a way I can "import" that utility to my genesis folder, or does the LNP come with more texture files than Genesis, allowing it to work? Edit: The file is called DwarfFortressConfig and it's located in the main Phoebus folder under the LNP main folder.

      As an aside, wouldn't it be awesome if the kind folks who put together the LNP made it mod compatible (so say you download Genesis or Dig Deeper or whatever and you put them in the LNP Utilities folder) and then can just click a button using the LNP GUI that says "use mod: Genesis" and it will automatically install Genesis, and later if you push another button you can get back to regular vanilla or another mod and still keep all your chosen graphical and other settings - Brilliant!

      No, I'm not a newb, but I'm incredibly lazy. :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Putnam on January 07, 2012, 04:53:35 pm
      Under the data/init folder, there are two files, D_INIT and INIT, both .txt files. Every individual option in them are pretty self-explanatory.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: MAurelius on January 07, 2012, 09:01:27 pm
      WOW. Tons of good stuff in there, Putnam. Thanks!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: joeymax23 on January 07, 2012, 11:23:53 pm
      i dont know whats wrong but i've heard of people playing with werewolves and i cant play as any of the new subraces in adventure mode just the some human,elf,dwarf,human outsider help?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Broseph Stalin on January 07, 2012, 11:28:22 pm
      i dont know whats wrong but i've heard of people playing with werewolves and i cant play as any of the new subraces in adventure mode just the some human,elf,dwarf,human outsider help?
      Bad install, none of those should even be options.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Deon on January 08, 2012, 12:24:36 am
      Why do I always start game with seven keepers instead of dwarfs? They have "U" as picture, not smile, and have description of keepers in "Thoughts and preferences".

      i dont know whats wrong but i've heard of people playing with werewolves and i cant play as any of the new subraces in adventure mode just the some human,elf,dwarf,human outsider help?


      Come on, STOP overwriting vanilla version, that's where all your problems come from. Use it INDEPENDENTLY :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: MAurelius on January 08, 2012, 12:49:06 am
      What is the easiest to set up defense (before military is ready) for trap avoid civs? I'm not used to dealing with non-goblin invaders.

      Locking them out is not an option either as I would like to trade.

      Great mod! Some of the crops aren't listed in the manual (example: potatoes). Can I find their brewing/cooking info in the game itself or files?

      Thanks!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: arghy on January 08, 2012, 02:47:45 am
      Heres what i do from embark,

      1. Build a complete wall with 1 door ASAP
      2. Dig out underground grazing areas
      3. Find all caverns

      Next defensive step is to build a draw bridge to that 1 door and expand it into a 1 tile maze, this is your control point allowing you to lure siegers into the maze which should be studded with weapon traps to whittle down siegers. You then want to build a long controlled road to your depot which will allow your marksdwarves to shoot at the enemys and give caravans a fighting chance to run past your 2nd drawbridge before their killed.

      Your primary entrance should be the long winding road with the guard towers and 2nd drawbridge, your back door is the door/weapon trap drawbridge and you should also have a further 3rd entrance which should literally be a walled up 1 tile snaking tunnel to the outside. You want to then upwards ramp out the area under your 2nd drawbridge until it literally falls into your first cavern as demons can survive quite a bit. I usually build a walled enclosure in the first cavern 2 tiles wider then the drop hole and wall up the entrance. This is your collection pit for your dwarves to somewhat safely collect everything by deconstructing the wall to collect everything.

      The drop has the added benefit of bursting your enemys into little bits so you can use their bones as you actually cant use their skeletons which is bull. If you add weapon traps to the edge of your drop on both sides when the bridge is up siegers will dodge off the edge into the drop which is hilarious when you have 60 beastmen running to the edge of your drop then watching as literally all 60 jump like lemmings.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Deon on January 08, 2012, 09:27:35 am
      My early defence:

      1) Reroll to embark with 2 steel dwarves.
      2) Steal gear from caravan guards.
      3) Profit :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: IamanElfCollaborator on January 08, 2012, 09:31:44 am
      Early defence:
      1). Strike the earth.
      2).Dig down to caverns.
      3).Make elite miner corps to fend off savage cavern civs.
      4).Seal off top once successful lumber and farming industries have been set up.
      Profit, and only one step longer than the creator's suggestion.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Naina on January 08, 2012, 10:28:42 am
      I must say, I love this mod wholeheartedly. The variations of growable plants you've put in is probably my favorite feature. Speaking of which, however, I've run into some issues with 3.26 where seeds I embark with (most consistently kiwifruit and dragonfruit) aren't listed as options when I create farming plots. Are these being restricted by my embark area somehow?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Deon on January 08, 2012, 11:54:55 am
      They may be restricted by biome and savagery. It's a DF issue.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: MAurelius on January 08, 2012, 02:08:25 pm
      Arghy:

      Your set up seems trap intensive. Will trap-avoid civs still dodge weapon traps in order to fall into your pit, or do you only use the guard tower/ranged military set up to stop them?

      So you have 1) The maze entrance, 2) A one tile wide walled snakey entrance, and 3) the main entrance for traders with guard towers. fortifications for ranged military, and another bridge to trap things inside it?

      Thanks, something to think about. I try to have one main 3 tile entrance with cage/weapon traps and dogs after a curve to prevent them being shot. Then once that is squared away (year 3 or so before it's totally complete) I work on an "invaders" entrance with a one tile wide snakey tunnel with better weapon traps. I know entrance only needs to be 1 tile wide but wagons are gonna come back at some point so it seems a good idea to be used to their size requirements. For the snakey tunnel I need to experiment with bridges to be able to easily clean it up because it takes forever for my dwarves to weave their way through it. This is problem one. Problem two is often the invaders stop coming and just sit around waiting for me. I have found that is NOT the case with a wider entrance, another benefit to the three tile wide relatively straight heavily trapped one.

      Deon: I started with one Steel dwarf and one Shield dwarf. Shield seemed actually better to me but you're saying Steel is better? I also got two Moss and an Aspid (worthless). I was hoping for a Schroom dwarf to increase farming yield. I did put one of my two Obsidian's in metalworking, though two at this point is a bit much.

      Again, where is the most updated info on the new crops? The first post of this thread and the manual don't list all of them. I like the sheet in the manual that says if everything can be eaten raw, cooked, extracted, or brewed, but don't know how to figure that out for the foods and seeds not in the manual.

      Edit: While I'm on that, some of the new metals are unclear to me, too. I saw your "relative value" page but wasn't sure I was reading it right. Are you saying in your mod Bronze is a better metal than Iron? Because it's shown as superior to Iron by weight/density (what happened to Silver? - not on your list) AND by edge. That's not how it is in vanilly, right? You put that the only think Iron is better than Bronze at is compressive yield/fracture, but I don't even know what that means. In short, aside from spoilerite, best blunt is Black Bronze, with Copper of all things being second best, and best edged is Red Steel, followed by Black Steel, followed by Steel, then Sun Gold? So for example the first traders to reach me were Dunedwellers (still listed as Ezrakim in the manual) and they had Sun Gold up the wazoo, so that actually will make me pretty high quality armor and weapons while I forge steel and its derivatives?

      Thanks!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: arghy on January 08, 2012, 03:57:58 pm
      Quote
      Your set up seems trap intensive. Will trap-avoid civs still dodge weapon traps in order to fall into your pit, or do you only use the guard tower/ranged military set up to stop them?
      Theres actually not that many trap avoiding siegers but they'll siege with others or may be riding beasts you want traps to stop them and most importantly you need to remove the goddamn building destroyers as they ruin everything. The multiple draw bridges should allow you to control their movements fairly well so your military can thin them out.

      Quote
      So you have 1) The maze entrance, 2) A one tile wide walled snakey entrance, and 3) the main entrance for traders with guard towers. fortifications for ranged military, and another bridge to trap things inside it?
      The entire point of drawbridges is to stop flying ambushers and building destroyers from ripping through your doors but the main entrance drawbridge can be timed with locked/unlocked doors to lure siegers unto it to get tossed. The multiple back doors are for immigrants/diplomats/traders so even when you have siegers clogging up your first and secondary entrances you can open that third entrance.

      Until you deal with an entire siege party riding building destroyer animals you'll never defend against them and you'll prolly lose a fortress. You also gotta watch out for thieves who unlock doors and leave your entire fortress open but thats what walls instead of doors and drawbrdiges are for. You can also use water moats, drowning chambers and pressure flow traps(unleashing a huge cistern of water unto a bridge that invaders are crossing) but they dont yield bones. Theres no joy like watching entire sieges explode into little bits when they hit the ground.

      I've often thought about a 3 bridge system for more coverage to allow more siegers to drop but you need alot of room for that.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Tirion on January 08, 2012, 04:14:35 pm
      So I promised to report once I have more results in my experiment. So here it is...

      SUCCESS!!

      Put [UTTERANCES] into the beastman and centaur entries in creature_civilised.txt, and remove the [TRANSLATION:goblin.txt] line from their respective entity files. Ta-da! With only these changes, I still get their sieges as usual, but now they have names both in fort and adventurer mode.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: MAurelius on January 08, 2012, 04:53:15 pm
      Just lost my first Genesis fort at the beginning of year two. I took to the new crops and workshops pretty well (in fact I dwarfing love them, rock bins and trap parts - BRILLIANT! - Stonecutter's and Furniture Workshops are my new favorites), but not so much military. I had a proficient axedwarf with a bronze battleaxe and a proficient hammerdwarf with a black bronze hammer (but no armor) and they were pretty much mauled by a group of beastmen. Didn't expect an ambush before year 3, let a lone a siege.

      I guess the Genesis learning curve is gonna take a while longer. ;)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: IronCodpiece on January 08, 2012, 05:25:46 pm
      Deon, thank you for the update!  Meteoric Iron is a fantastic addition.

      Now time to wait for the upcoming vanilla update!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: slawr34 on January 08, 2012, 11:31:04 pm
      I have tried, admittedly, but it is impossible to combine any of the phoebus graphics into Genesis. I wanted to because I disliked the current tileset (not the characters) as it is dark and even.

      Is it possible to get a collaboration going? Or maybe just add the missing tiles to existing tilesets to give us some options?

      BTW I love the new version, awesome. Keep up the good work.

      Heyoo?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Deon on January 09, 2012, 01:40:20 am
      I have tried, admittedly, but it is impossible to combine any of the phoebus graphics into Genesis. I wanted to because I disliked the current tileset (not the characters) as it is dark and even.

      Is it possible to get a collaboration going? Or maybe just add the missing tiles to existing tilesets to give us some options?

      BTW I love the new version, awesome. Keep up the good work.

      Heyoo?
      What about existing Phoebus version?

      I will try to make a proper crops guide soon, wait :).

      Tirion, thanks, if that works it's awesome. I will do it.

      MAurelius, yep, bronze is better than iron by many things. Early iron may be a bit harder, but otherwise it's brittle in comparison to bronze IRL, I tried to simulate that. After all the bronze age transitioned into iron age because of the lack of tin, or people would still use bronze weapons and armor :P.

      Shield clan dwarves are easy to train in combat skills, but steel clan dwarves have better stats, so in the long run they are better.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Dwemeral on January 09, 2012, 04:36:51 am
      The links to the mod don't seem to be working. atleast for me.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: slawr34 on January 09, 2012, 04:38:53 am
      I have tried, admittedly, but it is impossible to combine any of the phoebus graphics into Genesis. I wanted to because I disliked the current tileset (not the characters) as it is dark and even.

      Is it possible to get a collaboration going? Or maybe just add the missing tiles to existing tilesets to give us some options?

      BTW I love the new version, awesome. Keep up the good work.
      Heyoo?
      What about existing Phoebus version?

      Oh, I see. I have the Phoebus Genesis, but I tried to get a new tileset with a different look into it. Obviously that did not work as the tileset did not have some modded minerals.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Deon on January 09, 2012, 07:27:04 am
      Which is the "new tileset" you are talking about? I've got Phoebus from the Phoebus tileset thread.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: slawr34 on January 09, 2012, 08:18:51 am
      Which is the "new tileset" you are talking about? I've got Phoebus from the Phoebus tileset thread.

      Yes yes yes. What I am trying to say is: I do not like the look of the tileset you chose. So I was trying to swap it with a Phoebus tileset that has a different look.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: MAurelius on January 09, 2012, 11:29:08 am
      Do genetics of caste trump training?

      What I mean is if I have two dwarves, one is a moss dwarf who is a master metalcrafter, and the other is a obsidian dwarf with no metalcrafting skills (both came as migrants with their skillsets already established) which one should I set as metalcrafter? In vanilla it would obviously be the one with the skill but now with castes maybe the obsidian dwarves are so well suited to forging that they trump any other caste, regardless of skill.

      Same question, different example, should I just mover every single steel and shield dwarf into the military even if they have no actual military skills, and if I get say a moss or jade dwarf with military skills should I draft them of pass over them?

      Likewise, I have not yet seen an schroom dwarves for my farms (they are supposed to increase yield, correct?). Do they still exist in this version?

      Thanks!

       EDIT: Also, while I'm asking questions, do the various new "training" military workshops help? Are they more effective in training up the military than just letting them spar and do demonstrations? What kind of set up do you Genesis "experts" utilize to take advantage of those new workshops?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Ashnal on January 09, 2012, 11:59:25 am
      Which is the "new tileset" you are talking about? I've got Phoebus from the Phoebus tileset thread.

      Yes yes yes. What I am trying to say is: I do not like the look of the tileset you chose. So I was trying to swap it with a Phoebus tileset that has a different look.

      If you use the tileset changer it should work perfectly fine. The raws don't need any updating to work with Pheobus' tileset variations.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Sarlare on January 09, 2012, 12:53:37 pm
      Hey Deon, where did you get most of the music tracks for this mod from? I really liked the first 3 or 4.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Deon on January 09, 2012, 05:41:05 pm
      Hey Deon, where did you get most of the music tracks for this mod from? I really liked the first 3 or 4.
      Warcraft II :)

      Quote
      What I mean is if I have two dwarves, one is a moss dwarf who is a master metalcrafter, and the other is a obsidian dwarf with no metalcrafting skills (both came as migrants with their skillsets already established) which one should I set as metalcrafter?
      In the long run, the obsidian dwarf. If you want to craft good items immediately, pick the moss dwarf. Obsidian dwarves train metalcrafting, smelting etc at a 150% rate.

      Quote
      should I just mover every single steel and shield dwarf into the military
      In most cases, yes. Steel dwarves are just badass (disease immunity, very high stats even if they are "weak" or "clumsy" in comparison to other dwarves, fixed 1290 speed, stronger body materials/tissues) and shield dwarves always train fast because there's so many skills to train for proper fighting, so their bonuses really help.

      Shroom dwarves are in, and they train in farming skills faster.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: arghy on January 09, 2012, 09:02:37 pm
      Yeah loved the focused casts like that but i was wondering if the domple/deep clan guys actually get a bonus as stone crafters? their description says they like 'inorganic' materials does that mean they have a bonus?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: slawr34 on January 10, 2012, 12:07:17 am
      Hey Deon, where did you get most of the music tracks for this mod from? I really liked the first 3 or 4.
      Warcraft II :)

      I fucking KNEW IT.
      It WAS Warcraft 2
      Love that game. Note *present tense.

      I ask again. Is it possible in any to get a collaboration or joint effort going to port the different version of the new phoebus into genesis?

      It would be easy... Right?
      Right?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Meph on January 10, 2012, 12:50:39 am
      I am pretty sure that Phoebus is included already. 

      btw: more love for Warcraft 2 :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: slawr34 on January 10, 2012, 01:01:47 am
      I am pretty sure that Phoebus is included already. 

      btw: more love for Warcraft 2 :)

      *Facepalm*
      The (delicious, frustrating) irony is that I have tried to make my point in about 3 different posts 3 different ways.
      How can you not understand what I am trying to say:
      I LEIK PHOBUSSSSSSS BUT I WANT A DFERENT LOOK 4 IT!!!!!!11111one
      Admittedly I wasn't very clear the first 2 times, but seriously, the last post had to make it understandable.

      If you go onto the Phoebus thread, it show you that can get Phoebus tilesets that LOOK DIFFERENT.
      OMFGWTFBBQ

      >|[

      And yes, Warcraft is the shit. First proper strategy game I have ever played.
      *wipes tear from face*
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Meph on January 10, 2012, 01:16:41 am
      Ahm... ok.

      You could just try opening your data/art folder and there you will see different tilesets, all by phoebus. You just select the one you like and name it: Phoebus_16x16.png. The game will make the change automatically.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Deon on January 10, 2012, 01:21:27 am
      Or follow the advice I allowed and change the tileset name in /data/init/d_init.txt :). Same work, more properly.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: slawr34 on January 10, 2012, 01:34:31 am
      So wait, you are saying you packed different version of GENESIS PHEOBUS ART with the release?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Meph on January 10, 2012, 01:52:42 am
      Yes, I just checked, 4 different versions. :)

      @deon: the settings program is going along fine. I already have half of the settings done, but so far you can only choose between Vanilla and my mod. But every little thing can be selected independently, trees, plants, gems, minerals, soil, every invader civs... you'll be able to do the same, all you need is an extra tag infront if the things you want to change. :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: slawr34 on January 10, 2012, 03:00:34 am
      Yes, I just checked, 4 different versions. :)

      @deon: the settings program is going along fine. I already have half of the settings done, but so far you can only choose between Vanilla and my mod. But every little thing can be selected independently, trees, plants, gems, minerals, soil, every invader civs... you'll be able to do the same, all you need is an extra tag infront if the things you want to change. :)

      FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUCK

      P.S Deon, could you please give me directions on changing the art. I can do it for normal tilesets, but haven't yet done it for graphical ones.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Ashnal on January 10, 2012, 03:33:28 am
      Yes, I just checked, 4 different versions. :)

      @deon: the settings program is going along fine. I already have half of the settings done, but so far you can only choose between Vanilla and my mod. But every little thing can be selected independently, trees, plants, gems, minerals, soil, every invader civs... you'll be able to do the same, all you need is an extra tag infront if the things you want to change. :)

      FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUCK

      P.S Deon, could you please give me directions on changing the art. I can do it for normal tilesets, but haven't yet done it for graphical ones.

      Chill. As I tried to tell you before, use DwarfFortressConfig.exe that comes with Pheobus to change the tileset. You can easily download the vanilla Pheobus pack, grab DwarfFortressConfig.exe from it, copy it into the genesis install alongside dwarfortress.exe, then open it and use the tileset assembler tab to customize the tileset. Was that so hard?

      And to clarify, the four tilesets Deon included are the same ones included with the vanilla Pheobus install. They're used to assemble variants using DwarfFortressConfig.exe
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: slawr34 on January 10, 2012, 03:35:49 am
      Snip

      I tried that, but when I tried to start a new game it said "cannot find blue crystal" or something...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Ashnal on January 10, 2012, 04:04:49 am
      Snip

      I tried that, but when I tried to start a new game it said "cannot find blue crystal" or something...

      Oooooh, haha. I should check my solutions before proposing them like an ass.

      You need a few other files for the config program to work. Namely the ICSharpCode.SharpZipLib.dll, the data/config folder, and the data/init/Pheobus folder. If you copy these things from a vanilla Pheobus install to an unmodified Genesis 3.26 Pheobus install then the config program will work. I checked it this time.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: slawr34 on January 10, 2012, 07:27:56 am
      Missing Inorganic Gloss: CRYSTAL_BLUE
      Well... what am I doing wrong?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Vorthon on January 10, 2012, 08:25:06 am
      Uhh... Should moon arrows be able to sever a bandit's arm? I got sent to kill a dusk elf bandit, and fired at one of his lackeys. Here's the lines from the combat log:
      Quote
      The Halberdier shouts.
      The Halberdier blocks The flying silver moon arrow!
      The Halberdier misses You!
      You counterstrike!
      You strike at The Halberdier but the shot is blocked!
      The flying silver moon arrow strikes The Halberdier in the left lower leg, tearing apart the muscle through the opah leather dress!
      An artery has been opened by the attack and many nerves have been severed!
      The silver moon arrow has lodged firmly in the wound!
      The Halberdier falls over.
      The Halberdier misses You!
      You counterstrike!
      You punch The Halberdier in the right lower arm with your left hand, fracturing the bone through the honey badger suede robe!
      The Halberdier misses You!
      You counterstrike!
      You strike at The Halberdier but the shot is blocked!
      The Halberdier blocks The flying silver moon arrow!
      The Halberdier misses You!
      The flying silver moon arrow strikes The Halberdier in the left upper leg, fracturing the bone through the honey badger suede robe!
      A motor nerve has been severed and a tendon has been torn!
      The Halberdier gives in to pain.
      The Halberdier loses hold of the bronze glaive.
      The flying silver moon arrow strikes The Halberdier in the left upper arm and the severed part sails off in an arc!
      Halberdier has bled to death.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Deon on January 10, 2012, 08:30:54 am
      Uhh... Should moon arrows be able to sever a bandit's arm? I got sent to kill a dusk elf bandit, and fired at one of his lackeys. Here's the lines from the combat log:
      Quote
      The Halberdier shouts.
      The Halberdier blocks The flying silver moon arrow!
      The Halberdier misses You!
      You counterstrike!
      You strike at The Halberdier but the shot is blocked!
      The flying silver moon arrow strikes The Halberdier in the left lower leg, tearing apart the muscle through the opah leather dress!
      An artery has been opened by the attack and many nerves have been severed!
      The silver moon arrow has lodged firmly in the wound!
      The Halberdier falls over.
      The Halberdier misses You!
      You counterstrike!
      You punch The Halberdier in the right lower arm with your left hand, fracturing the bone through the honey badger suede robe!
      The Halberdier misses You!
      You counterstrike!
      You strike at The Halberdier but the shot is blocked!
      The Halberdier blocks The flying silver moon arrow!
      The Halberdier misses You!
      The flying silver moon arrow strikes The Halberdier in the left upper leg, fracturing the bone through the honey badger suede robe!
      A motor nerve has been severed and a tendon has been torn!
      The Halberdier gives in to pain.
      The Halberdier loses hold of the bronze glaive.
      The flying silver moon arrow strikes The Halberdier in the left upper arm and the severed part sails off in an arc!
      Halberdier has bled to death.
      They should! They are designed to have crescent-like sharp blade on the end, so they have pretty nice contact area and that's planned :).

      Missing Inorganic Gloss: CRYSTAL_BLUE
      Well... what am I doing wrong?
      Ugh, you screwed up with the raws somewhere. Can you show me the like to a file you want to include in your game? I will tell you the contents of d_init.txt for that.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: kanaak666 on January 10, 2012, 12:06:50 pm
      Nice mode. Installed it 2 days ago and spread chaos in adventure mode since then.

      I am not sure if anyone noticed it before, but I noticed that there is no way you can crawl under demon, even if it's your companion. You simply attack the thing. Similarly, when you are a demon, walking over a creature on adjacent tile ends up with bloodshed.
      Is it how it's supposed to be?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: bombzero on January 10, 2012, 05:29:56 pm
      Nice mode. Installed it 2 days ago and spread chaos in adventure mode since then.

      I am not sure if anyone noticed it before, but I noticed that there is no way you can crawl under demon, even if it's your companion. You simply attack the thing. Similarly, when you are a demon, walking over a creature on adjacent tile ends up with bloodshed.
      Is it how it's supposed to be?

      im gonna take a long shot guess and say demons are not supposed to be playable, despite genesis making it so.

      probably a bit of hard coding, or and odd tag in the raws.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Sarganto on January 10, 2012, 05:35:39 pm
      Question about breeding raptors.

      I brought a male and a female raptor when I embarked. I pastured them inside in a 10x10 room and put nest boxes in every corner. The female claimed one of the boxes and layed 6 eggs. I closed the doors and forbied them for cooking.
      So now I have been waiting for over one year...and nothing happened. The female raptor is sitting on the nest box and nothing happens.

      What am I doing wrong? Or do they really need THAT long to hatch?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Broseph Stalin on January 10, 2012, 05:56:26 pm
      Question about breeding raptors.

      I brought a male and a female raptor when I embarked. I pastured them inside in a 10x10 room and put nest boxes in every corner. The female claimed one of the boxes and layed 6 eggs. I closed the doors and forbied them for cooking.
      So now I have been waiting for over one year...and nothing happened. The female raptor is sitting on the nest box and nothing happens.

      What am I doing wrong? Or do they really need THAT long to hatch?
      That's not a problem with genesis sometimes you just get a bad clutch of eggs.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Sarganto on January 10, 2012, 06:53:18 pm
      So I should get the eggs out of the box and hope the raptor lays eggs again?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Broseph Stalin on January 10, 2012, 07:24:27 pm
      So I should get the eggs out of the box and hope the raptor lays eggs again?
      Yes, they weren't fertilized for whatever reason if you have an uncaged male then it was probably just bad luck. It might actually immediately lay eggs again since it's been a year since the last time, I can't remember exactly how it works. If it doesn't immediately lay a new clutch edit your food stockpile and keep it from accepting Raptor Eggs, that way when it gets around to laying another clutch your dwarves take them. 
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: slawr34 on January 11, 2012, 01:08:13 am
      Question: Is there a packaged tileset that looks like The smooth tileset of phoebus?

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Ashnal on January 11, 2012, 02:21:31 am
      Question: Is there a packaged tileset that looks like The smooth tileset of phoebus?

      Spoiler (click to show/hide)

      Genesis_3.26_Phoebus\data\art\Pheobus_16x16_smooth.png
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: slawr34 on January 11, 2012, 02:52:16 am
      Snip

      Genesis_3.26_Phoebus\data\art\Pheobus_16x16_smooth.png

      Right. Help for getting that one into the game?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Ashnal on January 11, 2012, 03:00:04 am
      Snip

      Genesis_3.26_Phoebus\data\art\Pheobus_16x16_smooth.png

      Right. Help for getting that one into the game?

      *sigh* I get the feeling you haven't been listening to Deon's previous posts. While I was trying to direct you on how to use Pheobus' config program (Which you seemed to have ignored) Meph and Deon were trying to tell you how to do exactly what you are asking. Did you gloss over their posts?

      Ahm... ok.

      You could just try opening your data/art folder and there you will see different tilesets, all by phoebus. You just select the one you like and name it: Phoebus_16x16.png. The game will make the change automatically.
      Or follow the advice I allowed and change the tileset name in /data/init/d_init.txt :). Same work, more properly.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Deon on January 11, 2012, 03:24:44 am
      Read my last posts, I told you EXACTLY how to do it -.- .

      You are either trolling trying to induce some dwarven rage, or you read the forums on a 80x40 phone where only 2 words fit on the screen :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: slawr34 on January 11, 2012, 03:42:08 am
      Read my last posts, I told you EXACTLY how to do it -.- .

      You are either trolling trying to induce some dwarven rage, or you read the forums on a 80x40 phone where only 2 words fit on the screen :).

      Snip

      Genesis_3.26_Phoebus\data\art\Pheobus_16x16_smooth.png

      Right. Help for getting that one into the game?

      *sigh* I get the feeling you haven't been listening to Deon's previous posts. While I was trying to direct you on how to use Pheobus' config program (Which you seemed to have ignored) Meph and Deon were trying to tell you how to do exactly what you are asking. Did you gloss over their posts?

      Ahm... ok.

      You could just try opening your data/art folder and there you will see different tilesets, all by phoebus. You just select the one you like and name it: Phoebus_16x16.png. The game will make the change automatically.
      Or follow the advice I allowed and change the tileset name in /data/init/d_init.txt :). Same work, more properly.

      Well, um. Sorry? Did not see those posts.
      And Deon posted just before that if I told him what file I wanted he could help me get it ingame...

      -Thanks for the help! Its k now.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Deon on January 11, 2012, 04:12:55 am
      Actually I've posted a day ago :D.

      I will release an update today (won't break saves, but won't likely do anything on old worlds either).

      I've decided to give Dunedwellers a new weapon called "bladed chain", it's classified as sword (should be as whip but I replaced whips with halberds) and is a fairly good weapon to hit through armor. It does not chop bodyparts off but it easily cripples spines and jams skull through brain, so I like it.

      I've also FINALLY added pegasi, I wanted to fight a pegasus in good mountains for a VERY long time :). They now dwell in good mountain biomes. Also a few more demons and two new night creatures.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Tiruin on January 11, 2012, 05:13:07 am
      On the Pegasi (and other flier related creatures), if tamed then they will lose the ability to fly right?

      But if wild, then they will fly?

      (Mythological lore  :D )
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: kanaak666 on January 11, 2012, 11:55:20 am
      Can you make them drop wings, so that they can be used as a cape/trophy  :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Dark Archon on January 11, 2012, 01:19:03 pm
      Why does the magma blast furnace require refined fuel? I thought that energy-free metal production was the main reason for our love to magma...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.26 ϟ] - new demons, Phoebus graphics
      Post by: Deon on January 11, 2012, 05:42:08 pm
      It was a design decision, but I will remove it in 3.27.

      HOLY COW! I misnamed first lines in a few cave creature files and you do not get a lot of subterranean creatures (ASCII players do not get any)!!!!!

      I will upload a new version with a fix in a moment.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: Deon on January 11, 2012, 05:49:45 pm
      ** 3.27
      * Fixed a MAJOR typo which removed some subterranean creatures (and all in ASCII version).
      * Many small typos and errors are fixed.
      * Beetles now breed.
      * Blast furnace no longer requires any additional coal.
      * No more zero value meat.
      * Shield clan dwarves now train properly fast ALL combat skills.
      * Dunedwellers no longer use elven armor.
      * Dunedwellers now use a unique weapon "bladed chain" (sword type, pierces armor).
      * Pegasi dwell in good mountains
      * Rocktip arrows are now considered "wooden" by the game so dwarves can store them in ammo stockpile.
      * The birth of genesis-mod.webs.com

      Also check genesis-mod.webs.com (http://genesis-mod.webs.com), it's just a start, but I've already spent a few hours filling it. You can check the FULL caste info, with skill rates and special abilities there. You can also see all common-evil-good animals (not benign/savege/cave variants, those will come soon) and check workshops and friendly races.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: bombzero on January 11, 2012, 05:55:44 pm

      * The birth of genesis-mod.webs.com

      Also check genesis-mod.webs.com (http://genesis-mod.webs.com), it's just a start, but I've already spent a few hours filling it. You can check the FULL caste info, with skill rates and special abilities there. You can also see all common-evil-good animals (not benign/savege/cave variants, those will come soon) and check workshops and friendly races.

      holy hell thank you, it will be nice to see a full repository for genesis related info now.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: UltraValican on January 11, 2012, 07:30:04 pm
      I'm assuming I'm retarded cause I can't find the post telling me how to put phoebus smooth as the text pack either.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: Deon on January 11, 2012, 08:05:35 pm
      Snip

      Genesis_3.26_Phoebus\data\art\Pheobus_16x16_smooth.png

      Right. Help for getting that one into the game?

      *sigh* I get the feeling you haven't been listening to Deon's previous posts. While I was trying to direct you on how to use Pheobus' config program (Which you seemed to have ignored) Meph and Deon were trying to tell you how to do exactly what you are asking. Did you gloss over their posts?

      Ahm... ok.

      You could just try opening your data/art folder and there you will see different tilesets, all by phoebus. You just select the one you like and name it: Phoebus_16x16.png. The game will make the change automatically.
      Or follow the advice I allowed and change the tileset name in /data/init/d_init.txt :). Same work, more properly.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: UltraValican on January 11, 2012, 08:09:55 pm
      Its not in  d_init just int.
      I changed tiles after I posted that.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: MAurelius on January 11, 2012, 08:23:40 pm

      * The birth of genesis-mod.webs.com

      Also check genesis-mod.webs.com (http://genesis-mod.webs.com), it's just a start, but I've already spent a few hours filling it. You can check the FULL caste info, with skill rates and special abilities there. You can also see all common-evil-good animals (not benign/savege/cave variants, those will come soon) and check workshops and friendly races.

      holy hell thank you, it will be nice to see a full repository for genesis related info now.

      I agree. Thanks so much Deon!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: Jacob/Lee on January 11, 2012, 10:56:21 pm
      (http://i.imgur.com/MzTBC.png)
      :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: Trapezohedron on January 11, 2012, 10:58:59 pm
      Hell f**king yes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: Meph on January 12, 2012, 12:57:45 am
      Hi deon,

      While I was busy including your creatures into my mix I noticed that the subterrean 5 creatures have no graphics at all. Thought I remedy that fact.

      From left to right: Nightmare, strige, bebelith, frost wraith, obsidian colossus, spirit of fire, devilkin and hellhound
      (https://lh5.googleusercontent.com/-PbV8V352Lg8/Tw51ZcNlQpI/AAAAAAAAJ5M/HaabTgGqg-U/s128/sub5%252520set.PNG)

      You can use the sprites if you want :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: Deon on January 12, 2012, 01:28:45 am
      Hi deon,

      While I was busy including your creatures into my mix I noticed that the subterrean 5 creatures have no graphics at all. Thought I remedy that fact.

      From left to right: Nightmare, strige, bebelith, frost wraith, obsidian colossus, spirit of fire, devilkin and hellhound
      (https://lh5.googleusercontent.com/-PbV8V352Lg8/Tw51ZcNlQpI/AAAAAAAAJ5M/HaabTgGqg-U/s128/sub5%252520set.PNG)

      You can use the sprites if you want :)
      They DO have sprites, I've just tested them in arena. However your sprites are different from mine (some) so I will definitely use your nightmare and strige (I like them more than mine) and hellhound with some outline I'll add.


      Also, everyone, check genesis-mod.webs.com, now I've added all info on races and FULL list of plants with their properties. It took a while :D.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: Meph on January 12, 2012, 01:41:16 am
      Yep, I just found the graphic_solo file. Feel a bit stupid right now.  ::)

      And the website looks great. :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: Deon on January 12, 2012, 02:11:36 am
      Oh shit, I wanted to buy a subscription for a month and since it's morning and I am tired I bought it for 2 years (for my new site), the crafty bastards have it selected for 2 years by default and I missed it. They charged me 120$ god damn it :P. Oh man, I really hope the refund works.

      P.S. On a bright side, I've started adding Plump's videos to the site in the videos section. Makes it easier to find them on youtube. I will add tons of other videos later.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: InoxFy on January 12, 2012, 11:51:44 am
      I want to point out this mod is absolutely amazing, but that's common knowledge already.
      I especially love your take on Orcs, they are one of my favorite races to play in adventure mode, second only to Dunedwellers.

      I have a question/suggestion. I recall playing in the past, before discovering the amazingness of Genesis, a great expansion mod, I believe it was Civilization Forge. This mod included, among other things, several new races including an arctic race called the Vamari, which I liked a lot.
      I'm not sure if this is a place to ask or if you have already been asked before but have you ever been requested to contact the creator of Civilization Forge to discuss potential inclusion of that race in this mod? Or does that constitute a form of copyright infringement?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: Deon on January 12, 2012, 12:22:51 pm
      Mephansteras? I just didn't think about it. I think it's quite trivial to combine races from both mods, especially if Meph sends me the source code for LNP settings application, but I can see why would Mephansteras not like it. He wants people to play his mod, not mine :).

      What was so great about that race that you liked it? Maybe you will give me some awesome ideas I could include.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: Meph on January 12, 2012, 03:32:23 pm
      Speaking of the devil ;)

      I send you the code and a little manual. The system I use is crude, but simple and it works. You might have to do a lot of raw editing though. Or you'll probably find a more elegant solution anyway ;)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: smakemupagus on January 12, 2012, 04:02:14 pm
      awesome mod.  just picked up 3.27 last night and have a nice little 2x2 going on my netbook.  Something never seen before, my topmost 4 or so stone layers are solid obsidian.  No volcano, or anything else unusual, just flat temperate savanna.  Mentioning in case it's a bug.

      do you have wheelbarrows in yet?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: slawr34 on January 13, 2012, 01:34:34 am
      Hay deon, is it possible to make a workshop that has marks(dwarf) reaction in it.

      Its just coz training marks(dwarves) is such a fucking pain.

      Please and thankingyou.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: Deon on January 13, 2012, 03:46:07 am
      I plan to include wheelbarrows, but you can easily do it by yourself already now if you follow instructions from that thread.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: Rumrusher on January 13, 2012, 07:38:11 am
      Hey deon I dumped my latest series of coding use for dfusion in the Dfusion thread, though I haven't fine tune it to 3.27 release and still stuck in 3.25k.
      but at least now one could pull a lever to hatch eggs now as a intern, or change the material type of an iron statue. (http://www.bay12forums.com/smf/index.php?topic=69682.msg2892089#msg2892089)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: chris_strain on January 13, 2012, 10:57:21 am
      I finally got around to downloading this and I have to add my praise... very well done mod and I was pleased to see it had some of the same things I'd previously modded myself... like batch jobs for some things. I still haven't figured out why my fps is a fair bit lower than vanilla/personally modded versions though.

      I've tested both versions separately and, currently, running side by side. With the same embark profile and very similar sites, both digging the same large designations, vanilla is averaging ~215 fps and genesis is around ~170. Both are extremely playable ofc, but in late fort years when managing 30-40 can be iffy, I'm wondering how big the difference will be. Anyone else noticed that kind of difference or is mine just being quirky?

      Either way though, I still love the mod <3

      Fake Edit: also both running the same (ironhand) tilesets.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: Deon on January 13, 2012, 12:21:27 pm
      Are you sure those were similar locations? A single running source of water in caverns 3 could drop your FPS twice.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: Vherid on January 13, 2012, 03:07:25 pm
      (http://localhostr.com/file/v2M9Ua4/buggen.PNG)

      Should these items be appearing in the food/leaves section?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: arghy on January 13, 2012, 06:01:00 pm
      I eat common metals in my salad all the time.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: MAurelius on January 13, 2012, 06:46:38 pm
      I eat common metals in my salad all the time.

      I'm partial to warfare metals, myself.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: Broseph Stalin on January 13, 2012, 06:59:25 pm
      Beastmen are crazy fire resistant, melting fat doesn't seem to make them bleed at all. In the testing arena I had one swim in magma until all of it's fat melted away and then did four laps around the lava pit before the heat killed it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: arghy on January 14, 2012, 04:57:23 am
      Wait..... can a burning beastman put himself out? or will he continue running around till the fire consumes him? can i store magma in a bucket?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: Deon on January 14, 2012, 06:53:10 am
      -leaves-
      Should these items be appearing in the food/leaves section?
      Yep, because they are to be listed in the z->stones menu, so they should be SOME Material, and leaves are not used for anything but food so I used leaf template as a base. It's better than to have them in meat stocks or avaliable for artifacts.

      Beastmen are crazy fire resistant, melting fat doesn't seem to make them bleed at all. In the testing arena I had one swim in magma until all of it's fat melted away and then did four laps around the lava pit before the heat killed it.
      Toady seriously revamped fire and magma damage for the next version, so it will not be a problem anymore. The problem comes from the fact that they have a lot of muscles and just a small amount of fat.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: chris_strain on January 14, 2012, 09:05:42 am
      Are you sure those were similar locations? A single running source of water in caverns 3 could drop your FPS twice.

      Aye. Both were in a very similar desert (+/- a couple above ground zlvls) and no caverns at worldgen. It could just be a quirk on my end. Also I forgot to note that this is the previous version .26  Going to grab .27 after work and see if it makes a difference.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: Deon on January 14, 2012, 09:16:58 am
      You cannot have NO caverns, there should be some. Did you check them for moving water?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: bombzero on January 14, 2012, 01:57:44 pm
      Hey deon i just noticed that toady said vampires sometimes move faster in fortress mode, i can see a lot of steel dwarves dying due to player paranoia in the next version  :o
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: arghy on January 14, 2012, 04:04:42 pm
      What? vampires are like awesome steeldwarves if they choose to eat a few dwarves so be it! the cost you pay for hard working dwarves.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: Deon on January 14, 2012, 04:08:29 pm
      I want to make a vampiric squad of doom armed with warhammers :P.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: Meph on January 14, 2012, 04:13:53 pm
      I wanted to report a bug/unbalanced feature:

      Your hell creatures, depth5:5, should replace original demons if I understand it correctly. I made some tests with dfreveal and most of the demons that show up are only of one kind. Just know I got 3 pages full of Striges, and some generic demons, but NONE of the other pre-made demons. 
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: Deon on January 14, 2012, 04:16:32 pm
      They won't exactly replace unless you generate the world with 0 demons. And I know that behaviour, it's how DF generates demons... It often picks one type and mass-spawns them. Once you "depopulate" your hell, different kinds of demons will spawn in lesser amounts.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: Meph on January 14, 2012, 04:27:43 pm
      Ok, thanks. I also noticed bebelith silk down there. :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: Ozfer on January 14, 2012, 06:10:21 pm
      Hi.  I recently got the Genesis mod, but I would like to remove the genitalia feature.  I have gone through body detail plan, and tissue templates, and deleted all genitalia code, but it is still in the game.  Does anyone know what I'm missing?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: Meph on January 14, 2012, 06:26:49 pm
      material_template. But if you remove it as well you get a ton of errors in your error log.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: Ozfer on January 14, 2012, 06:34:11 pm
      Thanks :).  I looked over the file, and deleted the text.  And when you say I'll get lots of errorlog messages, how will that affect my game?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: IamanElfCollaborator on January 14, 2012, 06:35:16 pm
      Not much. It'll just clog up your errorlog so you cant find the important stuff if you mod in something which crashes your world.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: Ozfer on January 14, 2012, 06:41:08 pm
      Just tested it out in arena mode, but its still there :\.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: Putnam on January 14, 2012, 09:54:43 pm
      Also, you'll need to gen a new world.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: MAurelius on January 14, 2012, 10:27:30 pm
      Hello,

      I would like to make some small changes to worldgen and I am using Genesis.

      I would like a few more embark points, and I would like there to be at least 10 layers until the first cavern.

      I know how to do this in advanced world gen but I'm afraid using AWG will automatically delete some of the changes Deon already made (particularly to the caverns) that I really like. I checked the worldgen files and they look identical to vanilla DF, so I can't edit the files, either. Where are the Genesis modified world gen files stored?

      To summarize: I want to use basic worldgen, not advanced. I would like it to automatically every time make sure there are at least 10 z levels before top of cavern one, and a bit more embark points, while keeping all the other modifications Genesis already has made to vanilla. How do I do this?

      Thank you!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: Ozfer on January 14, 2012, 10:36:55 pm
      I did gen a new world :\.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: Meph on January 14, 2012, 10:42:11 pm
      @maurelius: I am not sure if you can alter the basic world gen. If yes, then this is unknown to me.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: MAurelius on January 14, 2012, 10:51:23 pm
      Am I just hallucinating? The standard Genesis worlds I create have much better looking and less mazey caverns than vanilla but when I look at the worldgen files they look JUST like vanilla. No difference at all (I mean the folder with SMALL_WORLD, SMALL_ISLAND, MEDIUM_WORLD...etc. etc.). Deon responded to a previous post of mine saying "I think I increased minimum openness and reduced the amount of small tunnels in caverns" but when I look at the Data/Init/world_gen file it doesn't seem any different at all (at least as it relates to caverns) than vanilla. But Genesis caverns very clearly look different in shape to me (in a positive way vs. vanilla). What's going on?

      Ok, then, how about this: Does anyone know what settings in advanced world gen correspond with the following basic gen parameters:

      Large World.
      Short History.
      Minerals Everywhere.
      Everything else Medium.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: Meph on January 14, 2012, 11:37:29 pm
      (I mean the folder with SMALL_WORLD, SMALL_ISLAND, MEDIUM_WORLD...etc. etc.).

      These are the templates for the advanced world gen.


      Large World. = Large world in adv. worldgen. Or large island.
      Short History. = Cull unimportand historical... YES
      Minerals Everywhere. = Low mineral scarcity count. Try 1000.
      Everything else Medium. = Leave it as it is.
      EDIT:
      About the caverns: Openness 85-100 and density 0-10. :)
      10 levels of rock minimum before cavern: Layers above level 1: 10 :)

      This should be close.

      EDIT AGAIN:
      Just looked it up, the genesis caverns are:
         [CAVERN_LAYER_OPENNESS_MIN:25]
         [CAVERN_LAYER_OPENNESS_MAX:100]
         [CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
         [CAVERN_LAYER_PASSAGE_DENSITY_MAX:50]

      The vanilla caverns are
         [CAVERN_LAYER_OPENNESS_MIN:0]
         [CAVERN_LAYER_OPENNESS_MAX:100]
         [CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
         [CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: MAurelius on January 14, 2012, 11:52:21 pm
      Thanks so much for taking the time, Meph.

      But aren't those cavern values for the "Worldmap" template, the one that looks like our world? As you scroll down world_gen you see LARGE, MEDIUM, etc. and those have regular cavern values. Or is "Worldmap" some kind of overarching parameter set?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: Meph on January 14, 2012, 11:57:17 pm
      No problem, I studied the damn thing for my custom worlds. ;)

      But I am not deon. It is true that these cavern values are taken from his worldmap. But they result in open, less labyrinth like caverns.

      As soon as deon shows up, he can clarify if, and if yes, then how, he altered the basic world gen.

      EDIT: Wow, just tried the worldmap setting. It really does create a good copy. Although I get unlimited swamp rejections, and after those I get lake rejections...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: Deon on January 15, 2012, 01:48:23 am
      I've only changed the "world map" template, other are base templates so you are either lucky or hallucinating :P. Probably both, do not drink Sewer Brew in the morning.

      Meph told what you want. Pick an advanced world gen, large size, and set up those values as he said.

      Quote
      Although I get unlimited swamp rejections, and after those I get lake rejections...
      I did not have time to perfect it to avoid all rejections, but it still works in the end.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
      Post by: Deon on January 15, 2012, 02:32:53 am
      Oops, I've just noticed that I've made the change to rocktip arrows only for ASCII version! How could I miss it... I will make a save-compatible update soon, you will just have to replace your /raw/ folder in /data/save/ if you've started to play already and it will work.

      As a bonus I've added "anthracite", a more expensive coal. More coals is always better.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27b ϟ] - arrow fix, anthracite, save compatible
      Post by: Deon on January 15, 2012, 02:38:00 am
      ** 3.27b
      * Rocktip arrows are now considered "wooden" by the game so dwarves can store them in ammo stockpile (was only in ASCII 3.27).
      * New "anthracite" coal.

      Save compatible.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27b ϟ] - arrow fix, anthracite, save compatible
      Post by: Deon on January 15, 2012, 05:03:49 am
      Re-uploaded 3.27b with proper anthracite :P.

      I will release a version with configuration .exe file soon.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27b ϟ] - arrow fix, anthracite, save compatible
      Post by: Tirion on January 15, 2012, 05:11:20 am
      I really think meteorite needs some nerfing. It's equivalent to steel and comes from a simple 100% smelter reaction, it should be small clusters instead of large. I had meteorite clusters bigger than some volcanoes, an impact that big would have blasted the world apart in worldgen :p
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27b ϟ] - arrow fix, anthracite, save compatible
      Post by: Deon on January 15, 2012, 05:25:45 am
      I haven't tested meteorite well yet, thanks for the feedback :).

      P.S. I think about adding meteorite rock which is just a stone, but then add some minerals/gems which appear in meteorite only. Some of them may be toxic.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27b ϟ] - arrow fix, anthracite, save compatible
      Post by: Deon on January 15, 2012, 06:14:54 am
      All right, halfway there. Thanks to LNP guys and their code, and Meph and his explanation and the source code he has sent me, I've reworked parts of RAWs to separate the mod into components and to add settings.

      Spoiler (click to show/hide)

      Once I figure out how to swap folders for graphics, we will have a single download with swappable graphical options.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27b ϟ] - arrow fix, anthracite, save compatible
      Post by: Meph on January 15, 2012, 09:01:49 am
      Hehe, I started a trend here ;)

      Anyway, the graphics folder are just brute force copys of entiry folders. I scrapped the entire system and removed it. I could sent you the part of the original LNP source code that does it. BUT it will copy over the entiry graphics folder and raws if I understood the code correctly. It will not work with mods, only with vanilla... except that you have your mod in the correct graphics already. mh...

      Good luck with it, the bugtesting is a nightmare, because you have so many different combinations. Mine has over 600 now, no way to test them.... ;)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27b ϟ] - arrow fix, anthracite, save compatible
      Post by: Deon on January 15, 2012, 09:17:48 am
      Nah, I easily rewrote the code for graphics, it's easy. I will release it now.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27b ϟ] - MODLOADER, please test.
      Post by: Deon on January 15, 2012, 09:30:27 am
      Released, please test and if you find something not working or have suggestions, please tell. I am sure there're many ways to break ModLoader now because of the crude way I coded stuff in, but I hope we can improve it with time :).

      (http://tnypic.net/268a7.png)

      http://dffd.wimbli.com/file.php?id=5368

      Save game tileset settings are NOT updated yet, I will write a savegame updating code soon. So right now changing tileset is only good for starting a new world.

      P.S. I did not change the headers (How to use/About) from Meph's source code, so there's no need to report it :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27b ϟ] - MODLOADER, please test.
      Post by: Broseph Stalin on January 15, 2012, 09:49:16 am
      Just convinced my to get rid of McAfee it insists on deleting DFHACK as a virus without giving me the option to override it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27b ϟ] - MODLOADER, please test.
      Post by: Deon on January 15, 2012, 09:52:27 am
      I've only added DFhack files to exceptions for my antivirus.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27b ϟ] - MODLOADER, please test.
      Post by: Broseph Stalin on January 15, 2012, 09:59:10 am
      That's what I did when I had symantec but apparently part of the McAfee tos is that you renounce all power to control what your computer does.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27b ϟ] - MODLOADER, please test.
      Post by: bombzero on January 15, 2012, 09:59:48 am
      DFhack runs as an auxiliary attachment to a unverified publishers application, to your firewall that says, "HOLY SHIT VIRUS"

      so while it makes no sense to you, its just being detected under the same logic as Trojans and the ilk.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27b ϟ] - MODLOADER, please test.
      Post by: Broseph Stalin on January 15, 2012, 10:05:12 am
      DFhack runs as an auxiliary attachment to a unverified publishers application, to your firewall that says, "HOLY SHIT VIRUS"

      so while it makes no sense to you, its just being detected under the same logic as Trojans and the ilk.
      No I understand registering it as a virus completely, what I don't understand is why instead of giving me the option to overrule the software about known false positives I'm expected to either turn the software off -rendering it useless- or delete the files -which I shouldn't have to do-.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27b ϟ] - MODLOADER, please test.
      Post by: bombzero on January 15, 2012, 10:23:34 am
      DFhack runs as an auxiliary attachment to a unverified publishers application, to your firewall that says, "HOLY SHIT VIRUS"

      so while it makes no sense to you, its just being detected under the same logic as Trojans and the ilk.
      No I understand registering it as a virus completely, what I don't understand is why instead of giving me the option to overrule the software about known false positives I'm expected to either turn the software off -rendering it useless- or delete the files -which I shouldn't have to do-.

      McAfee and Symantec are utter shit for user friendliness, I would say go get Avast, its a great free antivirus that actually listens to you.

      also Deon, loving the modloader thing so far. makes editing stuff very easy. no more having to go into my DF directory to make small changes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27b ϟ] - MODLOADER, please test.
      Post by: slawr34 on January 15, 2012, 10:39:52 am
      Erm, Deon, could you package DF Therapist with it?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27b ϟ] - MODLOADER, please test.
      Post by: Deon on January 15, 2012, 10:45:51 am
      Sure, the next release will have it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27b ϟ] - MODLOADER, please test.
      Post by: UltraValican on January 15, 2012, 10:52:13 am
      Is there any way to have the backround for the loader...not look so dark?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27b ϟ] - MODLOADER, please test.
      Post by: Meph on January 15, 2012, 11:42:46 am
      The background color can only be changed in the code, OR he adds a button for that as well. But really, that is a minor point I'd say.

      @deon: In your art folders, phoebus, ironhand and ascii you have world_gen.txt, interface.txt, arena.txt, d_init.txt and announcements.txt I am quite sure that you could leave them out. Changing the graphics will also change your init and D-init settings back to default.

      In your entity raws: You remove the buildings, that is enough. Once the building can not be built, the reactions dont matter. For example your YESALCHEMY tag needs only to be on the building, not on all of the reactions.   
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27b ϟ] - MODLOADER, please test.
      Post by: Deon on January 15, 2012, 12:00:46 pm
      Yep, I could think about it myself if I was not in such a hurry to release it; also the background is just a temporary image, I can change it to anything.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27b ϟ] - MODLOADER, please test.
      Post by: MAurelius on January 15, 2012, 02:17:27 pm
      I'm not able to extract the .rar. It gave me an error something about the header being wrong. Sounds like you're soon to put up an updated version though so maybe it will be already fixed.

      Also, something they did to the LNP recently causes it to no longer piss off my anti-virus (Kaspersky). Whatever it was, you may want to incorporate it into your loader as when I downloaded it my AV lit up like Christmas. Does anyone know how to tell Kaspersky to leave a folder alone and not freak out?

      Also, not DF related but Go Pack Go! (Apologies to any New York Giants fans).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27b ϟ] - MODLOADER, please test.
      Post by: Vherid on January 15, 2012, 02:48:16 pm
      Just in case you missed it in my thread, you can totally use my tileset, I recommend using the color scheme as well.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27b ϟ] - MODLOADER, please test.
      Post by: Deon on January 15, 2012, 03:10:58 pm
      Thank you Vherid, I will definitely use your tileset as base ASCII, I use it for myself for some time already :).

      MAurelius: are you sure it's not your antivirus stopping RAR extraction? I tried on 4 computers at home and it worked.
      They probably removed DFhack in LNP, that's the only thing I can think of.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27b ϟ] - MODLOADER, please test.
      Post by: Meph on January 15, 2012, 03:28:02 pm
      No, you included an old version of df. You use the .exe version, and those are found as virus.

      Check the newest download for LNP or dfhack. The newest version uses .dll instead. They are not recognized by our version though. They do not appear in the list under utilities in your Modloader, or my settings program.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27b ϟ] - MODLOADER, please test.
      Post by: Deon on January 15, 2012, 03:38:51 pm
      Do you mean an old version of DFHack? The DF is up to date :D.

      I will see what they have for the next release.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27b ϟ] - MODLOADER, please test.
      Post by: Meph on January 15, 2012, 03:46:16 pm
      Are you sure ? Have a look at that one: https://github.com/downloads/peterix/dfhack/dfhack-0.31.25-r8-Windows.zip (https://github.com/downloads/peterix/dfhack/dfhack-0.31.25-r8-Windows.zip)

      This is also the one included in my mod, so you might have it lying around already.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27b ϟ] - MODLOADER, please test.
      Post by: Deon on January 15, 2012, 03:54:12 pm
      DF is dwarf fortress, DFHack is... DFHack, that's what I was trying to say :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27b ϟ] - MODLOADER, please test.
      Post by: Meph on January 15, 2012, 04:02:34 pm
      Ups... yeah, I mean dfhack. Still true though ;)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27b ϟ] - MODLOADER, please test.
      Post by: arghy on January 15, 2012, 05:05:13 pm
      Meteoric metal was pretty bad--lots of soil meant tons of it but either small clusters or have it be a stone with the chance of the ore inside sounds awesome. I'm DLing the new crazy loader shits blowing my mind.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27b ϟ] - MODLOADER, please test.
      Post by: arghy on January 15, 2012, 05:15:28 pm
      Alright questions--how do i edit the worldgen settings and hotkeys? can i do it as usual or is there a feature that the modloader does? What is this 'worldmap' in the worldgen init? never saw it before can i tweak it? i want more embark points and i want to change the cavern settings.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27b ϟ] - MODLOADER, please test.
      Post by: Meph on January 15, 2012, 05:25:38 pm
      I found a way how we can change tilesets WITHOUT resetting the init.txt

      The only change for a tileset in the init are this:

      [GRAPHICS:YES]
      [GRAPHICS_FONT:Namehere_16x16.png]
      [GRAPHICS_FULLFONT:Namehere_16x16.png]
      [FULLFONT:Namehere_16x16.png]

      If you add
      NOGRAPHICS!GRAPHICS:YES]
      NOGRAPHICS[GRAPHICS:NO]

      And then use the same way that you use, for example, for invaders.
      Then just rename ALL tileset.png to the same name. The name does not matter, since you copy over the folder anyway. :)

      Ah, yeah: And delete the init.txt from your phoebus/ironhand/ascii - data folder.

      EDIT: And another find: You can make your tileset changing faster.  You have to delete all the un-changed raws from your phoebus/ironhand/ascii - raws/objects folder. Like body plans, items, language... you only change creature, inorganic, and plant files. That way the program is much faster at changing the tilesets.

      My poor little netbook here needed 17-19 seconds to change it with all raws. 10 seconds with only the needed raws. :)


      EDIT2: If you decide to remove all the unnecessary raws from the tileset exchanges, than that has another benefit: You only need to mod files once, as long as they are not creature, inorganic or plants. :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27b ϟ] - MODLOADER, please test.
      Post by: Deon on January 15, 2012, 06:16:50 pm
      Faster?  I don't notice anything happening when I change tilesets. Are there worse PCs than mine? :D

      P.S. Nevermind, I didn't think of netbooks. And since entity files are not affected by tilesets, the tileset change won't reset settings. Woot, thank you!

      P.P.S. Good find for the tileset, I will do it now. And if you've noticed, I already have the GRAPHICS:YES/NO option.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27b ϟ] - MODLOADER, please test.
      Post by: Meph on January 15, 2012, 07:00:44 pm
      No problem :) Sadly does not work for me though, since I edit a lot more then you. And the long times for changing where at debug-mode in VB only. If I just start the program and change the tilesets it just takes 1-3 seconds.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27b ϟ] - MODLOADER, please test.
      Post by: Jed on January 15, 2012, 07:59:19 pm
      Im not sure if this is intended or not, but with the latest addition of meteorite, i have been finding it everywhere, almost as commonly as regular stone, there seems to be very large veins of it spaced 20 or so squares apart in the shallower levels of my fortress, for a steel grade metal, this doesn't seem right. i was just wondering if it was my case was rare, or if this was intended, or something that will be changed later.

      Spoiler (click to show/hide)

      fantastic mod btw.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27b ϟ] - MODLOADER R2, please test.
      Post by: Deon on January 15, 2012, 08:08:19 pm
      It was the latest addition and as you see it was not tested yet :P.

       I will fix it for the next version.

      Meanwhile, R2 of ModLoader is up, with no settings reset on tileset change and faster tileset changing.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27b ϟ] - MODLOADER R2, please test.
      Post by: bombzero on January 15, 2012, 08:59:09 pm
      I dont suppose it would be possible to have meteoric only be possible to spawn in areas with little-no iron ores?

      might fix the "too common" issue.


      i personally like the addition of it, but the only thing i see is that if you make it too much rarer it nullifies the reason why it was added.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27b ϟ] - MODLOADER R2, please test.
      Post by: Meph on January 15, 2012, 09:20:28 pm
      I just made it give 10% of a bar, instead of 1 bar. That way you still get steel-equivalent metal from it, but you have a ten times less of it, and more work digging, hauling and smelting, to balance it out a bit.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27b ϟ] - MODLOADER R2, please test.
      Post by: slawr34 on January 15, 2012, 10:32:01 pm
      I just made it give 10% of a bar, instead of 1 bar. That way you still get steel-equivalent metal from it, but you have a ten times less of it, and more work digging, hauling and smelting, to balance it out a bit.

      Nah, because then you waste 10 fuel for every bar you get. I think it is just better to change the occurence.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27b ϟ] - MODLOADER R2, please test.
      Post by: Deon on January 16, 2012, 02:15:24 am
      Just reducing occurence works for me, and also I've added star ruby, star sapphire and the like as possible gems for the meteorite.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27b ϟ] - MODLOADER R2, please test.
      Post by: Deon on January 16, 2012, 04:12:06 am
      3.28

      * Fixed meteorite scarcity.
      * Meteorite now may contain star ruby/star sapphire.
      * Vherid's tileset for ASCII.
      * Added the caste-reading DwarfTherapist utility to the list of utilities in the ModLoader.
      * The link to the modloader is now correct (I've originally replaced the WEBSITE link instead of download one.... oh god).

      Do not overwrite your previous folder, extract in a new one.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.28 ϟ] - MODLOADER R3
      Post by: arghy on January 16, 2012, 05:34:16 am
      So with modloader can i still edit my worldgen or will it screw it up? also what is the first entry in the worldgen? its called worldmap and has a massive picture that wasent there before.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.28 ϟ] - MODLOADER R3
      Post by: Deon on January 16, 2012, 06:43:37 am
      You can edit worldgen settings, those are not reset with tileset/settings changes.
      I plan to write a small utility to change worldgen files through a better interface later.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.28 ϟ] - MODLOADER R3
      Post by: Meph on January 16, 2012, 10:45:16 am
      Damn you, why didnt I think of that ? ^^

      One could do worldgen, tilesets, colorscheme, embark profiles, key-settings, anouncements and the arena. I found a little mod that changes the arena in a colloseum, wanted to try that out.

      But yeah, all these settings could get a proper interface, a nice, userfriendly GUI.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.28 ϟ] - MODLOADER R3
      Post by: Deon on January 16, 2012, 11:13:03 am
      I've added Wheelbarrows now (I think you already have them in your mod, Meph). Now it's time to incorporate some of new Mechanixm's workshops, he asked for that for a long time. Also I've fixed a tile for the tools so they look properly in all tilesets now.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.28 ϟ] - MODLOADER R3
      Post by: slawr34 on January 16, 2012, 12:03:24 pm
      What excactly ARE wheelbarrows in the game? Items?

      How did you code them in and how exactly do they function?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.28 ϟ] - MODLOADER R3
      Post by: Meph on January 16, 2012, 12:21:38 pm
      Loading/unloading/wheelbarrow:

       It works like this: Wheelbarrow is a tool, made of wood or stone. The stations are 1x1 workshops. You build a Unloading station next to your stockpile, then a Loading station next to a big amount of raw resources. For example scattered logs far away from base. Now select: Load wood, and a worker will come with a wheelbarrow. He will gather 5 logs, but them in the wheelbarrow. Now a unlaoding order will automaticaly be issued at the unlaoding station, similar to Butcher a animal and tan a hide. As soon as a skin is aviable, dwarves start tanning. Same here: As soon as a full wheelbarrow is aviable, they will bring it to the unloading station and unload.

      Long text, but it should explain everything.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.28 ϟ] - MODLOADER R3
      Post by: MAurelius on January 16, 2012, 12:29:31 pm
      Sounds pretty awesome! Should I refrain from starting a new world and wait for this, or will this update take awhile?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.28 ϟ] - MODLOADER R3
      Post by: Deon on January 16, 2012, 12:34:25 pm
      It will take a while, around 2-3 hours, I need to eat :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.28 ϟ] - MODLOADER R3
      Post by: Deon on January 16, 2012, 12:45:26 pm
      The next version will have DLL dfhack (so no more antivirus problems), DFusion and StoneSense included. Enjoy. In an hour or two :P.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.28 ϟ] - MODLOADER R3
      Post by: Meph on January 16, 2012, 01:02:26 pm
      how does the dll hack work, anyway ? I mean, it is not like you double-click on the dll. I only know about the zoom-hotkey...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.28 ϟ] - MODLOADER R3
      Post by: MAurelius on January 16, 2012, 01:44:08 pm
      I'm at work for 6 more hours so you just made my day even if it takes longer, Deon!

      Thanks!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.28 ϟ] - MODLOADER R3
      Post by: bombzero on January 16, 2012, 01:59:06 pm
      Hey Deon, the pre packaged DT version doesnt actually have the caste display fix, its just standard DT.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.28 ϟ] - MODLOADER R3
      Post by: narhiril on January 16, 2012, 02:29:32 pm
      That init editor is pretty.

      It's a shame I have absolutely no idea how to do something like that >.<
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.28 ϟ] - MODLOADER R3
      Post by: Ovg on January 16, 2012, 02:30:18 pm
      Hey Deon.
      Is it inteded that there are no plants or anything in caves? All I get is just tons of mud + some random bloodthorns.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.28 ϟ] - MODLOADER R3
      Post by: Putnam on January 16, 2012, 03:15:22 pm
      how does the dll hack work, anyway ? I mean, it is not like you double-click on the dll. I only know about the zoom-hotkey...

      You open the EXE and another window opens. That other window is DFhack.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.28 ϟ] - MODLOADER R3
      Post by: Deon on January 16, 2012, 03:35:11 pm
      Hey Deon, the pre packaged DT version doesnt actually have the caste display fix, its just standard DT.
      Thank you! I will fix it in a moment.

      Hey Deon.
      Is it inteded that there are no plants or anything in caves? All I get is just tons of mud + some random bloodthorns.
      There should be plants, you must've found empty caves. They will grow with time.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on January 16, 2012, 03:41:12 pm
      Genesis 3.29

      * Wheelbarrows
      * Small typo fixes
      * Proper tiles for tools in every graphics mode

      Modloader R4
      * Ability to toggle grazing on/off
      * Ability to toggle gender anatomy (it is not finished yet, it just removes genitalia and udders from civilized/domestic animals, it will take a lot of time to change)
      * Ability to toggle custom demons/night creatures
      * Savegame updater (you are be able to swap tilesets with 1 click in all worlds made with the new modloader)
      * Wheelbarrows toggle option
      * Switching to ASCII now turns varied ground tiles on

      * Proper version of DF Therapist
      * New DFHack which starts with the game (not .exe version so no antivirus madness)
      * DFusion which comes with DFHack
      * DFusion which comes with DFHack
      * Stonesense which comes with DFhack (not customized for genesis so you will have to adjust creature tiles manually or wait for my release)
      * New interface

      (http://tnypic.net/96131.png)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: arghy on January 16, 2012, 04:03:37 pm
      Whoa there we need some serious documentation about these toggles--custom demons? and will these workshops be save compatible if not how long would they be?

      That wheelbarrow idea is fucking amazing--if only i could pit from the wheelbarrow unloading station though i suppose i could just mass dump. If only you could designate a tile at the end of the unloading station where they unload everything so you could channel that spot and they would dump it into the hole for storage of things like stone.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Putnam on January 16, 2012, 04:09:37 pm
      Whoa there we need some serious documentation about these toggles--custom demons? and will these workshops be save compatible if not how long would they be?

      That wheelbarrow idea is fucking amazing--if only i could pit from the wheelbarrow unloading station though i suppose i could just mass dump. If only you could designate a tile at the end of the unloading station where they unload everything so you could channel that spot and they would dump it into the hole for storage of things like stone.

      Workshops are NEVER save compatible.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on January 16, 2012, 04:14:20 pm
      Basically if you change components, gen a new world. Settings are save-compatible.

      And by the way, mouseover gives tooltips about workshops, demons etc.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: bombzero on January 16, 2012, 04:33:41 pm
      You know, I like your mod because it makes Dwarf Fortress both easier and more difficult, resulting in a level of difficulty similar to vanilla.

      also, NEVER underestimate the power of rock grinding =) never again will i dump stones from a ore bearing layer down a magma pipe.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: bombzero on January 16, 2012, 04:38:07 pm
      Also, Description for Gender Anatomy is clone of Night creatures desc, as in it is incorrect.

      ill let you know if i find any more issues.

      Edit: Temperature is misspelled in the description of its option.


      that's all i got for now.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on January 16, 2012, 05:22:39 pm
      Thank you, any errors you find help me a lot :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Balistic604 on January 16, 2012, 05:37:17 pm
      The aquifer option has no effect in the modloader.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on January 16, 2012, 05:57:25 pm
      Just tested and it works. Are you sure you generate a new world? I don't think it can alter existing aquifiers.

      It should probably go into "components" for easier understanding what requires a new world and what does not.

      P.S. I've found a way to make tileset changes not to reset components so you should be safe there, goes right into next version.

      I should probably work on making settings templates for each world to avoid any problems with world updating with worlds which were made with different settings.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Broseph Stalin on January 16, 2012, 06:02:46 pm
      Just tested and it works. Are you sure you generate a new world? I don't think it can alter existing aquifiers.

      It should probably go into "components" for easier understanding what requires a new world and what does not.
      It's only changing vanilla stones, Genesis stones still hold aquifers.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Meph on January 16, 2012, 06:04:28 pm
      I can second that. You have to the new inorganic txts to the search function.

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on January 16, 2012, 06:11:47 pm
      I see, thanks, easy to fix :).

      I'm working on a function which reads current settings from a region file, then replaces RAWs with appropriate graphic raws and then loads settings into the region file. It is halfway done unless I jinx something.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: bombzero on January 16, 2012, 06:24:03 pm
      your version of DT does not have castes displayed in the dwarfs tool tip. its slightly annoying to have to repetitivly cross reference migrant waves with caste filter to assign new workers.

      just pointing it out as it is taking forever to set up labors every migrant wave.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on January 16, 2012, 06:39:48 pm
      Which version has tooltip as a caste? I will use it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: bombzero on January 16, 2012, 06:52:02 pm
      If i were to take the latest version of DT, and install the caste patch to it, it correctly identifies male and female and then when i hover the mouse over a dwarfs name it will say.

      Caste:
      Happiness:
      Profession:

      with your version it correctly identifies male and female but each dwarf's tooltip goes.

      Happiness:
      Profession:


      without the Caste: under the tooltip its a bit of a pain in the ass to organize my dwarfs. maybe you can figure out what the difference is.

      P.S. by caste patch, i mean the one linked in your OP.

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Meph on January 16, 2012, 06:57:24 pm
      Yet another question (sry): How did you write that patch ?

      Just downloaded your modloader v.4, will have a look if I can find anything that needs fixing.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Meph on January 16, 2012, 07:31:52 pm
      Found two errors:

      If you go to: Run/open folder/graphics folder, it tries to open a folder that is not there. Just go up one directory, and you should be good.

      The box in utilities that you use to tell people How to use dfhack, stone and soundsense is a textbox. Works like a texteditor, everyone can write in it... I assume you wanted just text, not a textbox ? Some goes for the "Graphical Tileset" textbox, and the "Tileset changes reset components. Careful." textbox

      Edit: The economy button is quite useless for this, and I suppose the next version as well. Might as well remove it. And as mentioned, the aquifer button should be somewhere else.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: sum1won on January 16, 2012, 08:55:28 pm
      Is there any sort of readme type thing more recent than the wiki?  Thanks!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on January 17, 2012, 12:19:58 am
      The site in the OP.

      Meph, thanks for the feedback. Once I write a proper working savegame updater (which does not break worlds if you use wrong components) I will give you the source code.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Meph on January 17, 2012, 12:50:27 am
      Thanks again, and no problem ;)

      I thought there would be problems, since you might update a savegame that use one ON setting with another tileset, while having the same setting OFF. I guess that would lead to random crashes, when DF tries to create somthing that is not there anymore.

      I am curious how you want to do the world gen settings though ;)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on January 17, 2012, 04:32:53 am
      Worldgen settings are easy to read from wordlgen.txt

      The situation you've described (toggling component and updating a savegame) won't lead to a crash, it will lead to a savegame with an error (it won't load until you fix the RAWs). That's why I suggest not to use savagame updated if you change components back and forth (or you can save them before generating a new world and load before updating) and work with one world to avoid confusion. The patch is on the way.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Broseph Stalin on January 17, 2012, 10:24:22 pm
      I love the new design, I tried to get into DF twice but I couldn't understand it and ran off until I found the LNP.

      Playing on ironhand the dwarves images don't match their professions, woodcutters look like rangers, miners look like masons but when they're legendary they alternate between being masons and miners. Clear zircon walls look like night creatures, other gems seem fine.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: smakemupagus on January 18, 2012, 12:20:48 am
      Did you change domestic birds to require grazing?  I've never seen them  Hungry before, so I moved them to an area with cave moss.  (ducks, specifically; in 3.29R4)  i'm not positive that they're grazing, if so they don't eat much, but they were no longer Hungry. This was ok, until i try to breed one.  She stays on her nest box rather than eating and is now starving.

      The Modloader is great :)

      update, she survived, until the ducklings hatched, and dropped dead about 2 minutes after
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on January 18, 2012, 02:10:07 am
      I love the new design, I tried to get into DF twice but I couldn't understand it and ran off until I found the LNP.

      Playing on ironhand the dwarves images don't match their professions, woodcutters look like rangers, miners look like masons but when they're legendary they alternate between being masons and miners. Clear zircon walls look like night creatures, other gems seem fine.

      That's totally weird, I had no such problems. Can you upload your save file? Basically Ironhand and Phoebus use the same graphics for creatures, and it never caused problems.

      Did you change domestic birds to require grazing?  I've never seen them  Hungry before, so I moved them to an area with cave moss.  (ducks, specifically; in 3.29R4)  i'm not positive that they're grazing, if so they don't eat much, but they were no longer Hungry. This was ok, until i try to breed one.  She stays on her nest box rather than eating and is now starving.

      The Modloader is great :)

      update, she survived, until the ducklings hatched, and dropped dead about 2 minutes after

      Only chickens and ducks, and I did not think about egg hatching, I will remove it, thanks for reporting :).

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Broseph Stalin on January 18, 2012, 08:55:05 am
      I love the new design, I tried to get into DF twice but I couldn't understand it and ran off until I found the LNP.

      Playing on ironhand the dwarves images don't match their professions, woodcutters look like rangers, miners look like masons but when they're legendary they alternate between being masons and miners. Clear zircon walls look like night creatures, other gems seem fine.

      That's totally weird, I had no such problems. Can you upload your save file? Basically Ironhand and Phoebus use the same graphics for creatures, and it never caused problems.

      Did you change domestic birds to require grazing?  I've never seen them  Hungry before, so I moved them to an area with cave moss.  (ducks, specifically; in 3.29R4)  i'm not positive that they're grazing, if so they don't eat much, but they were no longer Hungry. This was ok, until i try to breed one.  She stays on her nest box rather than eating and is now starving.

      The Modloader is great :)

      update, she survived, until the ducklings hatched, and dropped dead about 2 minutes after

      Only chickens and ducks, and I did not think about egg hatching, I will remove it, thanks for reporting :).
      Actually never mind, I loaded the game and it was absolutely fine. The only explanation I can think of is small monkeys sneaking into my house and messing with my computer while I sleep but you really can't fix monkeys.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Meph on January 18, 2012, 11:55:54 am
      Just wanted to ask: Could you fix your problem with the dwarf therapist ? You mentioned that it closes right after you open it via the modloader.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Broseph Stalin on January 18, 2012, 11:59:06 am
      Potatoes still make Sweet Potato starch not exactly a gamebreaker though.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Mister Always on January 18, 2012, 02:54:28 pm
      So I have this very nice map. It has a few layers of feldspar and then marble, so I have flux. Does feldspar contain any iron ores/fuel stones? Is it worth the time to dig there? I'm currently setting up an early defense with a few bridges and rock serrated discs (those should hold off the beastmen at least).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on January 18, 2012, 03:40:11 pm
      Just wanted to ask: Could you fix your problem with the dwarf therapist ? You mentioned that it closes right after you open it via the modloader.
      No because apparently VB tries to open the .exe with its folder as root which leads to the lack of necessary files so it disappears. It only works if you make a non-relative link, but you cannot do it for everyone to use. So my button just opens the therapist folder.

      So I have this very nice map. It has a few layers of feldspar and then marble, so I have flux. Does feldspar contain any iron ores/fuel stones? Is it worth the time to dig there? I'm currently setting up an early defense with a few bridges and rock serrated discs (those should hold off the beastmen at least).
      Feldspar is a form of microcline and it's used in glaze, so you can glaze your claywork with it.
      Also it has igneous intrusive properties in raws, so it may contain pentlandite (40% nickel, 40% iron, 6% cobalt) and fluorspar (flux) which means that if you have a lot and you are a bit lucky, you can get steel industry.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: bombzero on January 18, 2012, 04:43:20 pm

      So I have this very nice map. It has a few layers of feldspar and then marble, so I have flux. Does feldspar contain any iron ores/fuel stones? Is it worth the time to dig there? I'm currently setting up an early defense with a few bridges and rock serrated discs (those should hold off the beastmen at least).
      Feldspar is a form of microcline and it's used in glaze, so you can glaze your claywork with it.
      Also it has igneous intrusive properties in raws, so it may contain pentlandite (40% nickel, 40% iron, 6% cobalt) and fluorspar (flux) which means that if you have a lot and you are a bit lucky, you can get steel industry.

      i can confirm this, i have a assload of feldspar and it does contain pentlandite.

      also Deon, any luck figuring out why vanilla DT + caste patch has the caste in tooltip, and yours does not?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on January 18, 2012, 05:23:33 pm
      Because I use a different version of DT. I will figure it out for the next release :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: bombzero on January 18, 2012, 05:31:04 pm
      alright cool, for now i just use my unofficial method of deleting your folder and replacing it with mine.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Mister Always on January 18, 2012, 06:52:40 pm

      So I have this very nice map. It has a few layers of feldspar and then marble, so I have flux. Does feldspar contain any iron ores/fuel stones? Is it worth the time to dig there? I'm currently setting up an early defense with a few bridges and rock serrated discs (those should hold off the beastmen at least).
      Feldspar is a form of microcline and it's used in glaze, so you can glaze your claywork with it.
      Also it has igneous intrusive properties in raws, so it may contain pentlandite (40% nickel, 40% iron, 6% cobalt) and fluorspar (flux) which means that if you have a lot and you are a bit lucky, you can get steel industry.

      i can confirm this, i have a assload of feldspar and it does contain pentlandite.

      also Deon, any luck figuring out why vanilla DT + caste patch has the caste in tooltip, and yours does not?

      Nice. This fortress is destined for great things!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: bombzero on January 18, 2012, 07:03:42 pm
      yeah Genesis's main plus point is the reworked ore occurences, never again do you have 30 embarks without useable metals. despite the site finder saying otherwise
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Broseph Stalin on January 18, 2012, 07:33:31 pm
      Since you reworked Rocktip Bolts they're equipped as regular bolts, the Rocktip Bolts category no longer serves a purpose.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: nukularpower on January 19, 2012, 05:18:41 am
      Loving the newest version of Genesis, but have a question:  are engravings supposed to show weird symbols?  Never seen that before using a graphics pack, but both Ironhand and Phoebus are showing weird symbols for engravings... not sure if it's a feature or a bug, since they do seem to relate to the pictures, somewhat.  Eg, symbol of a table for an engraving of a table.  If it's intentional, its a neat idea, but it makes things look very confusing :s
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: slawr34 on January 19, 2012, 06:42:39 am
      Loving the newest version of Genesis, but have a question:  are engravings supposed to show weird symbols?  Never seen that before using a graphics pack, but both Ironhand and Phoebus are showing weird symbols for engravings... not sure if it's a feature or a bug, since they do seem to relate to the pictures, somewhat.  Eg, symbol of a table for an engraving of a table.  If it's intentional, its a neat idea, but it makes things look very confusing :s

      Erm, this was in vanilla DF.

      If you dont believe, then take a look.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Tiruin on January 19, 2012, 06:55:57 am
      Loving the newest version of Genesis, but have a question:  are engravings supposed to show weird symbols?  Never seen that before using a graphics pack, but both Ironhand and Phoebus are showing weird symbols for engravings... not sure if it's a feature or a bug, since they do seem to relate to the pictures, somewhat.  Eg, symbol of a table for an engraving of a table.  If it's intentional, its a neat idea, but it makes things look very confusing :s
      It's showing what is primarily on the engraving. slawr34 tells the truth.

      To disable that, and keep it bland: From the DF folder, > data > init > d_init > Find this:
      [ENGRAVINGS_START_OBSCURED:X] where X is either YES or NO, change accordingly.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: MAurelius on January 19, 2012, 11:39:14 am
      There is also a function within the game itself (in the "d" designations menu I think) where you can toggle "show engravings" on and off. I'm at work so I can't test but I'm pretty sure.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: jomen on January 19, 2012, 12:05:40 pm
      I'm wondering if the button "Economy" i see in the screenshot of Modloader , means that you can choose to play with the dwarven economy again. Is this right or wrong ?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Broseph Stalin on January 19, 2012, 01:59:15 pm
      There is also a function within the game itself (in the "d" designations menu I think) where you can toggle "show engravings" on and off. I'm at work so I can't test but I'm pretty sure.
      d->v
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Meph on January 19, 2012, 04:29:18 pm
      About the economy button: No, sadly you cant. It just changes economy in the init from yes to no, but has no affect on the game itself.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: MAurelius on January 19, 2012, 05:59:13 pm
      I like to set it to no anyway though to express my displeasure towards dwarven capitalism.

      Can I get a fist-bump Broseph Stalin?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on January 19, 2012, 06:01:10 pm
      Apparently I forgot to turn the obscured engravings on. It really makes weird look of graphics pack :). Something to consider for the future releases, thanks. Right now follow Tiruin's advice.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: slawr34 on January 19, 2012, 09:00:17 pm
      I like to set it to no anyway though to express my displeasure towards dwarven capitalism.

      Can I get a fist-bump Broseph Stalin?

      Fucking HIPPIES
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: MAurelius on January 19, 2012, 09:31:09 pm
      I am no hippie, sir!

      Perhaps I swing a little anti-corporate, but I support capitalism the way it was intended, with many small companies competing to bring innovation and lowest price to consumers. Not dominant monopoly (or on most cases a few large colluding corporations) with thousands of lobbyists buying off politicians to stifle innovation, free speech, and joy. SOPA much?

      As a relevant example, in the world the government and corporations would like to see us head towards, all mods (except of course DF mods, since Toady is allowing the game to be played for free) would be illegal. I think I would die inside if there was no Rome: Total Realism, or Medieval II Total War: The Third Age (Tolkien - wow, that's TWO copyright infringements at once!)

      Regardless, back on topic, the dwarven economy as it stands currently is a train wreck.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: slawr34 on January 19, 2012, 10:27:46 pm
      I am no hippie, sir!

      Perhaps I swing a little anti-corporate, but I support capitalism the way it was intended, with many small companies competing to bring innovation and lowest price to consumers. Not dominant monopoly (or on most cases a few large colluding corporations) with thousands of lobbyists buying off politicians to stifle innovation, free speech, and joy. SOPA much?

      As a relevant example, in the world the government and corporations would like to see us head towards, all mods (except of course DF mods, since Toady is allowing the game to be played for free) would be illegal. I think I would die inside if there was no Rome: Total Realism, or Medieval II Total War: The Third Age (Tolkien - wow, that's TWO copyright infringements at once!)

      Regardless, back on topic, the dwarven economy as it stands currently is a train wreck.

      Actually, I agree with you.

      My statement was simply for teh lulz.

      NOW. Let us never speak of this again, lest this thread get derailed.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Valience on January 20, 2012, 09:30:26 am
      Deon, I'm not sure if it's been mentioned, but I thought I'd nitpick a small typo/inconsistency. On your genesis website, the dwarf page, you have:
      Quote
      Shield Clan: The combatant mindset of Shild Clan dwarves lets them learn the ins and outs of combat quicker than their fellows. Their legs however can never be as swift as the fastest of other castes.
      I also know that at last the version before modloader had the same sentence. I haven't gotten any shield dwarves in my current challenge fort to see if it's still there or not, though.

      Apologies if this was mentioned and resolved, I didn't see it in the past couple pages.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: greycat on January 20, 2012, 10:51:01 am
      Oh hey look, new versions of Genesis.  It's been a while since I tried it, so let's see....

      What's a "modloader"?  It looks like some sort of custom Microsoft Windows program.  I'm guessing it edits the raw files and then launches DF.  OK, well, maybe I can run that in Wine and then simply drop the Linux Dwarf Fortress binary & libs on top of the genesis stuff, and then run it myself, like I've done in the past.

      OK, so, download the thing... it's archived & compressed in RAR format.  Joy.  Well, I've got unrar installed, so I can extract that.  OK.  There's this "Genesis Modloader.exe" file.  We'll try that... "wine Genesis\ Modloader.exe" => "install the Windows version of Mono to run .NET executables".  Ugh.  You've gotta be kidding.

      OK, google, winehq forums, etc.  It says I need something called winetricks, in a clean wineprefix (whatever THAT is), and it talks about how mono never works, and some poor guy who tried this with wine 1.2 was derided for having an "old" version (it was a year old at the time -- this is considered "old" in the Wine world?!).  What version am I using... oh, I've got Wine 1.0.1.  That's what Debian ships in the current stable release.  Well, I suppose I'll have to upgrade that.

      WineHQ, download, it says there are packages for Debian Lenny and Squeeze -- cool beans.  But when I follow the link it says it's only got packages for Debian Sid (unstable development work-in-progress).  OK, back to WineHQ, source, grab source for wine 1.2.3.  Download that, rename it, extract it.  Before trying to build it, let's do an "apt-get build-dep wine" to make sure we'll have all the prereqs.  OK, had to do an "apt-get install libsane-dev" too.  Oh, and this is building with -g -O2, and it's gobbling up disk space like it's a masterwork elephant meat roast... OK, suspend that, find a blank CD, burn this old ISO to it to free up some disk space.  Let it continue building, let it install.  Remove the wine 1.0.1 package... oh, have to remove wine-bin and wine-utils also, it seems.  OK, I have wine 1.2.3 now.

      Now this "winetricks" thing... I don't have a program by that name.  Google, wiki... apparently it's a third party script.  Download that, try to figure out how to run it... I need a clean wineprefix?  OK, what do I have in ~/.wine right now... oh, I see.  Old Dwarf Fortress stuff (DF 0.31.04 or so).  That can go -- rm -rf ~/.wine.  Now run winecfg... all right.  Now I have a "clean wineprefix", I think.  So run this "winetricks" script... dlls list... it says "dotnet35".  Maybe I can install that?  Try it... it says .NET doesn't work yet... then it installs .NET 2.0 or something... then it downloads .NET 3.5... and blows up with an error message.

      Back to the Genesis directory... "wine Genesis\ Modloader.exe" again... now it says "To run this application, you must first install one of the following versions of the .NET Framework:  v4.0.30319  Contact your application publisher blah blah".  Ugh.  So even if dotnet35 HAD worked, it still wouldn't have worked worked.  'Cause apparently I need something higher than 3.5.

      OK, last resort -- mount the Windows file system (/dev/sda1) and copy the Genesis directory to it.  Then reboot into Windows.  Then try to run it... I get the same "You need .NET 4" message.  Well, Wine is faithfully producing the failures at least!  OK, I have a web browser, right?  Where's firefox... nope, I have MSIE.  OK.  Run MSIE, go to Google, type in "install .NET", click, click, click ... "Sorry, you don't have the privileges to do this.  Log in as an Administrator and try again."

      Total dead end.  I do not have Admin rights on the Windows OS on this machine, and there's no way I will get it for installing something to run a game.

      Is there any conceivable way I can just copy files around by hand, and edit them by hand, and just run the game, without this modloader thing?  Or am I going to be stuck playing "Older non-modloader versions (for 0.31.25)" forever?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Umbreon on January 20, 2012, 11:44:31 am
      Hi I just tried out the latest version of Genesis, with the loader, but for some reason most of the mod's content isn't there. From what I can remember, there were none of the genesis workshops or forges at all in the building menus, and I couldn't notice any content that was different from the vanilla game. Idk whats wrong, I tried moving some raws around randomly with my limited knowledge, but that didn't work (I just tried moving the raws from the default mod folder into the save folder's raws though)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Ashnal on January 20, 2012, 01:21:26 pm
      Is there any conceivable way I can just copy files around by hand, and edit them by hand, and just run the game, without this modloader thing?  Or am I going to be stuck playing "Older non-modloader versions (for 0.31.25)" forever?

      Heh, your post reminds me of the days I played with linux, but gave up eventually because it sucked too much of my time away.

      To answer the question posted, its actually quite simple. Inside the files there should be a copy of the default raws for each tileset. Copy the raws from the tileset you want over the Dwarf Fortress directory. Then you can edit the raws and find things like "YESALCHEMY[PERMITTED_BUILDING:ALCHEMICAL_WORKSHOP]" in the entity_default.txt. These are what gets changed if you switch options in the modloader. Simply remove the brackets from the tag to switch that tag off like the modloader would do.

      The things are scattered around the raw files and some settings files, so being able to search for them is handy.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: greycat on January 20, 2012, 02:44:45 pm
      Eeeep.  I'm glad you responded... I had got as far as "cp Genesis/ASCII/raw/objects/* Dwarf\ Fortress/raw/objects/" (etc.), and also "mv raw/graphics/orcs.PNG raw/graphics/orcs.png" (I'm pretty sure that bug has been in it for months, if not years -- I had to do that last time I played with Genesis), but I probably would have been stuck on the YESALCHEMY thing for some time.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Meph on January 20, 2012, 03:02:26 pm
      If you use the modloader and set everything to Yes (which i think is the deafult anyway) then modding the raws is no different from the time before.

      @deon:
      I remember that you had a problem with running Dwarf Therapist by simply clicking a button. In the newest version you open the Therapist folder instead, yes ?

      If you still want to use the button directly, here is the fix:

      Code: [Select]
        Private Sub TherapistButton_Click(ByVal sender As System.Object, ByVal e As System.EventArgs)Handles TherapistButton.Click
              RunFileByBatchTherapist("DwarfTherapist.exe", therapistD)
          End Sub

      You have to assign the fitting folder, in this case therapistD. I  added this line: 
      Code: [Select]
      Const therapistD = MasterworkDwarfFortressD + "\Utilities\Dwarftherapist" For you I guess it is GenesisD instead of MasterworkDwarfFortressD

      The script above targets another script called RunFileByBatchTherapist. This one you have to add to the fileworking.vbI gave it the dwarf therapist directory directly, and added Therapist to the name, so I can find it again. Here the code:

      Code: [Select]
          Sub RunFileByBatchTherapist(ByVal fileName As String, Optional ByVal path As String = "DwarfTherapist.exe")

              'if we only have a fileName, assume it is a full path, and seperate the filename from the directory
              If path = "" Then
                  path = fileName
                  Dim dSplit = Split(path, "\") 'create an array out of directory structure
                  fileName = dSplit(dSplit.Length - 1) 'only return last item (will be the file name)
                  path = path.Substring(0, path.Length - fileName.Length) 'returns the path (before the filename)
              End If

              Dim bName = "runProgram.bat"
              Dim batch = _
              "@ECHO off" + vbCrLf + _
              "SETLOCAL" + vbCrLf + _
              "CD %~dp0" + vbCrLf + _
              "START """" " + """" + fileName + """" + vbCrLf + _
              "start /min cmd /c del /q %~s0" 'deletes self afterwards

              FileWorking.SaveFile(bName, path, batch) 'create the batch file
              FileWorking.RunFile(bName, path) 'run the batch file

          End Sub

      Hope that helps. :)
      I am currently splitting my GUI into smaller parts, so people have more options. Besides that, fixing bugs and inbalances, but I guess you have seen the thread ;)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on January 20, 2012, 03:03:34 pm
      Yep, I should definitely release a non-modloader version for all non-windows folks to see easier.

      You basically get ../dwarf fortress/ directory, and then you can get any of the tilesets from the ../genesis folder and just overwrite appropriate files. It's all written in Visual Basic because I am a terrible coder and I used LNP code as a base :P.

      What about YESALCHEMY? :P You only need it if you want to toggle some stuff off.

      Thank you, Meph! Awesome, such an easy solution which I neglected to look up :). High five!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: MAurelius on January 20, 2012, 06:51:59 pm
      Looking to create a good Genesis world, but need some help. I know what the settings do (most of them) but I ruined more than one world changing them too much, so would like to know useful limits. If you folks could give advice on subtle changes to the AWG to move toward what I am looking for below I would appreciate it.

      I assume for Genesis to get all the races you need all the biomes (dunedwellers need deserts, ect.) so that's necessary.

      I like large worlds with minerals everywhere. I would like a world with more than average mountains, more than average temperate (maybe leaning slightly warm to reduce the number of freezing water in the winter embarks), and more than average medium savagery. Lets say 60% moderate, 20% good, 20% evil, and 20% savage, 20% calm. (temp should follow that pattern as well, 60% slightly warm, 20% each hot and cold ranges).

      I like larger, more open caves. When the setting for cavern openness is expressed as 0-100 in the AWG, does that mean it randomly picks a number and applies that to the whole world, or does it randomly pick a number for each and every embark square that could be different? I usually change openness from the base of 0-100 to 50-100 and density from 0-100 to 0-50. Is that too much of a change or maybe even not enough (for fertile (that is, plants everywhere), wide open caverns with a high % chance of underground lakes)? I don't need it to be obscene (100 openness, 0 density), just nicely more open and less dense than vanilla.

      I'd like enough history and civs so all the races exist and are established, but not so much there is abandoned stuff everywhere and it it overcrowded. I usually go 250 years, would you recommend more or less?

      Thanks!

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: greycat on January 20, 2012, 07:56:17 pm
      OK, I was too lazy to write a user interface to mimic the effects of the modloader program.  So here's a simple shell script that does what I personally wanted, which was "ASCII, enable everything":

      Code: [Select]
      #!/bin/sh

      if [ -f Dwarf\ Fortress/raw/graphics/orcs.PNG ]; then
        echo "Found misnamed orcs.png; fixing"
        mv Dwarf\ Fortress/raw/graphics/orcs.PNG Dwarf\ Fortress/raw/graphics/orcs.png
      fi

      cd Genesis/ASCII || exit
      echo "Copying ASCII files"
      find . -type f -print | pax -rw ../../Dwarf\ Fortress/

      cd ../../Dwarf\ Fortress/raw || exit

      # Construct perl script to perform all desired modification enabling.
      p=''
      printf %s "Enabling mods:"
      for mod in ALCHEMY BAKING BEASTMEN BONFIRE CENTAURS DECORATIVE DEMONS \
         DUNEDWELLERS DUSKELVES GENITALIA GOBLINS GRAZER HFS ILLITHIDS \
         KEEPERS KOBOLDS LIBRARY NIGHTCREATURE NORDS ORCS SCAVENGERS \
         SERPENTFOLK SYLVANS TRAINING WHEELBARROW
      do
        p="$p s/YES$mod//;"
        printf ' %s' "$mod"
      done
      echo
      find . -type f -print0 | xargs -0 perl -pi -e "$p"

      It's intended to be run from the top level directory, where the mod loader .exe is.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Ashnal on January 20, 2012, 08:16:25 pm
      OK, I was too lazy to write a user interface to mimic the effects of the modloader program.  So here's a simple shell script that does what I personally wanted, which was "ASCII, enable everything":

      It's intended to be run from the top level directory, where the mod loader .exe is.

      That really isn't necessary, since everything is enabled by default. You only need to tweak if you want to turn things off ....

      EDIT: Also, I'm no Linux/Perl expert, but I see nothing to do with the [ and ] brackets in your script, which are removed to turn a feature off, or added back to turn it on for each tag with the identifier.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Meph on January 20, 2012, 09:57:51 pm
      To explain how the modloader works:

      It replaces YESNAME[ with NONAME. The [ is then missing, and DF does not recognize the correct tag anymore. It is very, very simple. You can, as mentioned, just edit and alter the raws as you want. Nothing did change, except that the modloader might not work properly anymore.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Shaio on January 21, 2012, 01:29:08 am
      It mod loader won't let me set frame limit above 100, and misses the put pets in coffin opition, although probably wrong place to say this..

      otherwsie awesome.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: MiamiBryce on January 21, 2012, 09:41:24 am
      Deon, as always, thank you for all your hard work.

      Modloader is an amusing diversion, but there's still 5 settings i had to change manually.

      Why does the DFHack window always pop up, and why can't I close it, it find it terribly annoying.

      The IRONWOOD_MAKING reaction appears to have an error, I believe REAGENT:A should be as follows...
      Code: [Select]
      [REACTION:IRONWOOD_MAKING]
      [NAME:enchant ironwood]
      [BUILDING:SMELTER:NONE]
      [REAGENT:A:1:WOOD:NO_SUBTYPE:PLANT_MAT:IRONWOOD:WOOD]
      [PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:SPELLWOOD]
      [PRODUCT_DIMENSION:150]
      [FUEL]
      [SKILL:SMELT]

      I always add this to the end of reaction_ironworks.txt.  I can never have enough ash.  Dunno if you'd like to add it to Genesis or not.
      Code: [Select]
      [REACTION:ASH_BURNING]
      [NAME:make ash (furnace)]
      [BUILDING:FURNACE_CHARCOAL:CUSTOM_A]
      [REAGENT:A:1:WOOD:NONE:NONE:NONE]
      [PRODUCT:100:2:BAR:NO_SUBTYPE:ASH:NONE][PRODUCT_DIMENSION:150]
      [SKILL:WOOD_BURNING]
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: arghy on January 21, 2012, 03:59:04 pm
      Looking to create a good Genesis world, but need some help. I know what the settings do (most of them) but I ruined more than one world changing them too much, so would like to know useful limits. If you folks could give advice on subtle changes to the AWG to move toward what I am looking for below I would appreciate it.

      I assume for Genesis to get all the races you need all the biomes (dunedwellers need deserts, ect.) so that's necessary.

      I like large worlds with minerals everywhere. I would like a world with more than average mountains, more than average temperate (maybe leaning slightly warm to reduce the number of freezing water in the winter embarks), and more than average medium savagery. Lets say 60% moderate, 20% good, 20% evil, and 20% savage, 20% calm. (temp should follow that pattern as well, 60% slightly warm, 20% each hot and cold ranges).

      I like larger, more open caves. When the setting for cavern openness is expressed as 0-100 in the AWG, does that mean it randomly picks a number and applies that to the whole world, or does it randomly pick a number for each and every embark square that could be different? I usually change openness from the base of 0-100 to 50-100 and density from 0-100 to 0-50. Is that too much of a change or maybe even not enough (for fertile (that is, plants everywhere), wide open caverns with a high % chance of underground lakes)? I don't need it to be obscene (100 openness, 0 density), just nicely more open and less dense than vanilla.

      I'd like enough history and civs so all the races exist and are established, but not so much there is abandoned stuff everywhere and it it overcrowded. I usually go 250 years, would you recommend more or less?

      Thanks!

      Tweaking the biomes is bothersome and complex your better off relying on the default setting, minerals = 9000 is a good setting and will guarantee theres multiple veins of metal so its not hard to make weapons and armor. Like it seems the settings mean its going to be between x-y so you have to accept what caverns come out of that or just go with the obscene 100 openness, 0 density.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Jaredus on January 21, 2012, 04:03:51 pm
      Hey, really nice work you've been doing on the mod and new website. I'm just curious what happened to that little manual type thing that you included with the mod, it doesn't seem to be there anymore. The site has most of the info, but I remember that there was a bit more detailed info about stuff like plants. Would that be something you'll keep working on with the site?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Karik on January 21, 2012, 07:46:56 pm
      So I love Genesis mod, and I stopped playing DF for awhile, but came back and first thing I did was DL Genesis.  I downloaded the modloader version just a few days ago, but I seem to be running into a problem.

      Every game I start has no ore veins.  There are gems, different types of stone, but no ores. 

      When cavern/magma are revealed there is nothing, my exploratory mining finds nothing, etc etc.  There is adamantium but that is it...

      Any idea what's wrong/help?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Ledo on January 21, 2012, 09:12:41 pm
      Noob Question, but have around 4 raptors 2 male, 2 females do eggs take time to hatch or im i just wising for too much?

      I have nest boxs and they laid there eggs but they seem to stand there for everor.

      I need of help

      -Ledo
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: arghy on January 21, 2012, 11:15:18 pm
      If your eggs dont hatch after 2 seasons their prolly sterile--if its an exotic animal and you want those eggs give it 3 seasons.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: MAurelius on January 22, 2012, 12:27:05 am
      Hey guys,

      Finally made it to about year four and I'm really loving the Genesis additions. Was dual sieged by Beastmen and Centaurs and after that I thought all was well so sent my guys outside to expand my walls. I'm sure you all figured before I did that that was a perfect time for not one but two ambushes, Demons and, well, I don't know what the other guys were, they shot a lot of arrows but ran away before I could check them. May have been more demons if they ambush multiple times at once. Aside from losing the Dwarven liaison (hopefully the merchants will bring something next year - they survived unscathed, their guards were the real deal), I had three dead horribly unprepared militia and a war mastiff earned it's name taking out a Beastman (good dog!). Eagles keep poaching my pastured animals so I'm moving the pets inside just as quick as I can create underground grazing areas.

      Anyway, my question is I'm finally at the point where I'm safe(ish) and can experiment with the new nobles. What does the therapist do and what type of dwarf is best suited for that job? How about the dungeon master? Is he just the same as the vanilla dungeon master? He trains exotic pets? Anything else?

      108 dwarves (not including the dead) and only two Steel Caste. :(
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Tiruin on January 22, 2012, 12:30:27 am
      Therapist - consoler. The one that handles unhappy dwarves if your leader is busy (Psychiatrist?). Counts as a Noble.
      Dungeon Master - Handles the taming of exotic beasties (Unsure if this is really true, everything can be trained in Genesis.) Does not require any knowledge on animal training. Counts as a Noble and has high requirements.

      Steel caste = warriors. Use them or you'll have a hard time surviving.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: DrPoo on January 22, 2012, 04:26:57 am
      Could someone please PM me on how to install dwarf therapist for Genesis?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Sunday on January 22, 2012, 11:25:24 am
      So I love Genesis mod, and I stopped playing DF for awhile, but came back and first thing I did was DL Genesis.  I downloaded the modloader version just a few days ago, but I seem to be running into a problem.

      Every game I start has no ore veins.  There are gems, different types of stone, but no ores. 

      When cavern/magma are revealed there is nothing, my exploratory mining finds nothing, etc etc.  There is adamantium but that is it...

      Any idea what's wrong/help?

      You might be generating worlds with a lot of mineral scarcity—I accidentally did that with my first world the last time I dl'd Genesis.

      Go to advanced parameters and change the "mineral scarcity" value to something low (100, the absolute lowest possible, should give you an insane amount of minerals—more than you could ever need). The standard scarcity (2500?) can get pretty barren mineral-wise, especially with a few mods that have mostly been bugtested on lower mineral scarcity value worlds.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: MAurelius on January 22, 2012, 01:02:26 pm
      Therapist - consoler. The one that handles unhappy dwarves if your leader is busy (Psychiatrist?). Counts as a Noble.
      Dungeon Master - Handles the taming of exotic beasties (Unsure if this is really true, everything can be trained in Genesis.) Does not require any knowledge on animal training. Counts as a Noble and has high requirements.

      Steel caste = warriors. Use them or you'll have a hard time surviving.

      Yeah, they both are. I just wish I had more than 2 of them.

      Looks like based on what you're saying the Dungeon Master doesn't do anything and has high requirements. Guess I'll skip on him. As for the therapist, then I'll just look for someone with high social skills, pacifying. Probably a Jade caste.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Karik on January 22, 2012, 02:29:01 pm
      So I love Genesis mod, and I stopped playing DF for awhile, but came back and first thing I did was DL Genesis.  I downloaded the modloader version just a few days ago, but I seem to be running into a problem.

      Every game I start has no ore veins.  There are gems, different types of stone, but no ores. 

      When cavern/magma are revealed there is nothing, my exploratory mining finds nothing, etc etc.  There is adamantium but that is it...

      Any idea what's wrong/help?

      You might be generating worlds with a lot of mineral scarcity—I accidentally did that with my first world the last time I dl'd Genesis.

      Go to advanced parameters and change the "mineral scarcity" value to something low (100, the absolute lowest possible, should give you an insane amount of minerals—more than you could ever need). The standard scarcity (2500?) can get pretty barren mineral-wise, especially with a few mods that have mostly been bugtested on lower mineral scarcity value worlds.

      I cranked mineral scarcity to max and still all that I can find is gems and adamantine. :(
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Sunday on January 22, 2012, 02:38:20 pm
      So I love Genesis mod, and I stopped playing DF for awhile, but came back and first thing I did was DL Genesis.  I downloaded the modloader version just a few days ago, but I seem to be running into a problem.

      Every game I start has no ore veins.  There are gems, different types of stone, but no ores. 

      When cavern/magma are revealed there is nothing, my exploratory mining finds nothing, etc etc.  There is adamantium but that is it...

      Any idea what's wrong/help?

      You might be generating worlds with a lot of mineral scarcity—I accidentally did that with my first world the last time I dl'd Genesis.

      Go to advanced parameters and change the "mineral scarcity" value to something low (100, the absolute lowest possible, should give you an insane amount of minerals—more than you could ever need). The standard scarcity (2500?) can get pretty barren mineral-wise, especially with a few mods that have mostly been bugtested on lower mineral scarcity value worlds.

      I cranked mineral scarcity to max and still all that I can find is gems and adamantine. :(

      Hmmm. First, by saying the you "cranked mineral scarcity to max," you mean you made it as low as possible, right? The lower the scarcity number, the more minerals available. If you made it the maximum (meaning the highest possible number, IIRC 9999), then you'll find fewer minerals than the default. You're probably doing everything right, but the way you wrote it, it sounds like you're doing the opposite of what you should do. . . :)

      Other than that, did you make any changes in the RAWs? Or are you using more than 1 mod at a time? I'm not sure. I don't have the same problem. :(
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Karik on January 22, 2012, 02:54:45 pm
      So I love Genesis mod, and I stopped playing DF for awhile, but came back and first thing I did was DL Genesis.  I downloaded the modloader version just a few days ago, but I seem to be running into a problem.

      Every game I start has no ore veins.  There are gems, different types of stone, but no ores. 

      When cavern/magma are revealed there is nothing, my exploratory mining finds nothing, etc etc.  There is adamantium but that is it...

      Any idea what's wrong/help?

      You might be generating worlds with a lot of mineral scarcity—I accidentally did that with my first world the last time I dl'd Genesis.

      Go to advanced parameters and change the "mineral scarcity" value to something low (100, the absolute lowest possible, should give you an insane amount of minerals—more than you could ever need). The standard scarcity (2500?) can get pretty barren mineral-wise, especially with a few mods that have mostly been bugtested on lower mineral scarcity value worlds.

      I cranked mineral scarcity to max and still all that I can find is gems and adamantine. :(

      Hmmm. First, by saying the you "cranked mineral scarcity to max," you mean you made it as low as possible, right?

      Nope I didn't read so I cranked it to 100000.  So I downloaded the newest version of mod-loader, put mineral scarcity to a number lower than 2500, and am checking it now, hopefully I will get some copper at least!

      Edit:  PRAISE THE MINERS!  Okay everything is fine now at least.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Sunday on January 22, 2012, 03:05:20 pm
      So I love Genesis mod, and I stopped playing DF for awhile, but came back and first thing I did was DL Genesis.  I downloaded the modloader version just a few days ago, but I seem to be running into a problem.

      Every game I start has no ore veins.  There are gems, different types of stone, but no ores. 

      When cavern/magma are revealed there is nothing, my exploratory mining finds nothing, etc etc.  There is adamantium but that is it...

      Any idea what's wrong/help?

      You might be generating worlds with a lot of mineral scarcity—I accidentally did that with my first world the last time I dl'd Genesis.

      Go to advanced parameters and change the "mineral scarcity" value to something low (100, the absolute lowest possible, should give you an insane amount of minerals—more than you could ever need). The standard scarcity (2500?) can get pretty barren mineral-wise, especially with a few mods that have mostly been bugtested on lower mineral scarcity value worlds.

      I cranked mineral scarcity to max and still all that I can find is gems and adamantine. :(

      Hmmm. First, by saying the you "cranked mineral scarcity to max," you mean you made it as low as possible, right?

      Nope I didn't read so I cranked it to 100000.  So I downloaded the newest version of mod-loader, put mineral scarcity to a number lower than 2500, and am checking it now, hopefully I will get some copper at least!

      Edit:  PRAISE THE MINERS!  Okay everything is fine now at least.

      Excellent!

      The exact same thing happened to me for like 3 weeks when the mineral scarcity parameter first got put in. I couldn't figure out what I was doing wrong. . .
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: MAurelius on January 22, 2012, 05:00:57 pm
      I put my mineral scarcity to 600 I believe, and minerals (speaking ores in specific) are still very rare (<10% of all stone). I will try 100 and see what happens. I know that in the basic world gen setting minerals to "everywhere" makes them way more prevalent than my 600. Scarcity is a funny number, A) because it's backwards (why not just have an "amount of minerals" setting? So the higher the more...) and B) it's not linear, but based on some graphs I saw either on these forums or the wiki it's more like a Nike swoosh, so as you lower scarcity (therefore increasing minerals) not much happens until you lower it a lot, and then the minerals jump up super fast.

      What I will say is that more rare minerals increases reliance on trade, which is fine in a mod like Genesis because you have so many trading partners, but also means you are forced to protect them. I've always wondered why traders who come year after year to a hostile location just don't bring about 10x more guards than they do now. They make tons of profit, and then they don't always get slaughtered within sight of your fortress.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Dr.Propz on January 22, 2012, 06:23:37 pm
      Whenever my units are training with the training dummy, they occasionally make a masterful weapon. Is there any real reason as to why?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Broseph Stalin on January 22, 2012, 06:32:50 pm
      Whenever my units are training with the training dummy, they occasionally make a masterful weapon. Is there any real reason as to why?
      It's because they aren't actually "Training" their doing a reaction that requires a training weapon as a reagent then produces a training weapon as a product using the relevant weapon skill. When a swordsman trains with training sword he's actually using the training sword to make a new training sword, that new training sword will have a quality modifier based on his skill as a swordsman.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Dr.Propz on January 22, 2012, 06:37:02 pm
      Whenever my units are training with the training dummy, they occasionally make a masterful weapon. Is there any real reason as to why?
      It's because they aren't actually "Training" their doing a reaction that requires a training weapon as a reagent then produces a training weapon as a product using the relevant weapon skill. When a swordsman trains with training sword he's actually using the training sword to make a new training sword, that new training sword will have a quality modifier based on his skill as a swordsman.

      Ah, that makes sense. I was wondering why I kept getting that spam
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Broseph Stalin on January 22, 2012, 06:43:13 pm

      Ah, that makes sense. I was wondering why I kept getting that spam
      I use the profile manager to assign a repeating Train Weapon job to my militia and as soon as one gets to legendary I remove his name from the list. It maximizes efficiency and prevents the worst of that spam.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Jacob/Lee on January 22, 2012, 10:26:38 pm
      Spoiler (click to show/hide)
      If Toady ever gives us the ability to hire mercenaries from other species, I'm hiring that lone survivor to guard my fort! :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Putnam on January 22, 2012, 11:04:50 pm
      Now all you need is to find that survivor in legends and post a screen of the number of kills :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Jacob/Lee on January 22, 2012, 11:29:38 pm
      Yeah! She's probably got an epic kill li-
      Spoiler (click to show/hide)
      ....

      *rubs eyes*

      Am I reading this right? SIX KILLS?

      Wow.

      Anywho, she met her death in the early winter of the year 500 (worldgen ended on year 550) in The Gory Assault, as part of The War of Disemboweling, which had started in the year 64 and never ended. The war involved The Notched Silver, a dwarven civ, and The Gloved Beak, a beastman civ. Over the course of the war, 178 unnotable battles had been fought and 188 pillagings (The Notched Silver having done 186 of them) committed. There were 21 notable battles. Over the course of the war, The Notched Silver killed 384 enemies, while The Gloved Beak killed a whopping 2936 enemies.

      Legends is so much fun.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Putnam on January 23, 2012, 12:26:33 am
      Six Historical figure kills.

      The rest don't show up in the XML, so they won't show up in Legends Viewer. Look at legends in game for the full kill list.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Jacob/Lee on January 23, 2012, 12:32:58 am
      Spoiler (click to show/hide)
      Much better. :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: bombzero on January 23, 2012, 12:51:19 am
      Spoiler (click to show/hide)
      Much better. :D

      well then... wow...

      worldgen is a little.... odd from a military perspective.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Angel Of Death on January 23, 2012, 01:04:23 am
      Spoiler (click to show/hide)
      After seeing lots of mass murder in other people's raws, I wanted to search for my own mass murderers. Look what I found.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Jacob/Lee on January 23, 2012, 01:12:28 am
      Good god!


      ...I'm going to pluck him from your game when the time comes and make him my mercenary! :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: bombzero on January 23, 2012, 01:20:12 am
      normally, i get annoyed by large images not in spoilers. but that one deserves to be shown...

      any guess as to what % of total world gen kills that thing got?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Angel Of Death on January 23, 2012, 01:23:15 am
      normally, i get annoyed by large images not in spoilers. but that one deserves to be shown...

      any guess as to what % of total world gen kills that thing got?
      I'm not too sure.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Tiruin on January 23, 2012, 01:25:26 am
      Is that a titan or an FB? It killed demons (not the FUN kind).

      Description please  :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Angel Of Death on January 23, 2012, 01:35:17 am
      All I know is it's a titan. I can't remember much else because I have lost the file. It's somewhere in the deep of hidden files.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Putnam on January 23, 2012, 01:37:35 am
      Spoiler (click to show/hide)
      Much better. :D

      well then... wow...

      worldgen is a little.... odd from a military perspective.

      Battles are a series of 1v1 fights in worldgen, so that kind of stuff tends to happen.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on January 23, 2012, 12:29:13 pm
      I plan to rework metals and alchemy a bit.

      Regarding metals, a bronze-grade metal from copper and bismuth sounds fun. Bismuth was confused with tin in ancient time, so a fantasy alloy seems legit.

      Also galvorn, steel made from the new meteoric iron (and stronger).

      Regarding alchemy, I thought about a more complex system...

      Vermin remains could be transformed into ammonia and soap could be used to make bleach (or used directly). The mix would produce aqua regis which could be used for metal reactions.

      Also carmot as a philosopher's stone type reagent for more complex reactions which would require dwarven research system which I plan to create when the first version is out.

      Do you think that the alchemy would be too complex with such reactions and additions, or interesting?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Meph on January 23, 2012, 01:15:15 pm
      Agua Regis as in: Refine gold ore to bars without the need for fuel ?

      Adding real chemistry and a mashup of medieval alchemy does sound nice, but I think more people can live with: Transmute something, philosophers stone and elixier of life, then with different acids and solutions. If you write a manual for it, than I guess it will be fine.

      Currently you have an outdated manual, the wiki and the webpage, listing different things...

      A problem I encountered when thinking about a tech tree is that you only have workhops and furnaces. Adding new buildings categories would help a lot. 
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on January 23, 2012, 02:18:15 pm
      As you know we cannot add new building categories, so yeah...

      The site is up to date. So everything is golden.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Tirion on January 23, 2012, 02:37:59 pm
      So, I have a fort with 3.26, and I noticed two strange things: after years of sieges and ambushes, I had a decade of absolutely no surface enemies! After a death squad of scavangers managed to sneak in through my demon-squishing drawbridge trap tunnels and killed a dozen civilians, the population fell below 80. I checked the settings, invaders aren't turned off- I get FBs all right. With a food industry in serious overdrive, created wealth isn't a problem either... and I have some invading subterrean people (I tinkered with the cavern animalmen raws) on the map too. So, any idea when they'll come back, if ever?

      Second question, I run a halberd-equipped military, and some of my Shield and Steel clan dwarf professional soldiers use them as Multigrasp... but my 50-odd civilians also took those when given Individual Choice- Melee (meteoric halberds are insanely expensive) and they have them single-handed, with a shield equipped in the other hand... how is that?

      Also, question to veteran Genesis players: have you ever seen any ratmen or dark dwarves showing up?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Broseph Stalin on January 23, 2012, 03:27:13 pm
      So, I have a fort with 3.26, and I noticed two strange things: after years of sieges and ambushes, I had a decade of absolutely no surface enemies! After a death squad of scavangers managed to sneak in through my demon-squishing drawbridge trap tunnels and killed a dozen civilians, the population fell below 80. I checked the settings, invaders aren't turned off- I get FBs all right. With a food industry in serious overdrive, created wealth isn't a problem either... and I have some invading subterrean people (I tinkered with the cavern animalmen raws) on the map too. So, any idea when they'll come back, if ever?

      Second question, I run a halberd-equipped military, and some of my Shield and Steel clan dwarf professional soldiers use them as Multigrasp... but my 50-odd civilians also took those when given Individual Choice- Melee (meteoric halberds are insanely expensive) and they have them single-handed, with a shield equipped in the other hand... how is that?

      Also, question to veteran Genesis players: have you ever seen any ratmen or dark dwarves showing up?
      I don't know if I've seen any ratmen but I've seen plenty of dark dwarves, they live in the caverns like animal people tribes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Tirion on January 23, 2012, 04:16:05 pm
      All I know is it's a titan. I can't remember much else because I have lost the file. It's somewhere in the deep of hidden files.

      Well, killing half of the world population isn't that much of a challenge when you're a towering blob of steel with brain-rotting vapors. Especially that neither caveins nor candy weapons are used in legends mode combat.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: MAurelius on January 23, 2012, 08:06:49 pm
      Before I set myself up for pain an misery while mass dumping, which ones of the new critters are unable to be pitted? (Like snatchers and trolls in vanilla, where they get loose and rampage around?). Is there a place I can find that info so I don't need to continually pester you fine people?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: TomiTapio on January 23, 2012, 10:25:48 pm
      After seeing lots of mass murder in other people's raws, I wanted to search for my own mass murderers. Look what I found.

      I view those super-individuals as a bug, humanoids being more damage-resistant than dragons because of too-thick fat and muscle layers.

      Hey Deon: I just DL'd that latest Genesis, and I see my mineral additions are in there. Nice. Migmatite, lime hornfels, Pumice, Scoria, Rapagranite, fossil siltstone etc...
      maybe could mention the list of new minerals on the front page?
      "fluorspar, biotite, migmatite, hornfels, greenstone, elvan, zeolite, syenite, scoria, pumice, augite, azurite, corundum, sphene, barite, pegmatite. Pink Marble, Pure Marble, Black Marble."

      Did the three "better marbles" make it in? Yup,
      [INORGANIC:MARBLE_ELITE]  --by TomiTapio. "The Yule Marble deposit is among the largest in the world and, at 99.5% pure calcite, it is one of the purest marbles ever quarried."
      No longer are "halls of marble" good enough for dwarven kings! Need finer marbles, and the blackest Biotites, and the swirliest migmatites!
      (See http://www.graniteland.com/stone/type/migmatite to view pretty migmatites for sale)

      Edit2: Currently playing: MW3 campaign, Arkham City, YourShape 2012. Residing in the Twittersphere.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on January 24, 2012, 01:29:53 am
      Yep, all of your geology changes were great, so I took them for granted. Also I plan to add lodestone to hematite as a rare gem (dwarves should like little magnets as decorations) and I've changed tetrahedrite to have some iron and added freibergite as you suggested (with silver). It will be in the next release.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Jaredus on January 24, 2012, 01:39:06 am
      Is the metal info in the wiki still up to date, or have things been shuffled around a bit since then? Trying to figure out how to equip my dwarves right now.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: arghy on January 24, 2012, 03:19:48 pm
      Is there any updates you still have planned or is this a fairly final release? i hate creating a game and getting into it then watching as you release another update with something awesome.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: nukularpower on January 24, 2012, 03:23:32 pm
      Considering there is a whole new release of DF coming soon, I wouldn't get toooo attached to a new world atm :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on January 24, 2012, 03:34:44 pm
      Is there any updates you still have planned or is this a fairly final release? i hate creating a game and getting into it then watching as you release another update with something awesome.
      Would you like more if there was no release at all? :P

      I will stop for now because the new release is around the corner. I will make a short release soon, but that's it.

      Is the metal info in the wiki still up to date, or have things been shuffled around a bit since then? Trying to figure out how to equip my dwarves right now.
      Yep, the relative properties of metals are the same.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: arghy on January 24, 2012, 04:59:42 pm
      I'd actually rather big infrequent updates so i dont need to constantly recreate my fortress but i usually just wait for a pause or pick an update to pause at which i'm going to do soon hence asking when the next update is going to be hehe.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: bombzero on January 25, 2012, 01:55:06 am
      I'd actually rather big infrequent updates so i dont need to constantly recreate my fortress but i usually just wait for a pause or pick an update to pause at which i'm going to do soon hence asking when the next update is going to be hehe.

      you know your lying to yourself, you'll abandon and download the latest version the instant it comes out, everyone does it, its ok.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Drago55577 on January 25, 2012, 02:38:01 am
      no they dont, i havent downloaded genesis for over a year :o or 5 months.

      great mod, very fun to play and i love adding other mods to it that make the world a sluaghter house....hehehe
      Spoiler (click to show/hide)

      keep up the good work, since this makes DF !!FUN!! :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Aiki on January 25, 2012, 01:34:06 pm
      Great Mod. I am really enjoying the Adventure mode. I'll try the Fortress soon just need to do some more killin with my dwarf :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: nukularpower on January 25, 2012, 04:47:27 pm
      Just a minor suggestion:  Since this mod seems to add lots of stuff buildable from many different materials.. how about bone spears?  I have archers using "!Tough Balor bone bolts!" but spears would be so much more fun...

      I just want to kill new enemies with the remains of old enemies!  ^ ^

      Also, modloader options to turn on/off Truetype and disable warm stone pause spam would be nice
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: arghy on January 25, 2012, 09:11:38 pm
      Mother of god no damp/warm stone spam would be fucking godly.

      I'm revisting my bottom of the lake fortress and i was wondering--if i opened an aquifer would it fill up the entire pit i would dig around my inner fortress or would i need pumps to raise the water level?

      Surface =
      Water ~
      Aquifer *
                     ____
      =~~~~~~l     l ~~~~~~=
       l            l        l             l
       l         __l        l__         l
       l        l                l         l*
       l_____l                l____ _l
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Dr.Propz on January 25, 2012, 10:32:03 pm
      It seems that I have no quarry bushes. What gives?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: dennislp3 on January 25, 2012, 11:21:06 pm
      It seems that I have no quarry bushes. What gives?

      On embark? that would mean your civ doesn't have access to them for whatever reason I would assume...likely a climate issue with your civs location?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on January 26, 2012, 03:02:53 am
      It seems that I have no quarry bushes. What gives?
      Quarry bushes are now plants in the 3rd cavern layer (where everything has a crystal/stone theme), thus they are not avaliable normally unless you dig down and harvest them. Do you really miss them? You have other options for plants with leaves.

      I will find the announcement for dump/warm stone and I will make an option for that.
      Turning truetype ON is NOT ADVISED, you will experience crashes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Silophant on January 26, 2012, 03:28:53 am
      I'm revisting my bottom of the lake fortress and i was wondering--if i opened an aquifer would it fill up the entire pit i would dig around my inner fortress or would i need pumps to raise the water level?

      Surface =
      Water ~
      Aquifer *
                     ____
      =~~~~~~l     l ~~~~~~=
       l            l        l             l
       l         __l        l__         l
       l        l                l         l*
       l_____l                l____ _l

      Left to it's own devices, that pit will only fill to the level of the aquifer. You'll need to use pumps to boost the water to surface level.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Demiurge on January 26, 2012, 07:17:46 am
      You need to fix the very first link in the OP.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Exlo on January 26, 2012, 05:15:53 pm
      I've been taking a break from dwarf fortress due to all the other games I can play with my new hardware... But as soon as I come back I see a new genesis version with a MODLOADER! This is the dwarfiest day ever! Thanks Deon! :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: XxPhogxX on January 26, 2012, 05:32:55 pm
      Hey I am really interested in playing this mod, but I have only one problem.. I use a Mac for all my Dwarf Fortress-ing. So, I was wondering if anyone had any useful tips or guides on how to get this to play on a Mac. I tried copying the raws, but that seems to just confuse everything. (The only nations on the embark screen were Walrus's and Carp) Thanks!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on January 26, 2012, 05:47:01 pm
      You should not COPY, you should REPLACE the folders which the mod changes (raws, data, speech, art).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: LoneTophat on January 26, 2012, 08:24:13 pm
      Why do dwarves always fail in worldgen? I mean they NEVER survive aslong as the other races. They never rise above and become supreme overlords. ;D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on January 27, 2012, 03:04:21 am
      Because they only live in mountains.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: shadenight123 on January 27, 2012, 05:30:38 am
      You should not COPY, you should REPLACE the folders which the mod changes (raws, data, speech, art).

      wait...you mean that downloading and playing only with the genesis mod on a directory. (erasing past df versions) actually is not the correct way?
      because i was about to ask if it's normal not to have sieges for over 7 years.
      ...and i'm quite actually in a savage plain neighbor of angry enemy civs.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: LoneTophat on January 27, 2012, 09:38:47 am
      Because they only live in mountains.

      Well, make dwarves more smexy then. So they can CONTROL ZE WORLD
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Tirion on January 27, 2012, 02:46:52 pm
      Deon, may I ask which of the Mechanixm (spelling my vary :D ) buildings and reactions are included in your latest release? I usually put it together on my own, and it's never quite perfect that way :( Unraveler is a real good thing to have, and the Block Factory also makes life considerably easier. And the Crematorium... now that's essential for Project: 'get rid of all those centaur corpses and body parts' :D

      Also, why not add liaisons
      Spoiler (click to show/hide)
      to all potential trade partner races?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on January 27, 2012, 04:20:23 pm
      I will add unraveler, block factory and some other workshops for the next release. Also I will add specific milling (flour/dye etc) to the quern, and a few new alloys. The release should be out in a day or two (this weekend).

      The crematorium is my workshop :P.

      I plan to add TRADE responsibility to diplomats of each race, thanks for reminding me (I would probably forget about it otherwise :P).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: shadenight123 on January 27, 2012, 04:25:51 pm
      mmm i realized a funny thing:
      you take vanilla.
      you copy paste genesis in order to overwrite.
      you get two things:
      uber powerful lampreys, sharks, and literally "fishes of doom".
      AND you play as Keepers.
      ...
      i kind of wondered why i didn't keep it.
      would have loved to say a legendary lamprey.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: XxPhogxX on January 27, 2012, 06:51:54 pm
      mmm i realized a funny thing:
      you take vanilla.
      you copy paste genesis in order to overwrite.
      you get two things:
      uber powerful lampreys, sharks, and literally "fishes of doom".
      AND you play as Keepers.
      ...
      i kind of wondered why i didn't keep it.
      would have loved to say a legendary lamprey.

      This is essentially what continues to happen to me
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Putnam on January 27, 2012, 07:52:03 pm
      mmm i realized a funny thing:
      you take vanilla.
      you copy paste genesis in order to overwrite.
      you get two things:
      uber powerful lampreys, sharks, and literally "fishes of doom".
      AND you play as Keepers.
      ...
      i kind of wondered why i didn't keep it.
      would have loved to say a legendary lamprey.

      This is essentially what continues to happen to me

      duped raws
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: XxPhogxX on January 27, 2012, 08:19:10 pm
      mmm i realized a funny thing:
      you take vanilla.
      you copy paste genesis in order to overwrite.
      you get two things:
      uber powerful lampreys, sharks, and literally "fishes of doom".
      AND you play as Keepers.
      ...
      i kind of wondered why i didn't keep it.
      would have loved to say a legendary lamprey.

      This is essentially what continues to happen to me

      duped raws

      Should I be pasting the raws from the "Genesis" folder as well as the raws from the Dwarf Fortress folder?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Putnam on January 27, 2012, 08:21:10 pm
      Neither.

      You should be putting Genesis into it's own folder.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: GaxkangtheUnbound on January 27, 2012, 08:35:56 pm
      Hey Deon, not sure if you've read about it in the modder's workshop thread (or if you know about it already), but multiple workspaces are indeed possible. This could possibly result in crucibles not being limited to one side, and certain workshops being possible.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: arghy on January 28, 2012, 04:57:01 am
      In vanilla DF you had boiling leather, freezing water appearing out of thin air and holy fuck if you genned a world it was hell, oh hi diplo--OH GOD BOILING LEATHER JUST APPEARED OUT OF THIN AIR AND KILLED HIM!

      The frozen waterfall with no end climbing into the air was amazing though.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Mister Always on January 28, 2012, 07:34:10 am
      Wondering if I could safely combine Fortress Defense and Genesis...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Demiurge on January 28, 2012, 08:27:51 am
      Thats it, I'm done with this mod.

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Tirion on January 28, 2012, 08:33:45 am
      I have an idea: Sausages! When an animal is butchered, nearly a dozen meat products are created, most of them in small stacks. Realistically, most of those would spoil quickly, unless processed by drying, smoking etc. So here is how sausage enters the picture: you grab all that misc edible stuff that's not a big appetizing slab of smoked ham, chop them up, mix them with some spices and stuff them into guts (or some synthetic equivalent). Delicious stuff made of things you'd probably never eat in their true form!

      So how it would work in DF? Very much like making bread: the product is more valuable than the sum of the ingredients, and it's edible raw AND available for further cooking while some ingredients aren't. The process also increases stock size, which is always good for storage.

      I have two variants in mind:
      -make sausage/salami: guts + meat + meat + meat (+... you get the idea) + milled spice
      -and make blood sausage/black pudding: guts + meat (as many times as above) + blood + milled spice. Because the blood barrels brought by caravans will not be used by ordinary cooking as long as there's anything solid to cook, and require hideous amounts of micromanaging even when possible- so why not a reaction that just uses them?

      It would take place either at the Butcher's shop or the Kitchen, using either Butchery or Cooking skill. The product would take it's name from the first meat ingredient, or if possible only which animal it's made of (Cave Croc Sausage instead of Juicy Cave Croc Eyeballs Sausage). The product would be classified as Cheese or Bone Meal or whatever that can be cooked as long as it's not meat, to avoid sausages made into sausages. If it's impossible to differentiate between guts and other meaty stuff, either use some plant fiber as casing or just accept that dwarves can make sausages out of meat, spice and the optional blood without casings, just as they can brew alcohol of only plants and a barrel (they are just so badass :D ).

      So, could someone please translate it to code? Deon, do you like it?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Dr.Propz on January 28, 2012, 11:24:44 am
      It seems that I have no quarry bushes. What gives?
      Quarry bushes are now plants in the 3rd cavern layer (where everything has a crystal/stone theme), thus they are not avaliable normally unless you dig down and harvest them. Do you really miss them? You have other options for plants with leaves.
      I normally just use eggs and quarry bushes an easy way to make meals, and I was curious as to why I couldn't embark with rock nuts
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on January 28, 2012, 11:37:53 am
      They are now called quarry seeds... Should be quarry spores, I will fix it.
       All aboveground plants have seeds and underground spores for easier understanding.

      And I will consider that sausage idea!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Grax on January 28, 2012, 11:49:21 am
      They are now called quarry seeds... Should be quarry spores, I will fix it.
       All aboveground plants have seeds and underground spores for easier understanding.

      And I will consider that sausage idea!
      Seeds for dry aboveground
      Sprouts for wet aboveground
      Spores for dry underground
      Radicles for wet underground

      ;-)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on January 28, 2012, 02:40:38 pm
      Quote
      ThreeToe here. While Toady One is busy putting on the final touches for the next release, I thought I'd give you some details and impressions I've had while testing it.
      DO WANT!

      Although I fear I will soon have no time for anything else :P.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Tirion on January 28, 2012, 03:37:27 pm
      Quote
      ThreeToe here. While Toady One is busy putting on the final touches for the next release, I thought I'd give you some details and impressions I've had while testing it.
      DO WANT!

      Although I fear I will soon have no time for anything else :P.

      Umm... where can we read that one?
      EDIT: found it... though I still don't get even half the stuff they are speaking about, such as mists and blood rain.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: MAurelius on January 28, 2012, 03:39:32 pm
      Hey Deon,

      Just wanted to say thanks once again. You seem to be always working on new features for Genesis. I used to check the main page, now I just check this thread!

      Do some traders skip years? At one time or another I have traded with every friendly race but I only get a few of them each year recently. I haven't upset any of them. The only thing that has happened was a scavenger diplo showed up and immediately had a heart attach or something (my guys were nowhere near him) and now I get sieged by scavengers. Which is fine. Their bowmen can't hit the broad side of a barn.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: bombzero on January 29, 2012, 11:41:35 am
      Which is fine. Their bowmen can't hit the broad side of a barn.

      build a wooden barn with all your animals in it, then post your marksdwarves on the second floor, just for added insult.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Tirion on January 29, 2012, 01:36:19 pm
      Which is fine. Their bowmen can't hit the broad side of a barn.

      build a wooden barn with all your animals in it, then post your marksdwarves on the second floor, just for added insult.

      Don't underestimate them. I thought them boring so I added two tiny tokens... [ITEM_THIEF], [AMBUSHER]. I was in the middle of luring a demon siege in a trap tunnel+squisher bridge setup (that used my fortress itself as bait, my mistake) when I got zoomed into my main stairway- An ambush, curse them! They came right through the traps and locked doors without anyone noticing until they were in the middle of my civilians. They ended up killing a good 15 of my 80 dwarves, with about as many of their own. Although there were cases when unarmed civilians killed a few of them before the professional army arrived...

      Still, not bad from a bunch of furballs wearing nothing but their weapons and shields.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Meph on January 29, 2012, 11:41:51 pm
      I sent you a PM with some reaction concerning your buildings and mechanixs buildings.

      EDIT: About the announcement settings you were looking for:
      Check data/init/announcements.txt and look for these lines:
      [DIG_CANCEL_WARM:A_D:D_D:P:R]
      [DIG_CANCEL_DAMP:A_D:D_D:P:R]

      They handly to pause on warm and damp stone. Change them to whatever you want, you have enought templates in that file ;) Mining will be a lot more dangerous without those... aquifers would have no warning, and kill fortresses without mercy ;)

      Also, just for fun:

      Sausages:
      Add this to the animal parts you want in your sausages:
      [MATERIAL_REACTION_PRODUCT:GROUND_MAT:LOCAL_CREATURE_MAT:GROUND_MEAT]

      Add to entity:
         [PERMITTED_REACTION:MAKE_SAUSAGE]
         [PERMITTED_REACTION:GRIND_MEAT]

      reaction:
      Spoiler (click to show/hide)

      material template:
      Spoiler (click to show/hide)

      inorganic:
      Spoiler (click to show/hide)

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Tirion on January 30, 2012, 11:00:34 am
      Just please add milled spice and optionally, barrelled blood to the list of ingredients, okay?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: TomiTapio on January 30, 2012, 12:07:24 pm
      I will add unraveler, block factory and some other workshops for the next release. Also I will add specific milling (flour/dye etc) to the quern, and a few new alloys. The release should be out in a day or two (this weekend).
      Yay, finally getting the "enemies clothes to thread" capability.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: nukularpower on January 30, 2012, 12:12:12 pm
      I sent you a PM with some reaction concerning your buildings and mechanixs buildings.

      EDIT: About the announcement settings you were looking for:
      Check data/init/announcements.txt and look for these lines:
      [DIG_CANCEL_WARM:A_D:D_D:P:R]
      [DIG_CANCEL_DAMP:A_D:D_D:P:R]

      They handly to pause on warm and damp stone. Change them to whatever you want, you have enought templates in that file ;) Mining will be a lot more dangerous without those... aquifers would have no warning, and kill fortresses without mercy ;)


      Actually, that's not true.. the miners still cancel the dig, you just don't get a pause and zoom from it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Meph on January 30, 2012, 03:30:24 pm
      Nice, didnt knew that. I thought they would dig through, without warning. See getting an anouncement , but removing the zoom and the pause would b a good idea. :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: antlion12 on January 30, 2012, 10:41:19 pm
      Erm does there happen to be a zip file download for it?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Batyzero on January 30, 2012, 10:59:46 pm
      So, this is probably a silly question but i'm relatively new to the game so please bear with me.

      Are dragons not catchable with cage traps in Genesis?
      The wiki for vanilla DF says they are affected by cage traps, so I was very excited when one attacked my fort.

      But it just walked over my traps and killed thirty dwarves and most of my defenses, so is this a Genesis thing or am I just missing something? :\

      Edit:It was a Red Dragon to be Specific, I forgot that Genesis introduced new types
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: smokebubble on January 31, 2012, 01:08:08 am
      Yeah Batyzero. The dragons have the [TRAPAVOID] token.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Dokkir on January 31, 2012, 01:14:06 am
      So Deon, how exactly is Human Fortress played? I've been wondering this for far too long, as I am mentally insane.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: IronCodpiece on January 31, 2012, 09:59:14 am
      So, this is probably a silly question but i'm relatively new to the game so please bear with me.

      Are dragons not catchable with cage traps in Genesis?
      The wiki for vanilla DF says they are affected by cage traps, so I was very excited when one attacked my fort.

      But it just walked over my traps and killed thirty dwarves and most of my defenses, so is this a Genesis thing or am I just missing something? :\

      Edit:It was a Red Dragon to be Specific, I forgot that Genesis introduced new types

      Aye, Baty.  If you read the wiki thoroughly you will find that dragons were never able to be caught in a cage trap this version, unless a giant cave spider had covered it in webs.  The web makes any creature "unsconscious" for a moment so even megabeasts with trapavoid can be caught.  Not sure if this can still be done in Genesis, as the GCS has been replaced.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Tirion on January 31, 2012, 11:04:34 am
      I'm wondering, are there any fixes for the old 'everything requires only 1 metal bar to make' bug? I read somewhere around here about a fix, but there was some Legacy/SDL confusion stuff mentioned about it so I don't know if it'd work in Genesis...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: smokebubble on January 31, 2012, 01:42:07 pm
      Hey Deon, not sure if you already know about it but I was just looking at creature_genesis_beast.txt again and I noticed that the dragons have these tokens showing as --CURIOUSBEAST_ITEM] and --USE_MATERIAL_TEMPLATE:HAIR:HAIR_TEMPLATE].

      Edit: actually the green dragon is showing as --CURIOUSBEAST_ITEM--
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: greycat on January 31, 2012, 07:57:42 pm
      I'm wondering, are there any fixes for the old 'everything requires only 1 metal bar to make' bug? I read somewhere around here about a fix, but there was some Legacy/SDL confusion stuff mentioned about it so I don't know if it'd work in Genesis...

      In DF Genesis MLR4 3.29, breastplates are using two bars to make.  I think everything else I've made so far has used 1, but I haven't made everything possible, and I haven't paid full attention.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on February 01, 2012, 04:15:53 am
      Breastplates require 600 material which is 4 bars. If that's two, which means that material size token is 2x of the product dimension... Then it explains why everything else takes 1 bar instead of 2 or 3, I will definitely check it out before the next release of Genesis.

      Hey Deon, not sure if you already know about it but I was just looking at creature_genesis_beast.txt again and I noticed that the dragons have these tokens showing as --CURIOUSBEAST_ITEM] and --USE_MATERIAL_TEMPLATE:HAIR:HAIR_TEMPLATE].

      Edit: actually the green dragon is showing as --CURIOUSBEAST_ITEM--
      Yeah I removed it because dragons would just steal an item and run off... Anticlimactic.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: shadenight123 on February 01, 2012, 04:36:45 am
      i'm laughing thinking of a colossal sized dragons, tiptoeing in and stealing a sock. then leaving in tiptoes going "shhhh" to cats and dogs. XD
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Tirion on February 01, 2012, 06:24:00 am
      Deon, will you write a last genesis release for the current vanilla version? Vanilla release is coming sometime in February, but the first days/weeks it'll be full of bugs and untested game mechanisms anyway, I think.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Meph on February 01, 2012, 10:37:06 am
      The material size is 450 for one bar. Or use the new fixed exe, then it is 1 for 1 :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on February 01, 2012, 12:15:29 pm
      Quote
      The material size is 450 for one bar.
      That's good to know, I was under a false impression that MATERIAL_DIMENSION equals MATERIAL_SIZE.

      Deon, will you write a last genesis release for the current vanilla version? Vanilla release is coming sometime in February, but the first days/weeks it'll be full of bugs and untested game mechanisms anyway, I think.
      Yep, I will. The month report did not tell that the release is around the corner, so I should do it in a few days.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Meph on February 01, 2012, 09:40:54 pm
      Quick question: How was the dwarf therapist with your castes done ?

      I refrained from doing a bigger caste system so far, because people would have to check every dwarf for it, one by one, thats no fun... If I can make a Therapist patch as well, I will advance my castes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: bombzero on February 01, 2012, 09:43:49 pm
      Quick question: How was the dwarf therapist with your castes done ?

      I refrained from doing a bigger caste system so far, because people would have to check every dwarf for it, one by one, thats no fun... If I can make a Therapist patch as well, I will advance my castes.

      oh so you ARE aware of that little issue, i have been playing with castes off in your mod for some time now, as its quite bothersome to not be able to check from therapist
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Tirion on February 02, 2012, 01:48:29 am
      Is it possible to write a reaction like this?

      reagent A, some armor or weapon or ammo, as loosely defined as possible and practical*
      reagent B, raw material
      product 1 takes all tags from reagent A, giving it back unchanged (and potentially spamming us with masterwork creation announcements :D )
      product 2 takes material tags from reagent B and the rest (minus quality level) from reagent A.

      *I mean breaking it up into practical cathegories, like "Reverse engineer body armor using metal", "Reverse engineer body armor using leather", "Reverse engineer body armor using bone", "Reverse engineer helmet using metal", etc.

      I'm pretty sure it can be done, a la altar reactions. This could be used to make more lamellar armors / longswords / tower shields once we buy some, but not before. Bonus for letting us choose what material we want to make it out of... but it intentionally involves some stockpiling, door closing/burrowing micromanagement to avoid cranking out superior equipment at full speed.

      Possibilities to make it harder:
      -a chance to lose the original piece. "Whoops, we took it apart, how it goes back together again?"
      -it requires more than a single bar/leather piece. Well, it'd disregard MATERIAL_SIZE anyway, so best be on the safe side...
      -constructing the building might be hard. It may be magma only, and/or built only from something only obtainable from a low chance and costy altar ritual, or from candy...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on February 02, 2012, 03:06:39 am
      I plan to make a research tree for the new version where we will have to discover blueprints to build advaned workshops. Some of them will be foreign armory/forge or something and you will have to do almost what you've described.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Silophant on February 02, 2012, 03:10:24 am
      Sweet. That's planned for the new version coming out this weekend?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Tirion on February 02, 2012, 05:25:08 am
      Yeaaah :)

      Though, I'm a bit at a loss with foreign and even standard genesis add-on weaponry and armor... so many hammers, maces, swords etc, I don't have the faintest idea which of them is the best for dwarves. Well, apart from the long sword > short sword and lamellar armor > breastplate thing.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on February 02, 2012, 09:34:28 am
      Sweet. That's planned for the new version coming out this weekend?
      No, I will be kinda remaking the mod for the new version, at least regarding production trees.

      This release will have some fixes and some additional workshops and reactions (customized milling, brewing etc) and fixed including a fixed EXE (where mercants bring caravans, you can make crystal glass etc).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Meph on February 02, 2012, 10:06:02 am
      Quick question: How was the dwarf therapist with your castes done ?

      I refrained from doing a bigger caste system so far, because people would have to check every dwarf for it, one by one, thats no fun... If I can make a Therapist patch as well, I will advance my castes.

      No pressure :P

      Edit: On the other hand I tried your version, and found the caste_default.txt Just changing the caste names in it makes it compatible with any mod that uses castes, if I am not totally wrong. I will do some testing.

      Edit2: Done with testing, and YES, it works.
      Proof:
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on February 02, 2012, 10:26:19 am
      Ah, sorry, I somehow missed that question. Yes, caste_default.txt is the setup file :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Nelia Hawk on February 02, 2012, 01:14:08 pm
      No, I will be kinda remaking the mod for the new version, at least regarding production trees.

      This release will have some fixes and some additional workshops and reactions (customized milling, brewing etc) and fixed including a fixed EXE (where mercants bring caravans, you can make crystal glass etc).

      what about "powered workshops" ?
      that if some workshops work faster when powered by waterwheels/wind.
      or extra workshops that require power to work atall(like a workshop that requires a gear assembly on/above/next one of its tiles. maybe similar to how magma furnaces require a magma tile, just here it would require a gear assembly.) i.e. the rock grinder, maybe even smelters (blast furnace?) could be powered to move the "air blowing thingy".

      somehow DF has not that many "mechanic power" items in... i think its "just" pumps and millstones?

      even traps could require a gear assembly next or below the trap tile for them to work more than once? i.e. to rotate bladetraps
      or drawbridges could require a powered gear assemble on the side of it?

      but this will probably be adressed a bit more when toady gets to the lifts and traps update in some months/years...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Meph on February 02, 2012, 01:45:16 pm
      Power is hardcoded, you cant add it to buildings or items. (like traps)  Otherwise, good idea. ;)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Tirion on February 02, 2012, 03:24:32 pm
      Sweet. That's planned for the new version coming out this weekend?
      No, I will be kinda remaking the mod for the new version, at least regarding production trees.

      This release will have some fixes and some additional workshops and reactions (customized milling, brewing etc) and fixed including a fixed EXE (where mercants bring caravans, you can make crystal glass etc).

      Sweet, I'll get to see my first wagon ever :D Doesn't that exe also fix the MATERIAL_SIZE bug?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Courtesy Arloban on February 02, 2012, 08:24:54 pm
      Quote from Meph
      Quote
      Also, just for fun:

      Sausages:
      Add this to the animal parts you want in your sausages:
      [MATERIAL_REACTION_PRODUCT:GROUND_MAT:LOCAL_CREATURE_MAT:GROUND_MEAT]

      Add to entity:
         [PERMITTED_REACTION:MAKE_SAUSAGE]
         [PERMITTED_REACTION:GRIND_MEAT]

      reaction:

      Didn't see that until I made my own sausages.  I tried to coat my sausages, didn't work.  Your's are better.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Darkfyre on February 02, 2012, 09:38:09 pm
      Question: Can you breath fire playing as a dragon in adventure mode?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: smokebubble on February 02, 2012, 10:27:02 pm
      I don't think you can right now Darkfyre. However if I recall correctly when Toady releases the next version of df it will be possible.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on February 03, 2012, 12:18:57 am
      Right now, no...

      And yes, the new version will allow you to breathe fire, spit webs etc, so I will definitely make a magic-casting race, for some fortress fun but mostly for adventure mode fun. The stupid boiling rocks and exploding arros will go away and will be replaced with real magic.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: shadenight123 on February 03, 2012, 04:23:30 am
      have to ask:
      is there a way to de-activated the "when engrave a wall, substitute wall with picture?"
      because for me, personally (i ain't saying it's not nice, but for me) the walls are barely "fine". but when i engrave also the floors...i can't see a thing in the mixture of all those pictures.
      so, is there a way to deactivate it? pretty please?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: smokebubble on February 03, 2012, 05:02:08 am
      You can go into d_init.txt and find ENGRAVINGS_START_OBSCURED: and set it to YES. Then you won't get the pictures when you engrave stuff.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Tirion on February 03, 2012, 11:16:48 am
      Just a random question/idea: is it possible to include an armor and weapon encrusting reaction in the new release?

      there is one in this thread. http://www.bay12forums.com/smf/index.php?topic=99589.0

      Also, how about some glass/gem based alchemic metal, like D&D glass-steel?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Meph on February 03, 2012, 12:13:35 pm
      Just a note: The ones you linked to are faulty, both use armor. Simple copy paste error. BUT I advanced on the idea, and made this:

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Vherid on February 03, 2012, 07:16:54 pm
      Just so you know I have updated the version of the tileset you are using, so you might want to update that in the next version if you haven't.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Dr.Propz on February 03, 2012, 10:06:58 pm
      Crap, I was caught in my own morpheus gift. Now I can't go anywhere without randomly becoming dizzy
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: narhiril on February 04, 2012, 02:37:21 am
      This is reply #9001.

      Please, someone else say it, so I don't have to.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Angel Of Death on February 04, 2012, 02:41:53 am
      This is reply #9001.

      Please, someone else say it, so I don't have to.
      * AoD clears his throat

      IT'S OVER NINE THOUSAAAAAND

      On a more serious note, I must say, Genesis is one of the best mods I've played.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Lolfail0009 on February 04, 2012, 05:49:16 am
      Stuff just 'trying' this mod, ALL my forts will now have this mod!!!!!!!!!!
      (Also, if it's not too much, could I be a humanlike civilisation that is nocturnal and has wyverns (ok fine, COATLS, for you dnd players. The big winged snakes!) as mounts? PLEASE? ;D)
      Keep going!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: obradenj on February 04, 2012, 08:34:47 am
      i am trying to download this mod because it seems very fun but i just get a strange video file every time. im not sure what to do
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on February 04, 2012, 08:42:16 am
      Just so you know I have updated the version of the tileset you are using, so you might want to update that in the next version if you haven't.
      Thanks you!

      i am trying to download this mod because it seems very fun but i just get a strange video file every time. im not sure what to do
      *.rar is not a video file.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: obradenj on February 04, 2012, 08:47:57 am
      @Deon- Thats what my computer thinks it is. im quite baffled

      edit- I think i got it worked out
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Dark Archon on February 04, 2012, 11:14:10 am
      I was just interested - is there any way to return old ASCII graphics in Modloader version? I am kinda get used to it and don't see anything, then I turn on included tilesets...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: MaskedMiner on February 04, 2012, 12:51:46 pm
      I tried this mod in adventure mode and was very sad to learn that with hostile races your own civilization will refuse to talk to you and will attack you.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Vherid on February 04, 2012, 12:58:52 pm
      I found hematite, but I can't seem to figure out how to get the hematite ore out of the hematite crystals or whatever they are. Smelter doesn't work.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: nukularpower on February 04, 2012, 01:12:06 pm
      I found hematite, but I can't seem to figure out how to get the hematite ore out of the hematite crystals or whatever they are. Smelter doesn't work.

      No offense, but if you can't figure that out, do you really think you should be playing a mod?  ^ ^

      Also:  You need fuel.  Either make charcoal in a wood furnace or make coke out of coal or lignite at the smelter.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: jesusmod on February 04, 2012, 01:24:14 pm
      I have a really aggravating problem with this mod. whenever I try to play fortress mode, instead of dwarves being the playable race, it's always keepers! what am i doing wrong, if anything?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: jesusmod on February 04, 2012, 01:29:00 pm
      I have a really aggravating problem with this mod. whenever I try to play fortress mode, instead of dwarves being the playable race, it's always keepers! what am i doing wrong, if anything?
      I think I found the problem. every single entity in the entire game is now a playable race, with their own civilizations, including forgotten beasts, dragons, and the like, and dwarves got bumped out of worldgen because of all the races, somehow.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on February 04, 2012, 01:38:26 pm
      Do as I suggest every time this question rises in the thread: make a clean unpack of the mod. Do not ever try to put it on an existing DF version too.

      I was just interested - is there any way to return old ASCII graphics in Modloader version? I am kinda get used to it and don't see anything, then I turn on included tilesets...
      Just switch to ASCII mode, after that close the modloader/game and navigate to ../dwarf fortress/data/art/ and replace the tileset.png there with the one you want.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Vherid on February 04, 2012, 01:41:59 pm
      I found hematite, but I can't seem to figure out how to get the hematite ore out of the hematite crystals or whatever they are. Smelter doesn't work.

      No offense, but if you can't figure that out, do you really think you should be playing a mod?  ^ ^

      Also:  You need fuel.  Either make charcoal in a wood furnace or make coke out of coal or lignite at the smelter.

      You shut your whore mouth when billy mays is talking.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Tirion on February 04, 2012, 01:52:19 pm
      So, when is the next version coming? I'm quite eager to test my new computer with it... :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Putnam on February 04, 2012, 03:30:58 pm
      I have a really aggravating problem with this mod. whenever I try to play fortress mode, instead of dwarves being the playable race, it's always keepers! what am i doing wrong, if anything?
      I think I found the problem. every single entity in the entire game is now a playable race, with their own civilizations, including forgotten beasts, dragons, and the like, and dwarves got bumped out of worldgen because of all the races, somehow.

      Well, all those are playable in ADVENTURER, but I'm not so sure about dorf mode >_>
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on February 04, 2012, 03:40:52 pm
      Nah, he just had some duplicate error due to a wrong setup.

      So, when is the next version coming? I'm quite eager to test my new computer with it... :)
      Probably tomorrow, today I am A BIT busy :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Tirion on February 04, 2012, 04:31:16 pm
      So, when is the next version coming? I'm quite eager to test my new computer with it... :)
      Probably tomorrow, today I am A BIT busy :).

      Fine for me :)

      Until then, I'm back to designing my best fort ever- shameless quantum stockpiling and atomsmashing to save FPS, and thus me being able to turn weather and temperature on... at long last, my experimentation with magma death traps is at hand :D :D :D

      Also, will GRAZER tokens stay disabled? At least I suppose the   --GRAZER:1000] line in sheep (as of 3.26) -and probably all other creatures as nothing died to starvation in my latest fort- does that.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Meph on February 04, 2012, 11:22:50 pm
      I dont know how aware you are, or if this is intended, but: Animated armors /armormen use a tissue template with [IMPACT_YIELD:1620000] and [IMPACT_FRACTURE:1620000] This is 100000 higher then that of steel. I fought a rusty, a normal, and a corosive one in fortress mode. 10 well trained, fully masterwork-steel clad dwarves perished, not one animated armor fell. Three of them instantly to one breathattack of the corosive one. I later caged and put them into a training ground for crossbows. I used steel bolts for training, and none of the animated armors was killed by this.

      Maybe... you should think about lowering the values a bit. :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on February 05, 2012, 01:16:14 am
      Hmm, I think those were supposed to be lower, thanks for telling. They were not appearing in the game not long ago, so I guess that's why people did not complain about them :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Dark Archon on February 05, 2012, 03:00:52 am
      Do as I suggest every time this question rises in the thread: make a clean unpack of the mod. Do not ever try to put it on an existing DF version too.

      Just switch to ASCII mode, after that close the modloader/game and navigate to ../dwarf fortress/data/art/ and replace the tileset.png there with the one you want.
      That what I get...

      (http://img52.imageshack.us/img52/6372/screennl.jpg)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: AssasinInTheDark on February 05, 2012, 09:49:55 am
      hey deon  ever time i try to open genesis mod loader i get a message "to run this application, you must first install one of the following versions of .NET framework v4.0.30319 contact your application publisher for instructions about obtaining the appropiate version of the .NET frameowrk" any ideas why im getting this? :o
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: MiamiBryce on February 05, 2012, 10:01:45 am
      hey deon  ever time i try to open genesis mod loader i get a message "to run this application, you must first install one of the following versions of .NET framework v4.0.30319 contact your application publisher for instructions about obtaining the appropiate version of the .NET frameowrk" any ideas why im getting this? :o

      you need to install the latest version of .NET.  You should be able to go Start -> Windows Update and pick it from the optionally installable items.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Vherid on February 05, 2012, 11:03:08 am
      Do as I suggest every time this question rises in the thread: make a clean unpack of the mod. Do not ever try to put it on an existing DF version too.

      Just switch to ASCII mode, after that close the modloader/game and navigate to ../dwarf fortress/data/art/ and replace the tileset.png there with the one you want.
      That what I get...

      (http://img52.imageshack.us/img52/6372/screennl.jpg)

      That's a problem with the tileset you used, the alpha layer got fucked up.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: bombzero on February 05, 2012, 12:58:09 pm
      Hey Deon smallest most unnoticeable bug ever, your mod loader application says 'masterwork dwarf fortress' if you hover the mouse over the taskbar item.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Dark Archon on February 05, 2012, 03:05:14 pm
      That's a problem with the tileset you used, the alpha layer got fucked up.
      Changed tileset from 800x600 on 640x480. Now it works. Can't understand why - both are standard ones...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: mrchace on February 05, 2012, 05:31:32 pm
      I'm sorry if this is a newb questions. I have been playing Genesis since I first started playing Dwarf Fortress. After I got a handle on the game I went straight for the mods and Genesis far surpasses any expectation I could have had. I enjoy this mod greatly.

      From my experiance with this mod though I have noticed a lack in documentation as I've been playing. I have seen recently that its all been updated and the correct recipe lists have been added. With the modloader updated I have noticed a new material. Meteoric. I dont know if its only on my game but its not called Meteoric Steel, or Meteoric iron, it is just meteoric. So this leads to the question of where does this material fit in the grand scheme of things? Is this a superior blunt weapon material or a sharp material? Is it harder then iron? then steel? Most games i've seen it it is Meteoric Steel. I have looked in the documentation as well as the genesis wiki, I may just be blind, deaf, dumb and/or stupid but I cannot find any info on this material whatsoever. The only place I haven't looked is the raws and I must be honest, I have a splitting headache and looking at all that info is going to drive me into insanity.

      any help on this topic would be appreciated.

      Thanks again Deon for the wonderful mod. Also played your mod on Cataclysm until i became outdated. You do fine work sir.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Putnam on February 05, 2012, 05:32:46 pm
      I think it may be named meteoric iron, but its adjective is meteoric.

      So you make a meteoric sword out of meteoric iron.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Meph on February 05, 2012, 05:32:57 pm
      meteoric is almost steel grade. :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: mrchace on February 05, 2012, 07:39:10 pm
      Thank you.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Meph on February 05, 2012, 09:23:20 pm
      More testing, more issues.

      You blast furnace has this reaction:

      [REACTION:STEEL_MAKING_BATCH]
      [NAME:batch of steel bars from ore]
      [BUILDING:BLAST_FURNACE:CUSTOM_SHIFT_S]
      [REAGENT:A:6:METAL_ORE:PURE_IRON]
      [REAGENT:B:3:BOULDER:NO_SUBTYPE:NONE:NONE]
      [REACTION_CLASS:FLUX]
      [PRODUCT:100:6:BAR:NO_SUBTYPE:METAL:STEEL]
      [PRODUCT_DIMENSION:150]
      [FUEL]
      [SKILL:SMELT]

      It takes 6 ores of pure_iron. But it does not matter how much pure_iron is in the ore. It might take 6 hematite, and uses the same amount as 6 iron bars, or it might take 6 tetrahide, and use as much as 3 iron bars.

      Point is: It does not matter how much pure_iron is in the ore, even 1% would be ok. In the end you always get 6 steel bars out of it, even if you should get a lot less.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: SirAaronIII on February 05, 2012, 10:25:18 pm
      Isn't tetrahedrite an ore of copper/silver? The only iron ores have 100% chance of giving a bar of iron.

      Unless there are any new ones. Haven't played Fortress mode with Genesis in a while.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Putnam on February 05, 2012, 10:27:59 pm
      Goethite is a 50%, IIRC.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Meph on February 05, 2012, 10:40:28 pm
      Yes, Goetite is 50% and Pentlandite is 40%.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Crioca on February 05, 2012, 10:52:49 pm
      Deon, a while back I brought up the fact that it's currently impossible to make mithril thread: http://www.bay12forums.com/smf/index.php?topic=52988.msg2648114#msg2648114

      And you said you were planning a Dwarven Weaver workshop that would create metal thread: http://www.bay12forums.com/smf/index.php?topic=52988.msg2653175#msg2653175

      I'm wondering is this still in the works? Or has it been implemented already and I'm just being blind?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Meph on February 05, 2012, 11:06:47 pm
      You are a genius (and deon for the idea in the first place) The idea is noted, stolen, and made real:

      [REACTION:METALNAMEHERE_STRANDS]
      [NAME:extract metalnamehere strands]
      [BUILDING:CRAFTSMAN:NONE]
      [REAGENT:A:150:BAR:NO_SUBTYPE:METAL:METALNAMEHERE]
      [PRODUCT:100:1:THREAD:NO_SUBTYPE:METAL:METALNAMEHERE][PRODUCT_DIMENSION:15000]
      [SKILL:EXTRACT_STRAND]

      This is all, works for every metal. Just add a fitting metal name, into the METALNAMEHERE. :) Tested, works.


      Edit: I found one flaw with this idea. The forge has no submenu in metal clothing to select a material, as for everything else. No, it lists all possible clothing types and metals in one screen, resulting in one, massive list to scroll through. No way to avoid this, so I would advice to limit the amount of aviable clothing types and metals.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Tirion on February 06, 2012, 03:01:41 am
      About the reaction using less than 100% ores: it's intended behaviour in vanilla, in the creation of billon and electrum from ore: even the wiki notes they "Can be made with Tetrahedrite or Galena instead of Silver for a high value reaction".

      Also in Genesis, 4 tetrahedrite and 1 cassiterite made 5 bronze bars and IIRC tetrahedrite isn't a 100% copper ore in this mod.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Doves on February 07, 2012, 06:10:06 am
      A rattlesnake was attacking my lumberjacks. I sent a crossbowman and a digger axeman after it.
      Since it's just a rattlesnake, I figured it wouldn't be much of a problem.
      3 minutes later, I go to check up on them and see a pond of blood and two piles of bones. The rattlesnake was skittering away, as if he was cackling evilly at my failure to dispatch of a measly little critter.

      Much fun was had that day.



      I haven't seen any cavern plants yet. Do they have a chance to spawn, or do they spread in a manner similar to trees?
      Unless of course the plants are farmed and don't exist as spawned entities..
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Haspen on February 07, 2012, 06:35:42 am
      They spawn as long as the ground is muddy.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Vhorthex on February 07, 2012, 11:06:29 am
      Nah, he just had some duplicate error due to a wrong setup.

      So, when is the next version coming? I'm quite eager to test my new computer with it... :)
      Probably tomorrow, today I am A BIT busy :).

      With my growing anticipation to  the new DF update coming up... I was suddenly grasped with gut wrenching fear...

      IS DEON STILL ALIVE AND WELL!? DOES THE GENESIS MOD STILL LIVE?

      Fiou... apparently so!

      DEON I LOVE YOU! (ASSOCIATES INCLUDED)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Dark Archon on February 07, 2012, 12:39:51 pm
      Dwarfs no longer become legendary after creation of an artifact. Why is it so?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Silophant on February 07, 2012, 01:38:53 pm
      Was it a domple dwarf that created it? The massive experience penalty they get applies to artifact creation experience as well.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: theguruofreason on February 07, 2012, 03:48:47 pm
      So... my dwarves are all bleeding to death in battle after a very, very, very short time. It seems like they get scratched once and within 2-3 attacks they've bled out. This happens even when non-significant body parts are attacked. I had a dwarf get his arm cut open and died of bleeding before he could attack. Even if he got his arm ripped completely off this seems unlikely, or at least not fun. I feel like raising a military is completely pointless in this mod because either enemies are so over-powered or dwarves are super under-powered since they apparently gush blood like this is Samurai Showdown and drop dead within seconds of being scratched. Am I doing something wrong? My full steel dwarves can't even go up against hostile beasts half the time.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: greycat on February 07, 2012, 07:10:27 pm
      Dwarfs no longer become legendary after creation of an artifact. Why is it so?

      Also depends on the type of mood (http://df.magmawiki.com/index.php/Mood).  You don't always get experience.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Vherid on February 08, 2012, 06:04:22 pm
      Not sure if this is a glitch with your mod or something, I embarked with a profile, and it seems to have thrown an extra 354 points at me and everything is there.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Putnam on February 08, 2012, 09:26:50 pm
      Happy birthday, Deon!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Darkeh on February 09, 2012, 12:46:28 am
      My blast furnace and magma crucibles have randomly stopped working.  :-\

      I have over 100 iron bars (not coarse iron) and over 200 coke and flux. They aren't inaccessible, no burrows active, etc. I don't know what's wrong. The finishing forges are still working and so are the vanilla forges/smelters.

      Edit: Hmm looks like I can use the crucibles to make red steel if I make the steel using pig iron at the finishing forges, so it seems like they can't see that I have flux stone.

      Edit: Well problem solved by making a flux stockpile nearby, maybe a distance issue? Whatever it's working again now. :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on February 09, 2012, 01:22:32 am
      This stuff happens Darkeh, even in vanilla sometimes. Using job manager never has this issue, so it's safer to assign tasks through it.

      Hey Deon smallest most unnoticeable bug ever, your mod loader application says 'masterwork dwarf fortress' if you hover the mouse over the taskbar item.
      It's a leftover from Meph's changes to the Lazy Newb Pack code, I just didn't specifically track everything he renamed. I will fix it with time :). Thank you.

      More testing, more issues.

      You blast furnace has this reaction:

      [REACTION:STEEL_MAKING_BATCH]
      [NAME:batch of steel bars from ore]
      [BUILDING:BLAST_FURNACE:CUSTOM_SHIFT_S]
      [REAGENT:A:6:METAL_ORE:PURE_IRON]
      [REAGENT:B:3:BOULDER:NO_SUBTYPE:NONE:NONE]
      [REACTION_CLASS:FLUX]
      [PRODUCT:100:6:BAR:NO_SUBTYPE:METAL:STEEL]
      [PRODUCT_DIMENSION:150]
      [FUEL]
      [SKILL:SMELT]

      It takes 6 ores of pure_iron. But it does not matter how much pure_iron is in the ore. It might take 6 hematite, and uses the same amount as 6 iron bars, or it might take 6 tetrahide, and use as much as 3 iron bars.

      Point is: It does not matter how much pure_iron is in the ore, even 1% would be ok. In the end you always get 6 steel bars out of it, even if you should get a lot less.
      I know, I just didn't think it through yet. I will probably just make separate reaction for each type of mineral.

      A rattlesnake was attacking my lumberjacks. I sent a crossbowman and a digger axeman after it.
      Since it's just a rattlesnake, I figured it wouldn't be much of a problem.
      3 minutes later, I go to check up on them and see a pond of blood and two piles of bones. The rattlesnake was skittering away, as if he was cackling evilly at my failure to dispatch of a measly little critter.

      Much fun was had that day.



      I haven't seen any cavern plants yet. Do they have a chance to spawn, or do they spread in a manner similar to trees?
      Unless of course the plants are farmed and don't exist as spawned entities..
      Which castes they were and how much of combat skills did they have? The snakes dodge really well.

      So... my dwarves are all bleeding to death in battle after a very, very, very short time. It seems like they get scratched once and within 2-3 attacks they've bled out. This happens even when non-significant body parts are attacked. I had a dwarf get his arm cut open and died of bleeding before he could attack. Even if he got his arm ripped completely off this seems unlikely, or at least not fun. I feel like raising a military is completely pointless in this mod because either enemies are so over-powered or dwarves are super under-powered since they apparently gush blood like this is Samurai Showdown and drop dead within seconds of being scratched. Am I doing something wrong? My full steel dwarves can't even go up against hostile beasts half the time.
      Again, which castes and how much toughness and willpower do they have? I haven't played it too much, but I've watched really long Let's Plays by Revocane, and his dwarves fight just fine as long as they train in drills for a while to raise their stats.


      To everyone: there's a delay, sorry for that. Mostly because of work and because of my birthday yesterday.

      Happy birthday, Deon!
      Thank you, man! :3
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Silophant on February 09, 2012, 02:32:32 pm
      Deon, I've noticed in the last few worlds I've generated now that goats apparently don't exist. You can get their products from the mountainhome, but they aren't available, either on embark or requested from the liason. I've never figured out how animals are enabled to be pets, so it's something you may want to take a look at.

      Edit: They can be requested from the Dusk Elf liaisons enabled with the new dfhack. So I guess it's just the dwarven civs that never have them.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: MAurelius on February 09, 2012, 06:20:22 pm
      Happy belated birthday Deon!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Crioca on February 09, 2012, 06:53:19 pm
      Deon, by any chance did you see my post on the previous page regarding mithril thread and the Dwarven weaver?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on February 10, 2012, 12:47:56 am
      I did see it. I still have some stuff to worry about now (I will celebrate my birthday tomorrow because everyone is at work during the week) so I'm spending my time preparing the feast :).

      Happy belated birthday Deon!
      Thank you :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Zaerosz on February 10, 2012, 05:54:05 am
      ghaaaag

      So I just tried installing this mod into a mixmod game. And suddenly my errorlog file explodes because there are so many things missing or duplicated or installed in default files instead of mod-specific files and I am not happy that I don't get to add this to my game. ;A;

      Is there a mixmod-compatible version of this? At all?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Silophant on February 10, 2012, 10:56:19 am
      Mixmod was built using Genesis as a base. So, you don't need to add it, because it (or an older version of it, at least) is already there.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Zaerosz on February 10, 2012, 11:44:32 pm
      Er. I meant I'm trying to install it into my own mixmod. The components of which currently include LFR, Fortress Defense and my own personal mod.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: bombzero on February 11, 2012, 01:13:41 am
      Er. I meant I'm trying to install it into my own mixmod. The components of which currently include LFR, Fortress Defense and my own personal mod.

      im still debating weather duping Raws, or mixing the mainly played mods is worse...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on February 11, 2012, 11:45:04 am
      Ffffffffffffffffff.
      Sambuca is strong in THIS one :D.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Tirion on February 11, 2012, 04:04:24 pm
      So, shall we have that one last update before new Vanilla release, with those anthracite/meteorite tweaks and mechanixm workshops and awesome plant-specific milling?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: forgottenbeastextract on February 11, 2012, 06:53:33 pm
      Er. I meant I'm trying to install it into my own mixmod. The components of which currently include LFR, Fortress Defense and my own personal mod.

      I did the same thing - combining different parts of various mods, mostly plants, trees, and monsters. It's not impossible, but it requires a lot of tedious work. I ended up reorganizing the raws, adding "toughstandard_materials", "thinskin_materials", etc. to the new creatures, deon's wood templates to the new trees, adding new creature graphics, etc. It took a couple days but it was worth it and really like a crash course in modding DF.

      Also, I just wanted to say thanks to Deon for the mod. It's really amazing.

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Lolfail0009 on February 12, 2012, 02:13:37 am
      My crappy Macedwarves are becoming Lords off of one Bronze Statue!
      BEST. MOD. EVER.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Tirion on February 12, 2012, 03:39:46 pm
      Question about Mithril: why isn't it mineable?

      Also, if it's possible to make a bar to thread reaction, might also include this: http://en.wikipedia.org/wiki/Cloth_of_gold

      Gold and silver thread for high value cloth... the ultimate material for historically accurate medieval pimped out dresses ;)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: bombzero on February 12, 2012, 05:37:54 pm
      Meph succesfully inplemented that in masterwork, its possible.

      im having a damned hard time deciding which of the two mods i want to play, i keep switching back and forth.


      EDIT: also Deon, fun fact. a dwarf who has lost his phallus can still have children.......)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on February 12, 2012, 11:15:05 pm
      Quote
      EDIT: also Deon, fun fact. a dwarf who has lost his phallus can still have children.......)
      For now...

      Quote
      im having a damned hard time deciding which of the two mods i want to play, i keep switching back and forth.
      That's great. I personally play Masterwork more than my own mod (because I mod my mod for you, and it's more interesting to discover Meph's features because I already know all mine).

      Quote
      Question about Mithril: why isn't it mineable?
      Because Mithril was always a dwarven alloy, and not a natural alloy.

      Tonight I had a dream that the new DF version is out... I woke up full of hopes and then realized it was just a dream. Damn, I can't wait to get it to update my mod. Right now due to the fact that I am getting new job, birthday party etc. I am not productive at all, but the new version will drive me into a crazy modding mood :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Splint on February 13, 2012, 12:44:09 am
      Ok, so the modloader is being rather uncooperative. The only thing it disables are the races I dont want to deal with.

      I turn off aquifers, I still get aquifers.
      I turn off grazers, I still have the damn grazing animals needing to be kept outside.
      Did I fuck something up or what? and to clarify, I did gen a new world when I turned them off.
      Still have them. Not enjoying all that iron ore I found being encased in an unmineable aquifer or my textile industry getting shot because they need grass; to hell with plant cloth, booze is more important! And spider silk reduces my fortress survival rate enough as it is, what with good ol' dwarven stupid going after the farthest silk clumps and into GCS ambushes.

      DO I need to select ALL the graphics options and turn them off for each or what?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Crioca on February 13, 2012, 01:35:25 am
      I did see it. I still have some stuff to worry about now (I will celebrate my birthday tomorrow because everyone is at work during the week) so I'm spending my time preparing the feast :).

      Excellent :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on February 13, 2012, 02:58:04 am
      Splint: regarding aquifiers, I forgot to change ALL files with aquifier soils in it, it will be fixed.
      Regarding grazers: which creatures still graze? I thought I've checked all.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Splint on February 13, 2012, 03:56:44 am
      Splint: regarding aquifiers, I forgot to change ALL files with aquifier soils in it, it will be fixed.
      Regarding grazers: which creatures still graze? I thought I've checked all.

      I had to reinstall the mod twice before it kicked in. Might've just been glitch during download. It's happened to me before with this stuff. A few alpaca dropped dead from starvation when I stuffed the lot into my nice safe undergound out of shooting possibility coves in the ground. But don't worry about it. Was just the result of my meddling, I accidently enabled them when I meant to bracket something else. I'd rather not discuss what it was.

      Sorry bout that. When I turn off aquifers and find aquifers around really good sites it got to me a bit. Thanks for filling me in on that.

      FALSE ALARM PEOPLE, Idiot-end-user mishandling was the culprit. Sorry.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: smakemupagus on February 13, 2012, 02:12:39 pm
      Because Mithril was always a dwarven alloy, and not a natural alloy.

      Posting not to quibble but just in case anyone else is interested.  I do like the implementation in Genesis.

      Mithril is indexed in LoTR, so I find a few references.  Unfortunately Gandalf is more of a sociologist than a metallurgist so his exposition is not 100% conclusive either way. 

      fellowship 377-378

      A pure metal:

      "For here alone in the world was found Moria-silver, or true-silver as some have called it: mithril is the elvish name.  The Dwarves have a name which they do not tell. ... The lodes lead away north toward Caradhras, and down to darkness."

      Worked & alloyed mithril:

      "It could be beaten like copper, and polished like glass; and the Dwarves could make of it a metal lighter and yet harder than tempered steel."

      "The elves dearly loved it, and among many uses they made of it ithildin, 'starmoon', which you saw upon the doors."



      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Tirion on February 13, 2012, 03:07:24 pm
      Well, I have to give you that, the LotR description does sound quite like native aluminum with some hype.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: bombzero on February 13, 2012, 04:52:16 pm
      Hey Deon, why dont you toss soundsense - the sound pack into genesis?

      its not a significantly larger download so i dont see why not.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Valience on February 13, 2012, 09:28:34 pm
      Bombzero, your signature is too long. It's really aggravating reading all that relatively sound advice.

      I would also support a soundsense addition. Perhaps even a special made soundtrack just for genesis. Those who don't like soundsense could just... not run it?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on February 14, 2012, 07:12:50 am
      Holy f what. I was going to go to work. Well, I have to, but WHY NOW!

      Also yeeeeeaahahhahah!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Raul on February 14, 2012, 07:22:59 am
      Holy f what. I was going to go to work. Well, I have to, but WHY NOW!

      Also yeeeeeaahahhahah!

      Oh my, I was sleeping! If only I knew, I would've jumped out of bed! Now get modding, Deon! :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Tiruin on February 14, 2012, 07:24:53 am
      Happy Valentine's Day DF Genesis. The new (Vanilla!) Version is out!

      ((Really looking forward to the evil now. >:D ))
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: arghy on February 14, 2012, 04:25:36 pm
      oh god oh god oh god I DONT HAVE ANY TIME DAMN YOU!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on February 14, 2012, 04:28:36 pm
      I won't update Genesis for a while mostly because I have a lot of plans with the new interactions. Right now I am working on the Witcher mod, and I will focus more on adding of new features to the game rather than quantity. You can make so many stuff now: mists which make all creatures sleepy, rain which turns rabbits into monsters etc :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: arghy on February 15, 2012, 04:39:38 am
      Good idea i'm literally booked up till summer or whenever school gets destroyed.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: voodooattack on February 15, 2012, 09:19:06 pm
      I won't update Genesis for a while mostly because I have a lot of plans with the new interactions. Right now I am working on the Witcher mod, and I will focus more on adding of new features to the game rather than quantity. You can make so many stuff now: mists which make all creatures sleepy, rain which turns rabbits into monsters etc :).

      Is there any way you could port over the body anatomy (not sure what it's called in the raws) at least? And maybe some of the adventure mode crafting reactions?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Silophant on February 15, 2012, 10:22:08 pm
      As far as I can tell, Deon's current Witcher mod has all of the adventure mode changes Genesis did, and new ones to take advantage of the new interactions besides.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on February 16, 2012, 03:02:21 am
      No, the witcher mod has only essentials. I've modded in what I felt is needed ASAP (tanning/sewing, crafting of crutches and vials, potions, spells). I am working on Wasteland 3.0 right now, but after that I will turn my face to the fortress mode (it should be soon enough :) ).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Silophant on February 16, 2012, 09:39:31 am
      Ah, cool.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Pikdome on February 16, 2012, 09:58:12 am
      Is this version of genesis compatible with the latest version of dwarf fortress?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Lolfail0009 on February 17, 2012, 05:04:39 am
      Decided to visit my fortress from my earlier post.
      Spoiler (click to show/hide)
      As a wyvern.
      I am 0009 Blackscale, Ruler Of The Dark That Flourises In Light.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Dark Archon on February 17, 2012, 07:58:24 am
      Well, 9 demons (from ambush) from ambush killed my 20 near-legendary fighters in full steel plate - almost instantly, without any losses. I just wonder - how to kill them? (inb4: magma, cave-in)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on February 17, 2012, 08:16:28 am
      It's hard. And since the new version will be written from scratch, I won't make OP enemies anymore. Well I will make some, but they will have weakness to certain metals/alloys.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: miauw62 on February 17, 2012, 08:18:40 am
      *sees nords*
      "lives on glaciers" "thanes"

      SKYRIM GAHGHAGHAGHAGHAGHAHG

      Otherwise, looks like an epic mod
      :D
      Might try it when it gets updated.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on February 17, 2012, 12:16:43 pm
      Huh, yeah, Skyrim definitely took the inspiration from my mod.

      In all seriousness, it's scandinavians. With a finnish language.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Tirion on February 17, 2012, 01:39:19 pm
      Dragon Shouts as secrets? Pretty please? ;)

      Also, will altar reactions now use interactions?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on February 17, 2012, 01:53:42 pm
      Yeah, I thought about adding slabs which can turn you into "dragonborn", so that's possible.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: antlion12 on February 17, 2012, 03:39:09 pm
      Man i really want to see what this can become in the new version. now you have more to play around with and what you've already done with this mod will probably one up the new version when this finally gets ported to it. Also keep up the good word Deon your mod is amazing
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Tirion on February 17, 2012, 06:18:50 pm
      Is it possible to make an interaction that heals all kind of damage, sensory nerves and lower spines included? Without causing hostility or entity change? Incorporated in a workshop reaction?

      If yes, it might be one possible outcome of a new "Heal me O Mighty Armok or strike me down in bloody hilarious ways" Altar.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Splint on February 17, 2012, 06:43:43 pm
      Is it possible to make an interaction that heals all kind of damage, sensory nerves and lower spines included? Without causing hostility or entity change? Incorporated in a workshop reaction?

      If yes, it might be one possible outcome of a new "Heal me O Mighty Armok or strike me down in bloody hilarious ways" Altar.

      Armok's hand: Dwarves with crippling injuries may be brought to the Hand of Armok. There, they have a chance of getting horribbly HORRIBLY murdered by the hand sweet release, or becoming well again.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Dwarf13 on February 18, 2012, 04:09:25 am
      any news yet?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: TheDude on February 19, 2012, 01:47:49 am
      I have a few suggestions for you if you would like to read them! (I just made them up).

        1. Oracania / Oracanium (Type of Orc / Goblinoid)
      Short And Simple:
      Spoiler (click to show/hide)
      Long And Detailed:
      Spoiler (click to show/hide)

        2. Shades of Armok: Short Description:
      Spoiler (click to show/hide)
      Longer Description:
      Spoiler (click to show/hide)
       
        3. (I admit somewhat witty) Elephant Men! Short Description:
      Spoiler (click to show/hide)
      Much longer description...
      Spoiler (click to show/hide)

      Did you enjoy them?

      PS: I am using this mod in a series of mine!
       If you would like to see it... Here is a link: http://www.bay12forums.com/smf/index.php?topic=101569.0

      Thanks for everything!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Pikdome on February 19, 2012, 02:11:24 am
      Oh man, I can hardly wait for the next version...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on February 19, 2012, 02:12:26 am
      You will have to wait a bit more, I still have a lot of stuff to do in Wasteland mod. I suggest to play Masterwork DF mod, it's a great mod too!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Drago55577 on February 19, 2012, 02:31:47 am
      Could you add Canterlot Ghouls please?

      They are ponies that are ghouls but because of magical intervention in some way they are intelligent and damn hard tO kill and has magics
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Siraidan9 on February 19, 2012, 03:17:39 pm
      Could you add Canterlot Ghouls please?

      They are ponies that are ghouls but because of magical intervention in some way they are intelligent and damn hard tO kill and has magics

      I may have been mistaken, but I thought this was a serious mod... as in meant to be taken seriously.... ish.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Pikdome on February 19, 2012, 03:29:48 pm
      Could you add Canterlot Ghouls please?

      They are ponies that are ghouls but because of magical intervention in some way they are intelligent and damn hard tO kill and has magics

      Don't you try and shoehorn your ponies where they don't belong, you dingdong.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Meph on February 19, 2012, 05:07:50 pm
      That's great. I personally play Masterwork more than my own mod

      A great honor, and also a slight wtf moment. But then again, I dont play my mod, since I am too busy modding as well ;)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on February 19, 2012, 05:10:56 pm
      You know what I mean, I already know everything in my mod (at least I think so) because I've playtested it a lot, and your mod is like a refreshment. It usually works for every modder like that. We like to see others playing our creations more than to play them by ourselves :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Meph on February 19, 2012, 05:27:08 pm
      Well, my mod started, because my netbook is too slow for DF and I wanted to remove clutter. Well, did not quite turn out that way. Still, I havent played anything in the 2 months since I started modding, but modding is as much fun as playing.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Drago55577 on February 20, 2012, 03:35:57 am

      Don't you try and shoehorn your ponies where they don't belong, you dingdong.

      i ment to go to the wasteland mod -_- silly me
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: DarthBoogalo on February 20, 2012, 08:51:15 am
      i ment to go to the wasteland mod -_- silly me
      So you want to hornshoe ponies into a Fallout setting?
      D:
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Tirion on February 20, 2012, 02:24:44 pm
      Just an idea: Rabies!

      A syndrome spread through biting, with a long incubation period, first causing subtle changes like attribute decrease, then entering a violent phase with increased biting skill, [CRAZED], maybe [NO_PAIN].  If tracking such syndromes through worldgen is possible (were animals suggest that) it could be a (divine) curse, if not, it could be the bite attack of some nasty critter.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Exlo on February 20, 2012, 02:25:48 pm
      i ment to go to the wasteland mod -_- silly me
      So you want to hornshoe ponies into a Fallout setting?
      D:

      To be fair, bozar-ing ponies into 100+ pieces does sound pretty entertaining.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Drago55577 on February 21, 2012, 04:04:02 am
      hmmm.... i just hope explosives are added so i can get grenade machine guns.


      also awesome mod, does it work with the new version yet?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Putnam on February 21, 2012, 11:44:37 pm
      i ment to go to the wasteland mod -_- silly me
      So you want to hornshoe ponies into a Fallout setting?
      D:

      There was already a fanfiction that happens to be LONGER THAN LORD OF THE RINGS about that very thing >_>

      It even has its own mod for DF!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Drago55577 on February 22, 2012, 02:25:31 am
      Fallout equestria? Where's the mod! :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Putnam on February 22, 2012, 07:34:35 pm
      It's outdated. (http://www.bay12forums.com/smf/index.php?topic=96059.msg2742672#msg2742672)

      I think it may also be abandoned...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: MiamiBryce on February 25, 2012, 12:44:14 pm
      Deon

      When you get back to Genesis what's the chance you'd implement a simplified wood system, not unlike  Masterwork?  Something where maybe the majority of trees produce "hard wood" and "soft wood"?

      While I'm at it, I'm wondering what you think of doing something like having several qualities of say...suede so that rather than having a suede for each different creature it could be several different qualities of suede, like "poor suede", "good suede", "rich suede".  I don't like those names, those are just examples to convey my idea.  I do think that the like the high end stuff, like what you get off of demons or other big baddies, should still be named by their race.

      Thanks.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: voodooattack on February 28, 2012, 08:39:43 am
      DEEOOOOOON!  >:(
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: TomiTapio on February 28, 2012, 11:15:52 am
      When you get back to Genesis what's the chance you'd implement a simplified wood system, not unlike  Masterwork?  Something where maybe the majority of trees produce "hard wood" and "soft wood"?

      ...different qualities of suede, like "poor suede", "good suede", "rich suede".  I don't like those names, those are just examples to convey my idea.  I do think that the like the high end stuff, like

      I added the "FAIRWOOD_TEMPLATE, May 13 2011, for nice/okay furniture value2 wood (beech cypress redcedar)"
      and "GOODWOOD_TEMPLATE, September 12 2010, for mahogany, oak etc. best furniture value3 wood"
      so there's currently three classes of wood, value multiplier 1 2 3. [Ironwood is just iron-class material right off the tree.] On the trade screen you can purchase the good wood, and can have separate wood stockpiles for furniture wood and firewood (they're sort of colorcoded).

      The current suede is "THINLEATHER_TEMPLATE  -- 20% of vanilla leather's toughness, "leather mark 1", use for clothes and bags."
      I don't think Deon will rework the wood & skin & leather anytime soon.

      ps. I could update the Genesis into current DF version, but not feeling like investing 3-6 hours into it this week. Haven't played fort mode in maaany months.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: MiamiBryce on February 28, 2012, 07:46:33 pm
      I added the "FAIRWOOD_TEMPLATE, May 13 2011, for nice/okay furniture value2 wood (beech cypress redcedar)"
      and "GOODWOOD_TEMPLATE, September 12 2010, for mahogany, oak etc. best furniture value3 wood"
      so there's currently three classes of wood, value multiplier 1 2 3. [Ironwood is just iron-class material right off the tree.] On the trade screen you can purchase the good wood, and can have separate wood stockpiles for furniture wood and firewood (they're sort of colorcoded).

      Tomi,
      I'm not going to say I didn't find it usefull when you added those templates, but after playing Masterwook and seeing that you can do this:
      Spoiler (click to show/hide)
      To make any number of trees create "brown wood logs" when cut down, that makes, at least in my mind, stock piling and crafting lot easier.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: jesusmod on February 28, 2012, 08:01:59 pm
      oh for the love of god...
      Spoiler (click to show/hide)
      you've gotta be kidding me...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: UltraValican on February 28, 2012, 08:48:37 pm
      oh for the love of god...
      Spoiler (click to show/hide)
      you've gotta be kidding me...
      I never noticed it until now.....
      I wonder if you can mod it to make males blind on contact.....?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: TomiTapio on February 29, 2012, 01:57:18 am
      Maybe I'll spend one hour trying to get the Genesis raws to run on current 34.04 DF.
      All breath attacks are different now, and there's new bodypart TONGUE on hundreds of animals... But a tongue is not required.

      Errorlog looks like this:
      Spoiler (click to show/hide)
      Oh and all languages need new words for COLOURS.
      Crash on worldgen "finishing sites"... of course.

      *tinker tinker*
      replaced c_variation_default  with vanilla's..
      everything that has 5 or 4 toes, needs renaming of the bodypart, unless stick to Genesis's naming throughout..
      Birds now have [BODY_DETAIL_PLAN:BODY_FEATHER_TISSUE_LAYERS:FEATHER] instead of hair, and birds have gizzard BP..
      Cats head-bump and clean each other...
      some insects have [CREATURE_CLASS:EDIBLE_GROUND_BUG]..
      [SPECIAL_BURIAL] tag for nobles...
      each civ has list of gem shapes... and [BUILDS_OUTDOOR_TOMBS] available.
      [TOOL:ITEM_TOOL_POUCH] is new..

      Every metal and wood needs now a [BUILD_COLOR:0:7:1] dammit.
      15 new rude words (plus colours block) in each language, that's a lotta copy pasting needed...
      new materials, gizzard, sponge and ink.. three new tissues..

      yay, no crash in 100 year worldgen. But all procedural beasts complained of no tongue tissue thickness... can't figure it out... fort mode started okay.
      guess who wants to do an interaction "the dog drools on you."
      fixes [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS] and [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]...
      WinMerge-compares Genesis-inprogress vs. current vanilla...

      Deon should finish my "[TISSUE_TEMPLATE:SKULLBONE_TEMPLATE] --by TomiTapio, in progress" (so skull is more durable bone material than little finger)
      my teeth are "[PAIN_RECEPTORS:6] --get some usefulness from the "axe to left back tooth".  "
      my brains are "   [VASCULAR:90]    [PAIN_RECEPTORS:75] --for unconsciousness effect "gives into pain" aka massive concussion  "
      Grasses are totally un-comparable... all mixed up.
      Wood mat seems unchanged.
      My muscles: "[MATERIAL_VALUE:2] --trying: meat kilo should be pricier than turnip kilo "
      Genesis cheese doesnt ROT.
      male_gloomer declaration fixed.


      Meh, i'll continue later I guess. Firebreath, skunk spray, civ changes, rude words, color words to do at least... not adding new vanillas-new-animals yet..
      Current file (ASCII Genesis) at  (edit: deleted, working)
      (init file has my preferences, sorry, very alpha)

      And it is up to Deon to choose to which files the vanilla's new creatures go, since it's his mod.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: TomiTapio on February 29, 2012, 08:34:09 am
      Editing/merging some more...
      mass-replacing TONGUE bodyparts shows that Toady's koalas and boars don't have tongues.
      now to merge entity changes....

      new for hammerer:    [RESPONSIBILITY:EXECUTIONS]   [EXECUTION_SKILL:HAMMER] [RESPONSIBILITY:ESCORT_TAX_COLLECTOR]
      gem shapes to all entities, done.
      copying creature_dwarf changes...
      Quote
            [BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] for vampires
               [APP_MOD_IMPORTANCE:1000]
               [APP_MOD_NOUN:teeth:PLURAL]
               [APP_MOD_DESC_RANGE:30:60:90:110:150:190]
      for most civilizations' creatures teeth... in the gaps of teeth appearance section.
      new spelling of tag [MISCHIEVOUS]. (Gremlin,)
      colossus has now [NOT_LIVING] instead of cannot_undead.
      (checks every cannot_undead...)
      roc and beak dog get gizzards and gizzard stones.
      new DF has deleted like 15 naughty words from languages.

      allright, now for a little bit of testing... how the heck did the fort mode keyboard commands go again? B-uild W-orkshop F-loozy

      aargh, spaghetti caverns, due to silly default worldgen...
      huh, my people are Nords now. (minor duplicate problem...)
        unit list: dead/missing: 2 bebilith, 12 nightmares.

      removing vanilla's
      Duplicate Object: creature MOSQUITO Duplicate Object: creature LYNX Duplicate Object: creature JACKAL Duplicate Object: creature HYENA Duplicate Object: creature SKUNK Duplicate  bject: creature KANGAROO COYOTE HEDGEHOG LEECH BEAVER BIRD_EAGLE BIRD_ALBATROSS BIRD_SWAN BIRD_CROW

      - because Genesis had them already. Yeah, I added some of the new creature files in and copied over the new 4toes/5toes body part things.

      Crashed in fort mode. Was to be expected, with duplicates present.

      oops, worldgen has many new params... but the game auto-wrote the missing ones there it seems.
      Spoiler (click to show/hide)
      haha, didn't think to look in "file changes.txt" yet. Ohwell.
      (this modding session was two hours.)

      Here you go, a working just-unzip-and-run Genesis ASCII for .34.04: http://dl.dropbox.com/u/8967397/Genesis_3404_ASCII_from_TT.zip (no music)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Whivy on February 29, 2012, 09:38:09 am
      thx for the good work !
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Cyco_Chicken on February 29, 2012, 09:00:09 pm
      Is it normal for the Genesis mod to reject tons of worlds because i just got it and I'm genning my first world and it's up around 25 regected.

      Edit: ok it got to 37 rejected before it finally worked.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: isitanos on March 01, 2012, 05:38:07 pm
      Edit: never mind.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Cyco_Chicken on March 01, 2012, 07:58:30 pm
      A couple questions. Where does meteoric fall in with the military grade metals? And, I noticed alot of new weapons in the list of at my forge so which one are the best?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: TomiTapio on March 02, 2012, 02:24:10 am
      A couple questions. Where does meteoric fall in with the military grade metals? And, I noticed alot of new weapons in the list of at my forge so which one are the best?
      *looks it up in raws* looks like its edge is as good as steel's, and worse than black steel's.

      Axe and sword are best due to chopping limbs off, in my opinion. Depends on how the world has its bleeding parameters (bodypart vascularity: will you lose lots/little blood from losing arm). I have tuned the Genesis pain/bleeding amounts last year. (Spear damages heart: lots of pain, lots of bleeding yay)

      You can try identical adventurers, one with spear, one with mace, one with sword, see how quickly they slay their opponents.
      Also can do arena tests: 30 speardorf vs. 30 macedorf, and count how many of winning side survived.

      Edit: testing quickhack-Ironhand current Genesis... picture:
      Spoiler (click to show/hide)
      With TrueType threshold set to [TRUETYPE:18] 18 pixels.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: lifehole on March 02, 2012, 09:28:19 am
      Tami, I am getting a lot of instability in your mod-mod, random crashes while walking around in city-zoom.

      But I guess that is to be heavily expected in this case, since it is just a "quickhack" as you said. But if you want I could give you the errorlogs, if you want to fix anything.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: TomiTapio on March 02, 2012, 10:45:29 am
      Tomi, I am getting a lot of instability in your mod-mod, random crashes while walking around in city-zoom.
      But I guess that is to be heavily expected in this case, since it is just a "quickhack" as you said. But if you want I could give you the errorlogs, if you want to fix anything.
      Sure, can stick it in a 'spoiler' segment here, or link to a file site.
      I haven't seen any major cities yet as adventurer, just villages with loads of farmland. But not much has changed in the entity files when .34.0x came.


      Here is a working Genesis with Ironhand tileset, unzip-and-play ready: http://dl.dropbox.com/u/8967397/Genesis_3404_IronhandQuickhack_TT.zip (http://dl.dropbox.com/u/8967397/Genesis_3404_IronhandQuickhack_TT.zip) (7.6 MB, no music, truetype off in init)
      my ascii genesis from two days ago: http://dl.dropbox.com/u/8967397/Genesis_3404_ASCII_from_TT.zip

      The Ironhand ver will spam the errorlog due to Toady's file change "graphics: SKELETON/ZOMBIE -> ANIMATED".
      Try these adventurer keys: "new keys (this might not be it, but it wasn't many) A_ACTION_ABILITY:A   A_ACTION_POWER:P"
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Cyco_Chicken on March 02, 2012, 11:12:56 am
      A couple questions. Where does meteoric fall in with the military grade metals? And, I noticed alot of new weapons in the list of at my forge so which one are the best?
      *looks it up in raws* looks like its edge is as good as steel's, and worse than black steel's.

      Axe and sword are best due to chopping limbs off, in my opinion. Depends on how the world has its bleeding parameters (bodypart vascularity: will you lose lots/little blood from losing arm). I have tuned the Genesis pain/bleeding amounts last year. (Spear damages heart: lots of pain, lots of bleeding yay)

      You can try identical adventurers, one with spear, one with mace, one with sword, see how quickly they slay their opponents.
      Also can do arena tests: 30 speardorf vs. 30 macedorf, and count how many of winning side survived.

      Edit: testing quickhack-Ironhand current Genesis... picture:
      Spoiler (click to show/hide)
      With TrueType threshold set to [TRUETYPE:18] 18 pixels.
      Alright thanks.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Broseph Stalin on March 02, 2012, 03:32:30 pm
      Tomi, I am getting a lot of instability in your mod-mod, random crashes while walking around in city-zoom.
      But I guess that is to be heavily expected in this case, since it is just a "quickhack" as you said. But if you want I could give you the errorlogs, if you want to fix anything.
      Sure, can stick it in a 'spoiler' segment here, or link to a file site.
      I haven't seen any major cities yet as adventurer, just villages with loads of farmland. But not much has changed in the entity files when .34.0x came.


      Here is a working Genesis with Ironhand tileset, unzip-and-play ready: http://dl.dropbox.com/u/8967397/Genesis_3404_IronhandQuickhack_TT.zip (http://dl.dropbox.com/u/8967397/Genesis_3404_IronhandQuickhack_TT.zip) (7.6 MB, no music, truetype off in init)
      my ascii genesis from two days ago: http://dl.dropbox.com/u/8967397/Genesis_3404_ASCII_from_TT.zip

      The Ironhand ver will spam the errorlog due to Toady's file change "graphics: SKELETON/ZOMBIE -> ANIMATED".
      Try these adventurer keys: "new keys (this might not be it, but it wasn't many) A_ACTION_ABILITY:A   A_ACTION_POWER:P"
      Genisis has [MATERIAL_SIZE]es about 100x that of vanilla, I assume it was to fix the one bar bug but now it just makes armor cost 100+bars.

      http://dffd.wimbli.com/file.php?id=5764
      Simple fix
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: vhappylurker on March 02, 2012, 04:29:14 pm
      Here is a working Genesis with Ironhand tileset, unzip-and-play ready: http://dl.dropbox.com/u/8967397/Genesis_3404_IronhandQuickhack_TT.zip (http://dl.dropbox.com/u/8967397/Genesis_3404_IronhandQuickhack_TT.zip) (7.6 MB, no music, truetype off in init)
      my ascii genesis from two days ago: http://dl.dropbox.com/u/8967397/Genesis_3404_ASCII_from_TT.zip

      The Ironhand ver will spam the errorlog due to Toady's file change "graphics: SKELETON/ZOMBIE -> ANIMATED".
      Try these adventurer keys: "new keys (this might not be it, but it wasn't many) A_ACTION_ABILITY:A   A_ACTION_POWER:P"


      Thank you, Tomi. Thank you for all the hard work you've done!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: lifehole on March 02, 2012, 09:02:13 pm
      Tomi, I am getting a lot of instability in your mod-mod, random crashes while walking around in city-zoom.
      But I guess that is to be heavily expected in this case, since it is just a "quickhack" as you said. But if you want I could give you the errorlogs, if you want to fix anything.
      Sure, can stick it in a 'spoiler' segment here, or link to a file site.
      I haven't seen any major cities yet as adventurer, just villages with loads of farmland. But not much has changed in the entity files when .34.0x came.


      Here is a working Genesis with Ironhand tileset, unzip-and-play ready: http://dl.dropbox.com/u/8967397/Genesis_3404_IronhandQuickhack_TT.zip (http://dl.dropbox.com/u/8967397/Genesis_3404_IronhandQuickhack_TT.zip) (7.6 MB, no music, truetype off in init)
      my ascii genesis from two days ago: http://dl.dropbox.com/u/8967397/Genesis_3404_ASCII_from_TT.zip

      The Ironhand ver will spam the errorlog due to Toady's file change "graphics: SKELETON/ZOMBIE -> ANIMATED".
      Try these adventurer keys: "new keys (this might not be it, but it wasn't many) A_ACTION_ABILITY:A   A_ACTION_POWER:P"

      Alright, here: http://www.mediafire.com/?ubi1wwhis1205b1

      One of those is from when I tried to mod in Phoebus Tileset, which is why it is mostly just a bunch of texture error spam. But the other one is completely a "Vanilla" install of your mod-mod.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: TomiTapio on March 03, 2012, 03:23:24 am
      Yeah fixed the duplicate PROBOSCIS (insect sucking tube) already for my Ironhand zip. Genesis already had it, and DF 34.04 introduced it.

      The full-of-graphics-complaints errorlog is because Toady deleted the skeleton and zombie keywords, now they're ANIMATED or GHOST graphics.
      Trying a mass-replace in Ironhand ver... 313 zombie->animated, 351 skeleton->ghost.
      Spoiler (click to show/hide)

      Fixing material sizes... fixed.
      *search* largest is now 9... breastplate. WTF, tower shield should be the largest! And robe is sort of bigger than breastplate.
      reminder: robes used to be 100% coverage, the ultimate head-to-toe Ironman armor. But then I fixed it.

      Worldgen slowed down by "placed farming entity without crops [, discarding this world]"...


      Here is today's version Genesis with Ironhand, unzip-and-play ready: http://dl.dropbox.com/u/8967397/Genesis_3404_IronhandQuick_Mar03.zip (7.6 MB, no music, truetype off in init)
      And today's Genesis ASCII: http://dl.dropbox.com/u/8967397/Genesis_3404_ASCII_Mar03.zip (7.4 MB, no music)


      Hmm maybe I'll play a little bit fort mode today. Gotta test them Ironhand gfx.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Cyco_Chicken on March 04, 2012, 12:07:05 am
      I think I found a bug. I ordered my armorsmith to make me some steel breastplates but all he does is collect all my steel in his forge then he says he needs 200 steel bars. The same happens with all metals.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Putnam on March 04, 2012, 02:32:53 am
      I think I found a bug. I ordered my armorsmith to make me some steel breastplates but all he does is collect all my steel in his forge then he says he needs 200 steel bars. The same happens with all metals.

      Tomi, I am getting a lot of instability in your mod-mod, random crashes while walking around in city-zoom.
      But I guess that is to be heavily expected in this case, since it is just a "quickhack" as you said. But if you want I could give you the errorlogs, if you want to fix anything.
      Sure, can stick it in a 'spoiler' segment here, or link to a file site.
      I haven't seen any major cities yet as adventurer, just villages with loads of farmland. But not much has changed in the entity files when .34.0x came.


      Here is a working Genesis with Ironhand tileset, unzip-and-play ready: http://dl.dropbox.com/u/8967397/Genesis_3404_IronhandQuickhack_TT.zip (http://dl.dropbox.com/u/8967397/Genesis_3404_IronhandQuickhack_TT.zip) (7.6 MB, no music, truetype off in init)
      my ascii genesis from two days ago: http://dl.dropbox.com/u/8967397/Genesis_3404_ASCII_from_TT.zip

      The Ironhand ver will spam the errorlog due to Toady's file change "graphics: SKELETON/ZOMBIE -> ANIMATED".
      Try these adventurer keys: "new keys (this might not be it, but it wasn't many) A_ACTION_ABILITY:A   A_ACTION_POWER:P"
      Genisis has [MATERIAL_SIZE]es about 100x that of vanilla, I assume it was to fix the one bar bug but now it just makes armor cost 100+bars.

      http://dffd.wimbli.com/file.php?id=5764
      Simple fix
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: TomiTapio on March 05, 2012, 06:43:20 am
      Crash in my Ironhand Genesis. No autosaves, no saves :( well it had bad minerals anyway.
      A military dorf had been found dead, then I removed squadmember 4, placed him as squad leader, CRASH!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Meph on March 05, 2012, 04:48:19 pm
      Deon modded the material size for 31.25. One bar was 450 in size. Now, for 31.04 one bar is 3 in size. This means that all material sizes in the item.txts have to be lowered by a degree of 150.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: TomiTapio on March 06, 2012, 04:59:33 am
      Deon modded the material size for 31.25. One bar was 450 in size. Now, for 31.04 one bar is 3 in size. This means that all material sizes in the item.txts have to be lowered by a degree of 150.
      I have corrected this, get my latest sub-releases from my sig.
      Edit: I might upload .34.05 Genesis in a few days.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: coinich on March 06, 2012, 09:19:18 pm
      So I started up Genesis after a year or so of not playing.  I start a new settlement and have my nice fisherdwarf fishing.  He gets tons of fish, puts them on the ground.  The fishery refuses to acknowledge there's fish there and won't process any of it.  No burrows anywhere.  Help?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: TomiTapio on March 07, 2012, 10:32:16 am
      So I started up Genesis after a year or so of not playing.  I start a new settlement and have my nice fisherdwarf fishing.  He gets tons of fish, puts them on the ground.  The fishery refuses to acknowledge there's fish there and won't process any of it.  No burrows anywhere.  Help?
      Got idle dorfs with the fish cleaning labor enabled? And can try building a fishery near the fishing place.

      Also, Therapist offsets for .34.05 are available. http://www.bay12forums.com/smf/index.php?topic=66525.1305
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Isher on March 07, 2012, 10:39:00 pm
      Looking forward to 34.05, and thanks for all your updates Tomi!

      I can't remember, do you do updates for Phoebus versions as well?

      Not like you're busy or anything (sorry, ha).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Cyco_Chicken on March 08, 2012, 01:19:12 am
      My poor dwarf a beastman bit of his left testicle I found it with the beastmans dead body 10 tiles away.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Naryar on March 08, 2012, 08:36:50 am
      Should I send you a new version of my demons Deon ?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: coinich on March 08, 2012, 10:18:31 am
      So I started up Genesis after a year or so of not playing.  I start a new settlement and have my nice fisherdwarf fishing.  He gets tons of fish, puts them on the ground.  The fishery refuses to acknowledge there's fish there and won't process any of it.  No burrows anywhere.  Help?
      Got idle dorfs with the fish cleaning labor enabled? And can try building a fishery near the fishing place.

      Also, Therapist offsets for .34.05 are available. http://www.bay12forums.com/smf/index.php?topic=66525.1305

      Wonderful.  My dwarves couldn't cross the river, and my fisherdwarf (and my supplies, for that matter) were all on the other side.  Built a bridge; hopefully they'll stop starving now.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: TomiTapio on March 09, 2012, 07:47:17 am
      Now merging stuff between ascii, ironhand, phoebus versions... DFFD tells me that Phoebus is more popular than Ironhand!

      many BENIGN tags, because Toady made most birds less hostile. I reduce raven frequency from Toady's 100...
      RACOON -> RACCOON in gfx definition.
      Upload in half an hour or so. You'll get my settings files, incl more fun with fort mode combat announcements. Some new dialogue in adventurer chat.

      ASCII: http://dl.dropbox.com/u/8967397/Genesis_3405_ASCII.zip
      Phoebus: http://dl.dropbox.com/u/8967397/Genesis_3405_PhoebusQuick.zip
      Ironhand: http://dl.dropbox.com/u/8967397/Genesis_3405_IronhandQuick.zip


      ps. Genesis crossbows have inbuilt bayonets; go stab some wild boars! Oak and other furniture hardwoods stab better than pine,fir,birch etc.
      Creature corpses will appear as their ASCII letters in these versions (Ironhand: tile 255, Phoebus: tile 253, replacement chore not done)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: hazmatbrigade on March 10, 2012, 12:47:23 am
      So, Genesis is simply my favorite way to play Dwarf Fortress ever. Thanks for keeping it updated Tomi! New fortress since I've redownloaded Genesis, and FIRST migrant wave, I get a legendary with 124 kills. Expert Hammerer, Legendary Negotiater, and High Master Shearer.
      Spoiler (click to show/hide)

      Think he's a vampire? I mean, it's my first migrant wave...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Tiruin on March 10, 2012, 05:21:11 am
      ... Expert Hammerer, Legendary Negotiator...

      . . .

      Think he's a vampire?
      I can see the irony unfold pretty well there. If by Expert Hammerer, you mean the Noble job (lol), then he'd pretty much have trouble convincing his own conscience of beating himself up.

      Also, that is one useful Vampire!  ;D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: hazmatbrigade on March 10, 2012, 10:44:27 am
      Nah, he's just good at smacking things with large blunt objects.

      OH GOD. What if someone made a vampire their sheriff? Would they accuse themself of being a vampire and submit themself to hammering? Would they blame someone else?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: jaxy15 on March 10, 2012, 01:04:37 pm
      Think he's a vampire?
      I don't think so. If he was a vamp, he'd have killed more sentients. He's most likely just an ordinary soldier dwarf who killed lots of wild animals.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Jackledead on March 12, 2012, 07:50:00 pm
      What does naga saliva do :o ? Also, voodoo chants? Any cool effect?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: TomiTapio on March 13, 2012, 04:05:11 am
      What does naga saliva do :o ? Also, voodoo chants? Any cool effect?
      Inhaled Naga saliva causes severe paralysis for 20 time units. Might cause suffocation-death.
      Hmm, looks like it needs a little tuning. I'll add dizziness to that venom.

      Voodoo chants: [CE_PAIN:SEV:3000:PROB:100:VASCULAR_ONLY:START:1:PEAK:2:END:500]
      that's 3000% pain[probably immediate unconsciousness from pain-fainting], 100% chance, lingers a long time.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Alkhemia on March 13, 2012, 06:58:36 am
      I like genesis it still my favorite mod but it doesn't take advantage of all the new things. Are you planing on expanding it?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Raul on March 13, 2012, 08:10:32 am
      I like genesis it still my favorite mod but it doesn't take advantage of all the new things. Are you planing on expanding it?

      This is just a quick update to make the mod compatible with the current DF version. AFAIK, Deon is currently working on the Wasteland Mod, but he said he has great plans for the Genesis Mod. I guess we'll have to wait for a while still :(
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Mister Always on March 13, 2012, 01:53:07 pm
      So that means the Genesis mod does have the new vampires and shit in it, right?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Raul on March 13, 2012, 04:10:44 pm
      If you download TomiTapio's quick update from a few posts back, then yes. The version on the OP is outdated.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: TomiTapio on March 14, 2012, 02:48:12 am
      So that means the Genesis mod does have the new vampires and shit in it, right?
      Yeah the updated Genesis has everything that vanilla DF has, with the exception of maybe some animals inserted into the older-filename creature files. (Deon has shuffled everything around to new file names like "creature_normal_evil.txt", cannot easily compare to vanilla) (hmm I guess I _did_ do a file-compare between 2011 vanilla and 2012 vanilla, that would have detected new creatures.)

      Try the BONFIRE workshop, set fire to grassy area so that you can burn things in wooden cages! Or to prevent invader-caused bushfires.

      It would be easy to "further develop" Genesis, for example: delete illithids and beastmen, add a quickling (4x speed halfling) civilization. Rename all hand axes.
      It's the creature tiles and good ideas which take time.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Mister Always on March 14, 2012, 11:13:49 am
      So I've been trying to get the Genesis mod running on my computer again. Downloading goes fine, but when I try to extract the .zip file it says it can't. Damaged file/unknown file type.

      Shit is fucked. Wat do?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: TomiTapio on March 14, 2012, 11:23:41 am
      So I've been trying to get the Genesis mod running on my computer again. Downloading goes fine, but when I try to extract the .zip file it says it can't. Damaged file/unknown file type.
      Shit is fucked. Wat do?
      First, try downloading again from my signature.
      Second, check that your Winzip/WinRAR/7zip/FreeZip or such isn't old like 2007. The zips work fine at least on winrar3.9, and on other users.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Mister Always on March 14, 2012, 11:45:11 am
      So I've been trying to get the Genesis mod running on my computer again. Downloading goes fine, but when I try to extract the .zip file it says it can't. Damaged file/unknown file type.
      Shit is fucked. Wat do?
      First, try downloading again from my signature.
      Second, check that your Winzip/WinRAR/7zip/FreeZip or such isn't old like 2007. The zips work fine at least on winrar3.9, and on other users.

      I'm using WinRAR 3.93.0.0 . It works fine on all my other stuff...maybe Dropbox is screwing stuff up?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Drago55577 on March 15, 2012, 07:50:00 pm
      His ks for latest version right?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: TomiTapio on March 22, 2012, 11:34:02 am
      Guys, for more Fort fun, try the following commands in the data/init/announcements.txt
      add D_D (dwarfmode_display) to these annoucements:
      [COMBAT_WRESTLE_CHOKEHOLD:A_D:D_D:UCR]
      [COMBAT_WRESTLE_STRANGLE_KO:A_D:D_D:UCR]
      [COMBAT_CHARGE_OBSTACLE_SLAM:A_D:D_D:UCR]

      [COMBAT_TWIST_WEAPON:A_D:D_D:UCR]
      [COMBAT_EVENT_STUCKIN:A_D:D_D:UCR]
      [COMBAT_EVENT_PROPELLED_AWAY:A_D:D_D:UCR]
      [COMBAT_EVENT_KNOCKED_OUT:A_D:D_D:UCR]
      [COMBAT_EVENT_STUNNED:A_D:D_D:UCR]
      [COMBAT_EVENT_NAUSEATED:A_D:D_D:UCR]

      [PARALYZED:A_D:D_D:UCR_A]
      [PAIN_KO:A_D:D_D:UCR_A]


      or download my annoucements.txt for testing http://dl.dropbox.com/u/8967397/announcements.txt
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Fleeb on March 23, 2012, 10:59:00 am
      Deon come back your awesome mod is languishing without you :(
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: BigD145 on March 23, 2012, 04:22:45 pm
      I'm still waiting for Wasteland more than Genesis. Come on, Deon. Make us proud.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Exlo on March 23, 2012, 05:14:20 pm
      I'm still waiting for Wasteland more than Genesis. Come on, Deon. Make us proud.

      I second this. I'm so eager for the wasteland mod I re-installed Fallout 3 and modded it to high hell. It's just not the same. :'(
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Jackledead on March 24, 2012, 12:01:57 am
      What's your guys' favorite creature to tame/train? Personally, I like my modded blind cave ogres.
      Just thinking with the new taming system   :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: TomiTapio on March 24, 2012, 06:03:06 am
      first ever DL of genesis.
      I just hope you come back and work more on this, do your other mods by all means, but don't forget some.
      EDIT: nevermind, it's for the old DF version ::)
      Don't download from first post, DL from my signature, I have updated Genesis to be current. Cheers.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: TomiTapio on March 24, 2012, 06:12:02 am
      .
      Here's the latest vanilla changes incorporated into Genesis!
      You'll get my settings files, incl more fun with fort mode combat announcements. Some new dialogue in adventurer chat.

      ASCII: http://dl.dropbox.com/u/8967397/Genesis_3406_ASCII.zip
      Phoebus: http://dl.dropbox.com/u/8967397/Genesis_3406_Phoebus.zip
      Ironhand: http://dl.dropbox.com/u/8967397/Genesis_3406_Ironhand.zip


      ps. Genesis crossbows have inbuilt bayonets; go stab some wild boars! Oak and other furniture hardwoods stab better than pine,fir,birch etc.
      Creature corpses will appear as their ASCII letters in these versions (Ironhand: tile 255, Phoebus: tile 253)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Fleeb on March 24, 2012, 11:29:59 pm
      Thank you!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Angel Of Death on March 27, 2012, 06:46:25 am
      Can Dunedwellers become vampires?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Angel Of Death on March 27, 2012, 10:57:00 pm
      Sorry about the double-post but after a quick arena mode test, it appears as if most races cannot become adventurers by drinking vampire blood.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: TomiTapio on March 28, 2012, 04:43:52 am
      If humans and elves in vanilla can become vampires, then all the civilized races in Genesis can become vampires. I don't think Toady limited vampirism to dwarves.

      Hmm, I think I'll try a fort with more fun mineral scarcity than the "reasonable" [MINERAL_SCARCITY:800] of my "tomis medium region". (Vanilla has 2500, hard to get three ores in one 2x2 embark)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: Deon on March 28, 2012, 12:29:17 pm
      Thank you very much, TomiTapio! I was totally separated from my modding for some time due to my university work/job/some side projects. I would love to make a comeback as soon as possible.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - MODLOADER R4 - savegame updater
      Post by: TomiTapio on March 28, 2012, 04:06:28 pm
      Thank you very much, TomiTapio! I was totally separated from my modding for some time due to my university work/job/some side projects. I would love to make a comeback as soon as possible.
      For starters you can link to my sub-release on the first post :) Some people only check that page I guess.
      And mention the sweet, wikipedia-known minerals and trees I added :)


      Edit: 22:21 start updating Genesis to .07
      manually copy-pasting fish teeth changes, because vanilla creatures are in different filenames in Genesis..
      giving a speed definition to DEER (Toady changed appearance 'd' to 'D')
      speed to ocelot, sloth... impala... Toady sure does want all animals to be same speed as average man.
      23:10 Okay that's changes done to Ironhand, now to test a little, then WinMerge changes to Phoebus & ascii.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on March 30, 2012, 03:43:03 pm
      Yo hellhounds, here's the latest .07 vanilla changes incorporated into Genesis.
      (You'll get my settings files, incl more fun with fort mode combat announcements. Baby/child cap pretty tight. And my medium region settings, 4200 embark points.)

      ASCII: http://dl.dropbox.com/u/8967397/Genesis_3407_ASCII.zip
      Phoebus: http://dl.dropbox.com/u/8967397/Genesis_3407_Phoebus.zip
      Ironhand: http://dl.dropbox.com/u/8967397/Genesis_3407_Ironhand.zip


      Do tell if some fish/insect/vermin/mineral graphics look incorrect.
      Fixed several animals' movement speeds, like sloth, pangolin, deer, reindeer, impala, ocelot, hare.

      Notes from my older sub-releases:
      Most civs have towns and soundmessages. You'll hear war cries at bandit camps.
      Added White Bronze (CuNi, 75% copper, 25% nickel) and Pentlandite ore (iron and nickel).
      Try rock mauls and rock spears, at the stonecutter's.
      Try 100 rock pots instead of barrels.
      - More tree species and three classes of wood: regular (value 1 birch, fir, cork oak etc.), fairwood (value 2 beech, yellow satinwood), goodwood (value 3 oak, mahogany, teak, maple, ebony, holly etc. real-life furniture woods.) So one can manage which logs go to furniture and which to fuel. Tip: designate with mouse which logs to dump away from the fuel-wood stockpile. Good wood is set to dark red.
      - New minerals based on Real Life (fluorspar, biotite(dark iron mica), migmatite, hornfels, greenstone, elvan, zeolite, syenite, scoria, pumice, augite, azurite, corundum, sphene, barite, pegmatite. Pink Marble, Pure[best] Marble, Black Marble[bitumin-darkened limestone] )
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Kogut on March 30, 2012, 04:57:56 pm
      Downloading this for tweaked announcements.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Shadowscales on March 30, 2012, 08:04:44 pm
      You might want to turn the "free item that will get you killed if you hold onto it" spells into new DF interactions!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Isher on March 30, 2012, 10:39:42 pm
      Yo hellhounds, here's the latest .07 vanilla changes incorporated into Genesis.

      TomiTapio, you my only friend.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Seraphyx on March 31, 2012, 12:50:53 am
      Thank you for adding a Phoebus tileset, tried to play with ironhand before but just couldn't get used to it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on March 31, 2012, 06:24:23 am
      You might want to turn the "free item that will get you killed if you hold onto it" spells into new DF interactions!
      Adventurer spells that cast a curse/regional interaction on you? Hmm, worth a thinking session. I haven't looked much into the new interactions.
      Relevant magmawiki page: http://dwarffortresswiki.org/index.php/DF2012:Interaction_token
      Maybe could have can_do_interaction on some select castes. But we have sleep cloud breath attack already, right?

      Could make a super-cat that instead of one-target [INTERACTION:CLEANING] superlicks ten targets clean.
      Or a mischievous quickling that runs around fondling people, with [INTERACTION:BP_BUMP].
      The fourth vanilla-given interaction is [INTERACTION:MATERIAL_EMISSION_WITH_HIDE_EFFECT] which is squirt ink, get-hidden-if-in-water. Can make a phoenix bird that puffs out a cloud of hot material.

      Edit: hmm, "if good area, then creature X's attack gives you syndrome Y..." that kind of stuff. "savage area, region hits you with syndrome X, weekly."

      ps. burn your enemies using a bushfire/grassfire started with the BONFIRE workshop. (Bonfire Mod by Warlord255 is included in Genesis)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Deon on March 31, 2012, 06:41:47 am
      I seem to encounter a LOT of crashes in worldgen in the wasteland mod. Is the new version stable for modding for you, Tomi? It may be because of the "total conversion" nature of the mod.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Deon on March 31, 2012, 06:42:53 am
      Adventurer spells that cast a curse/regional interaction on you? Hmm, worth a thinking session. I haven't looked much into the new interactions.

      You can simply include this one: www.bay12forums.com/smf/index.php?topic=100709
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on March 31, 2012, 07:36:57 am
      I seem to encounter a LOT of crashes in worldgen in the wasteland mod. Is the new version stable for modding for you, Tomi? It may be because of the "total conversion" nature of the mod.
      Hmm, wasteland mod's thread's first page gives me links to DF 0.31.18 Wasteland. Oh, right, you weren't asking me to test Wasteland mod. How's the farming over there?

      This Genesis is super stable in world gen! Don't think have had any crashes in .05 .06 .07, in world gen or in fort mode.

      Should I putter around so that there's an "expansion pack" to Genesis based on your Witcher potions & spells?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: SomethingCreative on March 31, 2012, 10:53:22 am
      Do you guys accept contributions?

      I added some new stuff to adventure mode crafting, specifically:

      sew cloth skirt
      sew cloth thong
      sew cloth loincloth
      sew leather loincloth
      sew cloth cap
      sew cloth backpack
      sew cloth pouch
      sew leather pouch
      repair pouch

      All tested and working. I'll post it if you want any of it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Meph on April 01, 2012, 04:34:46 pm
      @deon: About the worldgen crashes: I would bet on custom mega- and semimegabeasts that do not have spheres and lairs assigned. To do an easy test, just remove all megabeasts and run the worldgen.

      [BIOME:ANY_LAND] and [SEMIMEGABEAST] also leads to crashes at worldgen since 34. Adding lairs to those and specifiyng the biomes helps.

      Do not ask me how or what, or why, I am just as clueless on that as everyone else.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Deon on April 01, 2012, 04:37:33 pm
      Wait, I have them... Do they cause crashes without spheres? FFFFFFFFFFFFFFFFF, and I spent like 2 days testing different creatures if they are the cause of a crash, but I did not try semi-/megabeasts yet :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on April 01, 2012, 08:07:40 pm
      Do you guys accept contributions?
      I added some new stuff to adventure mode crafting, specifically:
      Yeah, I guess we do.
      At least a dozen creatures from people have been incorporated into Genesis. But Deon has the final say on this as it is his mod.

      Edit: added a snow monkey (Japanese macaque). Will be in my next sub-release. Also a swamp cat.
      Edit2: added silver birch (value 1, symbol of Finland) and yellow birch (value 2, americans use for floor & cabinets), rowan (the one with lots of bitter red berries, value 2(tool use))
      Added white willow, goat willow(in dry unlike other willows), sallow (grey willow).
      Edit3: a few new toys...
      Edit4: many giant beasts from pet to pet_exotic, now that the taming issue has been resolved and DM removed.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Needicla on April 03, 2012, 01:04:38 pm
      "Cannot find Dwarf Fortress directory"
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Meph on April 03, 2012, 01:41:09 pm
      Did you change your folder structure ? The modloader has to be in the same folder as the "Dwarf Fortress" folder.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Saeldanya on April 05, 2012, 09:09:41 am
      Where can I find a Dwarf Therapist version that runs with the latest release of this?

      DF is unplayable without Dwarf Therapist  :(
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Deon on April 05, 2012, 09:25:23 am
      Check the DF Apocalypse mod, a working Therapist comes with it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Saeldanya on April 05, 2012, 11:23:47 am
      The Dwarf Therapist included in Apocalypse fails to run. Error: "QtScript4.dll" is missing on the computer. Huh? Can anyone help?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Deon on April 05, 2012, 11:39:10 am
      QtScript4.dll is a file which comes with the Dwarf Therapist, it's in its folder. Make sure you copy all files and/or your antivirus does not delete some files you try to unpack.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: eViLe_eAgLe on April 05, 2012, 03:32:50 pm
      Am I the only one having a problem downloading this mod? When I click download the request goes through but what I get is

       "There was a problem with your download

      We apologize, but we are having difficulties processing your download request. Please be patient while we try to repair your download request.

      Restarting download in: 1 seconds"

      And, no matter how many times I retry it won't go through. Sad day :'[
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on April 06, 2012, 03:27:22 pm
      Am I the only one having a problem downloading this mod? When I click download the request goes through but what I get is
      Did you try downloading from my signature, from DFFD, or from first post?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Caldfir on April 12, 2012, 03:39:20 pm
      Heya,

      I'm testing out the latest version of my raw file checker/formatter, and Genesis has been one of my major tests for the program.  I'm pretty sure things are working, so I figured I would share the results log, since this would probably be helpful. 

      The following is the log of parsing failures:
      Spoiler (click to show/hide)

      If I'm mistaken about any of that, let me know so I can fix the parser.  Otherwise, I hope it is helpful information. 
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Deon on April 12, 2012, 03:55:17 pm
      The PRODUCT_DIMENSION is definitely an error (which does nothing though).


      Quote
      (hydra has material/tissue listed in incorrect order).
      Where is it?

      The plants are parsed properly because DF parser reads their values from their MATERIAL_VALUE.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Caldfir on April 12, 2012, 10:11:19 pm
      I think lines 922/923 of creature_genesis_beast should be flipped:
      Code: [Select]
      [USE_MATERIAL_TEMPLATE:BEAK:NAIL_BEAST_TEMPLATE]
      [USE_TISSUE_TEMPLATE:BEAK:BONE_TEMPLATE]
      [STATE_NAME:SOLID:beak]
      [STATE_ADJ:SOLID:beak]
      to
      Code: [Select]
      [USE_TISSUE_TEMPLATE:BEAK:BONE_TEMPLATE]
      [USE_MATERIAL_TEMPLATE:BEAK:NAIL_BEAST_TEMPLATE]
      [STATE_NAME:SOLID:beak]
      [STATE_ADJ:SOLID:beak]

      STATE_NAME and STATE_ADJ are material modifiers, not tissue modifiers (at least I'm fairly certain)

      I'm doing some testing with the VALUE tag on the tree wood, and while MATERIAL_VALUE has an effect, the simple VALUE isn't seeming to do anything to the price of logs - does it do something else?

      I should clarify that nothing I've found (except for possibly the hydra thing) would show up in gameplay at all - the DF parser would just skip the tags it doesn't understand.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Deon on April 13, 2012, 02:47:28 am
      You are wrong here.

      The first line:
      [USE_MATERIAL_TEMPLATE:BEAK:NAIL_BEAST_TEMPLATE]
      Makes a new material "BEAK". So now we have a material BEAK.
      Then we assign this material to a new tissue "BEAK, so now we have a tissue "BEAK" with a material "BEAK":
      [USE_TISSUE_TEMPLATE:BEAK:BONE_TEMPLATE]

      If I follow your suggestion, the first line will try to make a new tissue BEAK composed of material BEAK, while material BEAK is not defined yet.

      However you are totally right that the STATE_NAME should go up to the material, and the tissue should get TISSUE_NAME instead. I totally missed it, I probably modded it in when I was not good at material making, so thank you very much for the heads up, once I return to Genesis from Post-Apocalypse mod, I will try to find all errors like these. Your tool would be really useful :).

      P.S. Could you run your tests on the latest Post-Apocalypse mod please? I would love to fix errors like these there as well :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Meph on April 13, 2012, 08:51:48 pm
      Quote
      P.S. Could you run your tests on the latest Post-Apocalypse mod please? I would love to fix errors like these there as well .

      Same here, I would love to see the tangled horror of bugreports you get when you enter my mod. I would really appreciate it. :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TheCoolSideofthePIllow on April 13, 2012, 10:40:30 pm
      Is there an updated list of materials in order of worst to best quality?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on April 14, 2012, 08:15:38 am
      Is there an updated list of materials in order of worst to best quality?
      here:
      Spoiler (click to show/hide)
      from http://df-genesis.wikidot.com/metals
      This info seems not to be on Deon's newest website, http://genesis-mod.webs.com/
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: lionstar on April 17, 2012, 05:10:47 pm
      Using tomi's unofficial update (thanks, tomi!) and it seems near-impossible to gen a medium or large world. All i'm getting is hundreds of rejected regions and one time it told me that world gen was having a tough time getting civilizations their first harvest or something and to check the world gen parameters.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on April 18, 2012, 09:38:14 am
      Try the "generate world now" option, not the advanced one. It should have more lenient requirements.
      I usually get my custom region generated in 30-50 tries (too bad the late rejections from "no farming" take so much time).

      Here's two custom region param files from successful roll-a-world:
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Deon on April 18, 2012, 11:26:10 am
      I'm slowly starting to build a new genesis version from scratch.

      The plan:

      1 ) Rework creatures.
      2 ) Rework materials and tissues.
      3 ) Rework metals.
      4 ) Rework gems, minerals and soil distribution.
      5 ) Rework trees.
      6 ) Rework plants. Try to have more plants than vanilla but to make most plants unique and easy to understand what they do.
      7 ) Rework all base prices of materials.
      8 ) Start working on fantasy creatures and spells.

      So yeah, it will take a lot of time and I am not sure how noticeable the changes will be in the actual game, but I want to build a solid structure.

      Right now I am reworking feline creatures and eagles. I'm making proper colors for all bodyparts of eagle breeds, as well as assigning proper size, biomes, descriptions etc.
      It will take a long time, but I want quality, not quantity this time.

      Here's an example of the crowned eagle. I will rework most of the materials later, once I get to it. I want to make different types of leather (again), but this time "generic" (so all creatures with the similar type of leather produce the same "leather" intead of "bull leather", "cat leather" etc. to avoid clutter). The birds and small creatures won't produce leather at all, and the birds will produce feathers used in clothesmaking and for other things.

      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Deon on April 18, 2012, 02:44:53 pm
      Are there many Discworld fans out there? I've read a few more books recently and watched one movie, so now I kinda want to make a Discworld mod in the future... So I have to pick, either Genesis or Discworld, and it eats me from inside. I would like some guidance from the old Genesis users.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on April 18, 2012, 03:26:08 pm
      Genesis ofcourse, as it is true to the spirit of DF. Just "more of everything". I love Discworld, but it's sometimes a little generic as a setting.

      I have many to-do items for Genesis on my todo list...
      like silver thread clothes, and ultrawool harvested from a cave beast.
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Siraidan9 on April 19, 2012, 07:46:10 pm
      Some guy who has never posted on this forum before but still has used this mod for a while says: Genesis.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Deon on April 20, 2012, 03:00:58 am
      I'm taking it in a bit different direction then. I start to work by plan, something I've never done before. Before that Genesis was a huge clusterfuck of my thoughts while I was learning modding and having fun. Now I want to do it more thoroughly :).

      Here's a plan if people like TomiTapio who helped me a lot are interested (although Tomi was the most helpful of all :)):
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on April 20, 2012, 06:59:37 am
      Also consider "should all plants grow in clusters of 5?" Sometimes leads to too plentiful farming, or too easy survival on herbalism.
      Maybe do the creatures last, races before that step.

      I wouldn't make more complex fingers.
      Clothes made of silver thread? (has been done IRL)
      I guess each civ has a different Spear and different sword.

      Try to keep predator/herbivore ratio near 1 / 20 (not 20 / 20).
      Wish we could have 0.3 and 0.6 value stones, as some minerals are just too crap for crafting and Mechanisms. Maybe that can be simulated by having ALL values 5x of Vanilla.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Deon on April 20, 2012, 07:04:45 am
      It will go together. Races need creatures too, and I want to build all of my creatures from the same framework and with all body additions.

      Illithids will be one of the hardest things to make and balance, but I look forward to it.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on April 20, 2012, 07:07:00 am
      I guess you can make one release before work starts on creatures & races. "Old world, new balance after the Shift"
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Deon on April 20, 2012, 06:28:49 pm
      Maybe... Right now I am removing redundant creatures and organizing existing in the pattern of creture_(*biome*)_(*herbivore/omnivore/predator*), using the same framework.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: jackbod on April 21, 2012, 06:28:32 am
      May I suggest a triton race?
      Tritons
      Fish like people well known for there fishing theyre excellent merchants bring a variety of water based creatures
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Deon on April 21, 2012, 09:44:26 am
      Tritons? I thought all tritons have either fish/dolphin tail or a fish tail and two front horse legs (ichtiocentaurs). It would be hard to imagine them riding horses and walking on land. I will consider some sea-related races, but it won't work really well in DF for now.

      Bringing sealife pets: http://www.bay12forums.com/smf/index.php?topic=107665.0 . Lots of problems here.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on April 21, 2012, 05:23:35 pm
      An Amphibian race then, with special "moisture suits" (just renamed robes). They'd bring frogs and salamander lizards and newts. Olms.

      How about 3 kinds of crossbows: light, normal, heavy [if you want to shuffle things up in Genesis]. Heavy xbow needing metal mechanisms to make.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Nathail on April 21, 2012, 06:23:31 pm
      Pardon me if this has already been asked, but is it possible (and if so how) to run this mod on a Mac? I don't know how to use the included launcher and when I try to use the default one it always states that the index is missing or corrupt. I would appreciate almost any help given.

      Edit: Scratch that, I'm just an idiot and used the wrong version.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Deon on April 21, 2012, 06:56:57 pm
      Nathail, grab the /data/speech, /data/art, /data/init, and /raw folders, and replace them with the vanilla ones in the MAC version.

      TomiTapio, I am halfway done through sorting vanilla mundane creatures. Soon I will move on fantasy ones.

      About crossbows, I plan to remove arrow/bolt difference (maybe). Too often people mix bowdwarves and crossbowdwarves in one squad and end up with mixed ammo.

      Regarding weapon types, it will be:
      Code: [Select]
      bow->composite bow->singing bow
         ->razor bow

      crossbow->heavy crossbow->arbalest
              ->axebow
      Those are the upgrade paths.
      You will be able to upgrade basic ranged weapons to more dangerous in melee versions immediately, or walk the longer path to get more dangerous ranged weapons.

      I also work on minor additions while I sort creatures to stop me from getting mad from repetition. I've modded in "royal carpentry" which can make fancy/noble/royal beds/chairs/tables. The reagents determine the output. You need cheap wood for fancy, common wood for noble and red wood for royal furniture. Also other reagents are cloth for bed/chair and decorative rock (new class of rocks) for the table. The result will be a wooden piece of furniture decorated with another reagent.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Deon on April 23, 2012, 02:42:54 am
      Regarding animals, this is what I've got so far:
      Spoiler (click to show/hide)
      I just sorted vanilla creatures and separated them by biomes. As you see, a lot of biome swapping/balanced is needed to keep all biomes with herbivores/omnivore/predators. I will start working on that as soon as I finish with sorting vanilla creatures (by sorting I don't mean "copy-pasting", I go through and organize all of their raws).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on April 23, 2012, 08:44:35 am
      I'd like Reindeer and Hyena there.
      Also, Moose and Elk like the temperate parts too.
      Seems you needs many swamp/marsh animals there.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Deon on April 23, 2012, 09:37:04 am
      I already have a lot, I've progressed forward since then. And I don't want cross-temperature animals, I want to have unique creatures for arctic/temperate/tropical/desert biomes. I have enough to fill all the places :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Logrin on April 26, 2012, 11:27:50 am
      It's statements like that Deon that make me think this will -always- be my favorite mod.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: hobbles on April 26, 2012, 01:07:52 pm
      Deon this is an amazing mod and have been using it for a while now, keep it up. I do have a question though I got the latest Genesis mod and the Iron Hand engravings are not the same as the engravings for regular fortress. I'm getting a whole bunch of little picture of chairs, tables, and dead dwarves. Im not sure if its just mine but all those little images all over the floor and walls are driving me crazy. Any tips on how I can change it back to the smooth walls with little swirls. The screen shot shows the floor was engraved with the little icon images.(http://i91.photobucket.com/albums/k295/metallicamanjj/engraving.png)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Deon on April 26, 2012, 01:20:32 pm
      You can toggle "show engravings" in your init files, you can also show/hide them with the designation menu (the same one where you mass-dump and hide/show items).

      P.S. In your data/init/d_init.txt, change [ENGRAVINGS_START_OBSCURED:NO] to [ENGRAVINGS_START_OBSCURED:YES]. Those which you already have unobscured you will have to obscure through the designation menu.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: hobbles on April 26, 2012, 04:43:35 pm
      Thanks alot man, again keep up the great work.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: cerberus00 on April 27, 2012, 02:26:07 pm
      I had an idea for a weapon and I would like to run it by you unless it has already been suggested. I always thought that a sling weapon would be useful for the early days of a fort, especially if wood was unavailable but there was a supply of leather or cloth to make slings. A stonecutter's workshop could have a reaction to make shot, and clothiers or leather workers could fashion slings. Shot would be weaker than metal crossbow bolts, but maybe stronger than rocktip bolts, with less range and a blunt damage type.

      I really like this mod a lot and cant wait for the next update! Masterwork has been entertaining lately but I've always leaned towards Genesis. The only thing I'd like to see is a more simplified clothing/armor system, as it doesn't really make sense to me to stack multiple pieces on my militia and have them effectively look like Ralphie's younger brother from Christmas Story.  :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Deon on April 27, 2012, 04:40:30 pm
      I thought about slings and throwing weapons. The only thing that stops me is the ton of possible problems with new ammo (and mixing squads with different ammo).

      On the bright side, for Genesis 4 I've reworked all vanilla animals, added a few more and reworked semimegabeasts. Time to add new creatures and races.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on April 27, 2012, 08:37:54 pm
      I had an idea for a weapon and I would like to run it by you unless it has already been suggested. I always thought that a sling weapon would be useful for the early days of a fort, especially if wood was unavailable but there was a supply of leather or cloth to make slings.
      Bone bolts. Loooots of bone bolts from animals your hunters bring. (like 6 hunters, 8 herbalists, 6 engravers, because so many fisher/potasher immigrants need new jobs.)
      Other option: set world to have more embark points, always bring 30 logs, or lots of wooden/copper bolts.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Jackledead on April 28, 2012, 01:35:37 am
      This may apply to both of you, but Tomi, I'm using your most recent version, and i noticed a typo in the in-game description of Shield Clan dwarfs at the bottom of a dwarf's view-screen.

      "...mindset of Shild Clan..."

      P.S. Great work both of you, I really appreciate what you guys do.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Tirion on April 28, 2012, 06:31:49 am
      I'm going to come back to DF after a few months, my last proper fort was Genesis before the vampire release. Anything I should be aware of?  ;)

      Someone please link that caste-recognizing DT download, please :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on April 28, 2012, 03:58:45 pm
      I'm going to come back to DF after a few months, my last proper fort was Genesis before the vampire release. Anything I should be aware of?  ;)
      Notes from my sub-releases:
      Spoiler (click to show/hide)

      This may apply to both of you, but Tomi, I'm using your most recent version, and i noticed a typo in the in-game description of Shield Clan dwarfs at the bottom of a dwarf's view-screen.
      Fixed, will be in my next sub-release, if there is one. Hmm it seems I have made many tunings to my in-use Genesis that are not yet in the sub-release.
      Could make a silly version, where humans and elves are your enemies and the baddies your pals.

      DwarfTherapist at http://code.google.com/p/dwarftherapist/ but you might want the one that Deon bundles with his Post-Apocalypse mod.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Tirion on April 30, 2012, 04:32:37 am
      I noticed a possible problem- shouldn't the Hammerer be appointable from the start? I have 140 pop and the option has yet to appear in the Nobles screen.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Deon on April 30, 2012, 10:38:20 am
      It's probably an old issue, easily fixable (when the hammerer came with later nobles).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Tirion on April 30, 2012, 11:19:46 am
      Also, minor fix but makes things look better: large pots are [TILE:238], not [TILE:232] (that makes them look like some table/bed thingy)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Arbinire on May 03, 2012, 01:39:08 pm
      I think I've ran into a bug with DT.  No matter which version I use (both the standard version of DT from their post and the one from the Apocolypse mod) it reads nearly all of my Dwarves as female, while going in game and reading thoughts and prefs clearly not all of them are.  Even married couples seem to pop up as both female in DT while using the Genesis mod.

      I'm using TomiTapio's phoebus updated version.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: jesusmod on May 03, 2012, 06:35:01 pm
      are there any plans on adding new castes for races other than dwarves? it seems fairly unusual to have dwarves with tons of clans, yet only one type of human living in each region, etc.

      also,
      >page 616
      >616
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on May 03, 2012, 09:55:26 pm
      are there any plans on adding new castes for races other than dwarves? it seems fairly unusual to have dwarves with tons of clans, yet only one type of human living in each region, etc.
      Dwarves are magic, as seen in their digging speed. Also you play as dwarves so you probably don't care if the humans have a caste that is really good at fishing. Or at architecture.

      Regarding the Therapist issue: DT is meant for vanilla DF, so detecting of playable-civ castes is not a high priority for the coder(s). There might be a tweaked version of DT somewhere that does the job better. But I don't know where.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Rumrusher on May 04, 2012, 12:46:15 pm
      So any chances of updating the adventurer races to have interactions?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Tirion on May 04, 2012, 12:58:10 pm
      are there any plans on adding new castes for races other than dwarves? it seems fairly unusual to have dwarves with tons of clans, yet only one type of human living in each region, etc.
      Dwarves are magic, as seen in their digging speed. Also you play as dwarves so you probably don't care if the humans have a caste that is really good at fishing. Or at architecture.


      On the other hand, wizard castes would make sense, as the snakemen and the illithids already have those.

      Also, is there anything in this mod that could cause my dwarves to not properly equip new clothing (specifically, shoes), even if there is more than enough of it?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Arbinire on May 04, 2012, 02:16:38 pm
      are there any plans on adding new castes for races other than dwarves? it seems fairly unusual to have dwarves with tons of clans, yet only one type of human living in each region, etc.
      Dwarves are magic, as seen in their digging speed. Also you play as dwarves so you probably don't care if the humans have a caste that is really good at fishing. Or at architecture.

      Regarding the Therapist issue: DT is meant for vanilla DF, so detecting of playable-civ castes is not a high priority for the coder(s). There might be a tweaked version of DT somewhere that does the job better. But I don't know where.

      Thank you for responding,  just thought it odd that the castes would affect how DT reads gender, since that's a vanilla feature.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Jackledead on May 05, 2012, 01:56:59 am
      2nd ambush, Fort year 2, recovering from last one. Beastmen come in with 13 monitor lizards, 3 giant eagle, and tons of giant mounts. well over 10 beastmen continue to rape my fort. Anyone else think they're a little OP?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Tirion on May 05, 2012, 02:32:29 am
      2nd ambush, Fort year 2, recovering from last one. Beastmen come in with 13 monitor lizards, 3 giant eagle, and tons of giant mounts. well over 10 beastmen continue to rape my fort. Anyone else think they're a little OP?

      They aren't cageimmune, are they?  :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Broseph Stalin on May 05, 2012, 07:55:21 am
      2nd ambush, Fort year 2, recovering from last one. Beastmen come in with 13 monitor lizards, 3 giant eagle, and tons of giant mounts. well over 10 beastmen continue to rape my fort. Anyone else think they're a little OP?
      I always nerf them a bit and even then I let traps do most of the work. The problem I have is that they're too good at wrestling even if you have a fully equipped professional military you still take heavy casualties.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Tirion on May 05, 2012, 04:04:14 pm
      Hey Deon, do you have plans with curses and interactions? Personally, I'd very much like some more balanced and fun werecreatures, vampires, more kinds of sorcerous (or even monk-style) secrets, etc. Kinda like how back in the previous version, this mod had custom HFS critters that spawned even with 0 demon type worldgen, and those awesome night creatures too. Cursed Blacksmith FTW  ;D

      Also, now that invading salamanders are spamming fireballs through the whole map, maybe it won't be OP to make the Obsidian caste [FIREIMMUNE]...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: crazz2323 on May 07, 2012, 09:43:00 pm
      Does this mod use the most current Dwarf Fortress release? I noticed I can't do multiple z-levels when digging stairs and I was told only Dwarf Fortress 34.01 thru 34.07 has that feature. I noticed when I load your mod the Dwarf fortress version is 31.25.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Deon on May 08, 2012, 05:02:08 am
      This mod was always for DF 3d. If you come from Mayday, you can be confused with "vanilla" z-level changing, because Mike Mayday has changed keybindings for z-level moving.

      Only the 0.2* versions of DF were 2d, all 0.3* versions are 3d :). You were told wrong.

      Tirion: I am busy with exams now (and I was patching my Post-Apocalypse mod for people but mostly for Plumphelmetpunk's let's play :P), but once I get rid of my exams, I will focus on Genesis more. Right now I have only mundane creatures and a bit of a work on dwarves, but I definitely have big plans for the interactions. At first, I will definitely port the disease system from Post-Apocalypse mod. I won't make the diseases THAT deadly, but they will also be more fantasy-ish, with magical effects :).

      2nd ambush, Fort year 2, recovering from last one. Beastmen come in with 13 monitor lizards, 3 giant eagle, and tons of giant mounts. well over 10 beastmen continue to rape my fort. Anyone else think they're a little OP?
      10-men squad in good armor and trained for a year kills them easily in a room with some walls. Add a ranged squad on higher ground, and you will be fine.

      Note that there are weapon traps and cage traps. In vanilla they are OP. Here they work nicely, and they should be placed :).

      are there any plans on adding new castes for races other than dwarves? it seems fairly unusual to have dwarves with tons of clans, yet only one type of human living in each region, etc.

      also,
      >page 616
      >616
      The new desert race (replacing ezrakim elves) will have different elementalists, so yeah, they will have castes. I haven't thought about other races, but they will probably have them too. Also there already were goblins and barghests in Genesis for a long time as different castes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: crazz2323 on May 08, 2012, 05:46:36 pm
      Ok, sorry, so this is using the most current DF version correct? I did not use Mayday, I actually only played DF with this mod. So how do I designate multiple z-levels when setting stairs then?


      This mod was always for DF 3d. If you come from Mayday, you can be confused with "vanilla" z-level changing, because Mike Mayday has changed keybindings for z-level moving.

      Only the 0.2* versions of DF were 2d, all 0.3* versions are 3d :). You were told wrong.

      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on May 08, 2012, 08:31:26 pm
      Use ">" and "<" on your keyboard to change which z-level you're viewing. Then mouse-paint the "d-i" updown-stairs where you want. Hold down left mouse button and ">" at the same time to easily command 50 updown-stairs.
      More info: http://dwarffortresswiki.org/index.php/Dwarf_fortress_mode#Cursor_Movement.2C_Menu_Selection.2C_and_Navigation
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: crazz2323 on May 08, 2012, 08:44:44 pm
      Ok this is starting to make more sense now. I was told on the DF forums the following:
      "Genesis is still in version 31.25, which was the version before multiple-z designations was introduced. In other words, you do multi-z designations one z-level at a time (or macros). Deon probably decided not to update due to the colossal changes in the raws that occurred in 34.01, especially the introduction of the interaction system. He'd probably have to rewrite around 2/3s of the mod in order to update it properly, so he simply hasn't."

      So this Genesis mod uses an older version of Dwarf Fortress. The multi z-level feature was not implemented yet.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Deon on May 09, 2012, 04:47:12 am
      You have to get TomiTapio's patch for the latest version, check the first line in the first post. Sorry if I confused you, I was sleepy when I replied before.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: crazz2323 on May 09, 2012, 07:09:38 pm
      Thanks! I am using it now.

      You have to get TomiTapio's patch for the latest version, check the first line in the first post. Sorry if I confused you, I was sleepy when I replied before.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Jackledead on May 10, 2012, 09:22:36 pm
      Deon and Tomi, how often do you guys actually play Dwarf Fortress? I find myself on the forums more than the game sometimes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on May 11, 2012, 08:35:02 pm
      Deon and Tomi, how often do you guys actually play Dwarf Fortress? I find myself on the forums more than the game sometimes.
      Sometimes I take a 3-6 month period when I'm away from DF. It's hard to predict. I don't do random topics on the forums.
      Then there's a new vanilla DF and I'll do a test fort or six... 3x3, 3x2, 2x2 embarks. I love high fps.

      Edit: hmm haven't done a magma-powered metalworks in quite a while. Sometimes I do "outdoors only" forts, for variety and the pretty crossbow volleys. Mining only by channeling down from fresh air.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Arbinire on May 11, 2012, 11:16:07 pm
      I've done some testing and for people who'd like it, the version of Dwarf Therapist that comes with Meph's Masterwork mod works swimmingly with Genesis.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Tirion on May 12, 2012, 11:39:51 am
      Just an idea, if a plant is fire-proof, are all of it's products fireproof too? Thread and cloth, for example? It would be good to have such a plant appear upon the breaching of MAGMAAAA, combined with making the Obsidian dwarves fireimmune, there could be squads dedicated to salamander killing. One of those things easily wiped out a dunedweller caravan alone, guards didn't even get close.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on May 12, 2012, 04:54:58 pm
      Just an idea, if a plant is fire-proof, are all of it's products fireproof too? Thread and cloth, for example? It would be good to have such a plant appear upon the breaching of MAGMAAAA, combined with making the Obsidian dwarves fireimmune, there could be squads dedicated to salamander killing. One of those things easily wiped out a dunedweller caravan alone, guards didn't even get close.
      Already have the nether-cap tree, magmasafe magical wood. http://dwarffortresswiki.org/index.php/DF2012:Nether-cap
      Might be fun to have fixed-cold-temp magic leather and magic cloth, yeah.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Taren on May 13, 2012, 06:29:24 am
      Though I have toyed with the idea of removing beastmen, as how tough they are depends even more so on how good the start conditions are, this is true to an extent to anything but more so early on. On balance I kind of like the beastmen early challenge, its the early caravans that could do with some buffing, they get slaughtered as I fall back to waiting behind my traps. With all the nasties this mod has I am surprised the caravans haven't been given a fighting change :D. One or two more guards wouldn't go amiss!

      I also have a second lower level hall now, so I just hold them at the outer doors if my traps fail to kill enough to rout them, and set up some extra stuff there. I don't know if cages cause the same panic that stone+weapon traps do on killing attackers, do so I stick with those at the moment.
      Title: Re: Genesis Mod [ 3.29 ] - TomiTapio's unofficial update
      Post by: Mrhappyface on May 13, 2012, 09:38:20 am
      I made a legendary non-mage Domple adventurer that brought about the Age of Legends nerly single-handedly. Fuck steel and shield. Thanks Deon and Tomi.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on May 13, 2012, 09:40:59 am
      With all the nasties this mod has I am surprised the caravans haven't been given a fighting change :D. One or two more guards wouldn't go amiss!
      Cannot command more or different caravan guards. What can do, is buff the whole race by giving everyone natural skills in dodging, armor use, melee combat, or physical attributes. But then that race's adventurers would be boosted too.

      Maybe I'll put out an minor-additions unofficial Genesis in the following days. (2-3 new animals, 3-4 new real-world trees, beastmen skills down a little, many new toys)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Meph on May 13, 2012, 09:50:39 am
      You can add or remove caravan guards though, and if entities bring wagons, they bring more guards, one per extra wagon. Natural skills would work as well, but if you start a war with the race it might prove a bit unbalanced.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: peskyninja on May 13, 2012, 12:34:22 pm
      Sorry if this has been asked before: I just started genesis in ASCII and there seems so be somesort of "sepia" effect, there's no way to turn this off?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Taren on May 13, 2012, 02:04:40 pm
      With all the nasties this mod has I am surprised the caravans haven't been given a fighting change :D. One or two more guards wouldn't go amiss!
      Cannot command more or different caravan guards. What can do, is buff the whole race by giving everyone natural skills in dodging, armor use, melee combat, or physical attributes. But then that race's adventurers would be boosted too.

      Maybe I'll put out an minor-additions unofficial Genesis in the following days. (2-3 new animals, 3-4 new real-world trees, beastmen skills down a little, many new toys)

      Sounds good! :) Either that or if its possible to buff the caravan guard only, by adding a specific type guard class that comes with it, not a generic? Throwing ideas out there, to what is an outstanding mod, thank you.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Taren on May 13, 2012, 02:05:23 pm
      You can add or remove caravan guards though, and if entities bring wagons, they bring more guards, one per extra wagon. Natural skills would work as well, but if you start a war with the race it might prove a bit unbalanced.

      Ah so actually removing the guards, increases the guards :D, that is interesting. That might work!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Dwarfiame on May 13, 2012, 03:35:04 pm
      I am stumped on how to change the speed of the game. I has to deal with using th +\- keys to adjust it but I did that and it didn't work. I don't know if this is a bug for the latest version of the game or if it is a specific menu.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: i2amroy on May 13, 2012, 03:49:44 pm
      As I mentioned in your other thread, it can't be done. Modding adds content, not mechanics.

      Though hearing where you got the idea that you could from would be kind of interesting. :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Meph on May 13, 2012, 06:20:43 pm
      Ehm, sorry if it was not clear.
      You can have normal guards.
      You can have no guards.
      You can add wagons to an entity that does not have them, to make their caravans bigger and increase the number of guards.

      I did not mean that removing the guards and adding wagons at the same time does something special ;)

      About the speed thingy: There are hotkeys in the menu for increasing and decreasing the FPS caps on the fly, while the game is running. I never tried these actually, but that would possibly slow down/speed up the game.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on May 13, 2012, 06:57:38 pm
      Sorry if this has been asked before: I just started genesis in ASCII and there seems so be somesort of "sepia" effect, there's no way to turn this off?
      Do you mean "a less saturated color palette compared to vanilla", or is there something else? Colors can be changed in the data/init/colors.txt.
      eg. we have
      [LCYAN_R:0]
      [LCYAN_G:235]
      [LCYAN_B:235]
      not the full 255.

      I am stumped on how to change the speed of the game. I has to deal with using th +\- keys to adjust it but I did that and it didn't work. I don't know if this is a bug for the latest version of the game or if it is a specific menu.
      It is just the "max fps allowed", which is "maximum time-ticks-per-second allowed". About ten ticks to one dwarf movement step.
      At start of fort you might get 300+ fps, and later 100 or 80 fps. Best way to speed up the game is to have a 2x2 embark. See http://dwarffortresswiki.org/index.php/v0.31:Maximizing_framerate

      As I mentioned in your other thread, it can't be done. Modding adds content, not mechanics.
      Actually... people have been able to add a "tech tree" mechanic, where need to make X amount of items (experience, research) to be able to build cool armor X or Uber crossbow Z. Or Virus Y which gives a speed boost to citizens.
      Also see Genesis's "sacrifice at altar" mechanic.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Putnam on May 13, 2012, 08:43:20 pm
      Tech trees aren't a mechanic, though. They're just an extension of the already existing reactions mechanic.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Tirion on May 14, 2012, 02:22:03 am
      Just an idea, if a plant is fire-proof, are all of it's products fireproof too? Thread and cloth, for example? It would be good to have such a plant appear upon the breaching of MAGMAAAA, combined with making the Obsidian dwarves fireimmune, there could be squads dedicated to salamander killing. One of those things easily wiped out a dunedweller caravan alone, guards didn't even get close.
      Already have the nether-cap tree, magmasafe magical wood. http://dwarffortresswiki.org/index.php/DF2012:Nether-cap
      Might be fun to have fixed-cold-temp magic leather and magic cloth, yeah.

      If I'm right, mithril and candy clothing already has that property, but it would be nice to have a renewable fireproof cloth source.

      BTW, are you planning to incorporate the Brainstem project mod? That would make headshots more balanced.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on May 14, 2012, 08:35:40 am
      Hey guys, I spent some time updating Genesis to .08 but didn't do the "all trees and gems have new densities and colors" bit yet. Soils have new densities in place.
      Probably should work when put new raws in old save, not sure if the "can build the minecart & wheelbarrow" works that way. I'll try now. Yeah, works when slap new raws in. Build in carpenter shop.

      Reminder: all stone hauling should be by wheelbarrow or minecart now, otherwise slow (or need stronger dwarf).

      Edit: Further changes coming, what with the ore drop rates changed, and need apparently new keybindings for stockpile wheelbarrow options...
      EditN: yeah the Brain STEM project sounds like a fun change. Inner brain, outer brain, and connective tissue around them, for teh bleeding.
      d-T to designate tracks. Engraver job.
      q-w on a stockpile for wheelbarrow something. Choose 0-3 barrows for this stockpile.
      I guess the floor hatch symbol will be all right for either minecart or barrow.
      "k" on barrow or cart, enter to view, in there can set a follow-camera hotkey! or just k-F on it.
      "h" to define routes, without that minecarts do nothing I guess. "H" for hotkeys.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: RetSpline on May 14, 2012, 10:54:53 am
      So I've been playing with this mod for a few days, finally stuck with one fort long enough to get my first Beastman attack which I was most certainly not ready for. Luckily I had started on my gatehouse already, but the rest of my exterior wall was not even under construction yet. Did manage to get my drawbridge completed and triggered, though I had to sacrifice me near-legendary marksdwarf to hold them off long enough. The beastmen then made extremely short work of the war mastiffs guarding my gate and just loitered around, lacking anywhere to path to. Then, while the beastmen were just hanging around, a Thunderbird showed up. I am actually extremely glad the beastmen were still there, as my fortress was still unroofed. The Thunderbird died very quickly, and only managed to slightly damage a few of the invaders. It did, however, manage to move them away from my fort and to the edge of the map, so I figured it was worth the risk to lower the gate and send out my remaining hunter to try to take a few shots at their leader. He managed to get in range and fire off his entire quiver, putting *mammoth tough bone bolts* in quite a few different beastmen, though his lack of focused fire meant that none of them were badly injured enough to be killed (that's one thing I've noticed about this game, nobody dies except to extreme physical trauma or a lucky headshot. I've had pages and pages of ineffectual melee combat between two untrained and poorly armed fighters end suddenly when one of them finally managed to push the other's brain through his skull). It was at this point I noticed that I didn't have any bolts left.

      And then I noticed that a new version is out. I'm not too sure on these things, but I have to gen a new world for this one, right? Or is this a small/simple enough update that that wouldn't be necessary? Either way, I probably still will, if only to incorporate the new hauling mechanics and a better defense strategy into my fortress design.

      Anyways, this mod is really cool! Thank you everyone who contributed to it.

      edit: or maybe I could just read the previous post more clearly? Still gonna make a new world, though. I've been meaning to try out a savage taiga...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Tirion on May 14, 2012, 12:35:05 pm
      Lucky headshot, which would be reduced by brainstem project, and lucky major artery shots. Throat shots are lethal for example, especially that no real armor protects that.

      Personally, I think a squad of 8-10 marksdwarves is a force that can and will kill/rout any enemy melee squad, even mounted ones- hail of bolts, man, hail of bolts. Of course they need to be trained first with archery targets and shooting prisoners through fortifications... but I think with all the poisonous cloud Illithids, fireball throwing lizardmen, and just plain frelling strong and fast demons and beastmen, there is no shame in starting a genesis mod fortress with cage trap spam.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on May 14, 2012, 01:58:06 pm
      All right, now I have the Genesis versions in a state that I declare to be playable.
      (new keybindings, two new announcements, init file's tile track tile declarations, arena.txt change copied etc)

      *** ASCII: http://dl.dropbox.com/u/8967397/Genesis_3408b_ASCII.zip ***
      *** Phoebus: http://dl.dropbox.com/u/8967397/Genesis_3408b_Phoebus.zip ***
      *** Ironhand: http://dl.dropbox.com/u/8967397/Genesis_3408b_Ironhand.zip ***
      "h" key to define routes, without that minecarts do nothing. "H" for hotkeys.

      Changelog:
      Spoiler (click to show/hide)

      Spoiler (click to show/hide)

      d-T to designate tracks. Engraver job.
      q-w on a stockpile for wheelbarrow something. Choose 0-3 barrows for this stockpile.
      I guess the floor hatch symbol will be all right for either minecart or barrow.
      "k" on barrow or cart, enter to view, in there can set a follow-camera hotkey! or just k-F on it.
      "h" to define routes, without that minecarts do nothing I guess. "H" for hotkeys.

      Note: Is it just me, or is one crossbow shot in adventurer mode the same duration as 3-5 animal movement steps?

      Edit: Yay, got a minecart hauling ore! And didn't need to watch or read a tutorial.
      Errorlog has new lines like DOUBLE TAGGED ITEM: Store Item in Stockpile, gold nuggets // DOUBLE TAGGED ITEM: Store Item in Stockpile, silver nuggets
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Tirion on May 14, 2012, 03:23:30 pm
      Well, as Yoren said:  “I never liked crossbows. Take too long to reload!”
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Jackledead on May 14, 2012, 10:49:00 pm
      You are not alone Tomi, normals bows do the same thing, it sort of makes up for the power of these weapons, but i still think it is unfair. Me and that axeman should get the same amount of attacks, especially since my agility is superior.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: RetSpline on May 15, 2012, 07:31:07 am
      On my embark screen, I noticed that I could buy wheelbarrows made not only out of all woods and all metals, but also all stones. Seeing this, I decided to embark without any wheelbarrows or wood (I was embarking on a treeless biome). When I arrived I set up a Mason, Stonecutter, and Furniture Workshop, but I couldn't find the option to build a wheelbarrow anywhere. Was I just not looking hard enough, or can they not actually be made out of stone yet?

      edit: Just genned a new world to play around with some new ideas. Went in to check the castes of my starting 7 so as to change my starting build accordingly. I have 5 Steel dwarves and 2 Jade dwarves  :o Unfortunately, I turned off Reveal All History during world generation so I can't load up legends to look into the matter, but I would guess that all the other castes just died off in this civilization? Or can dwarves give birth to children from other clans and I just happened to end up with a particularly fortuitous set?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on May 15, 2012, 01:33:23 pm
      On my embark screen, I noticed that I could buy wheelbarrows made not only out of all woods and all metals, but also all stones. Seeing this, I decided to embark without any wheelbarrows or wood (I was embarking on a treeless biome). When I arrived I set up a Mason, Stonecutter, and Furniture Workshop, but I couldn't find the option to build a wheelbarrow anywhere. Was I just not looking hard enough, or can they not actually be made out of stone yet?
      Can not make them of stone. Wood and metal only. Make them at the carpenter shop out of wood.

      Castes are random, any momma dwarf can have any caste offspring. You just got a mad die roll with 5 steelers.

      How are y'all feeling about your coke and antracite veins, if you have any? Too much coal from smelter reactions perhaps?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Broseph Stalin on May 15, 2012, 02:03:19 pm
      All right, now I have the Genesis versions in a state that I declare to be playable.
      (new keybindings, two new announcements, init file's tile track tile declarations, arena.txt change copied etc)

      *** ASCII: http://dl.dropbox.com/u/8967397/Genesis_3408b_ASCII.zip ***
      *** Phoebus: http://dl.dropbox.com/u/8967397/Genesis_3408b_Phoebus.zip ***
      *** Ironhand: http://dl.dropbox.com/u/8967397/Genesis_3408b_Ironhand.zip ***
      "h" key to define routes, without that minecarts do nothing. "H" for hotkeys.

      Changelog:
      Spoiler (click to show/hide)

      Spoiler (click to show/hide)

      d-T to designate tracks. Engraver job.
      q-w on a stockpile for wheelbarrow something. Choose 0-3 barrows for this stockpile.
      I guess the floor hatch symbol will be all right for either minecart or barrow.
      "k" on barrow or cart, enter to view, in there can set a follow-camera hotkey! or just k-F on it.
      "h" to define routes, without that minecarts do nothing I guess. "H" for hotkeys.

      Note: Is it just me, or is one crossbow shot in adventurer mode the same duration as 3-5 animal movement steps?

      Edit: Yay, got a minecart hauling ore! And didn't need to watch or read a tutorial.
      Errorlog has new lines like DOUBLE TAGGED ITEM: Store Item in Stockpile, gold nuggets // DOUBLE TAGGED ITEM: Store Item in Stockpile, silver nuggets
      I think toady mentioned the crossbow thing before, IIRC he couldn't figure out how to allow a character to move during the "reload" times.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Mrhappyface on May 15, 2012, 04:39:02 pm
      I though the Orc language files were a bit weird (being half Orc/Nord myself), and realized that's all in Onyomi, and not contemporary Japanese. Makes more sense, considering the medieval setting.  :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TuefelHundenIV on May 16, 2012, 01:54:08 am
      I had a thought.  If dwarves can ride minecarts would it not be possible to mod in mounts?  Base it on both wagons and  mine cart code.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on May 16, 2012, 08:40:40 am
      I had a thought.  If dwarves can ride minecarts would it not be possible to mod in mounts?  Base it on both wagons and  mine cart code.
      Yeah, but modders can not add a "get on mount" command in adventurer mode. Toady has not put in the code that lets fort mode citizens get on mounts (they'd need AI code (if-tame-mount-nearby-and-would-speed-my-travel) for that, or a thing in military assignments screen).
      And Minecarts are limited to moving on tracks and are container-type furniture. And wagons are special limited-movement animals.
      And dwarves traditionally do not ride.

      Currently trying the Brain Stem minimod in my Genesis Ironhand world. its thread: http://www.bay12forums.com/smf/index.php?topic=103404.0
      Animated armors killed 90% of citizens :´( Three survivors ALL RUNNING AROUND BABBLING. While two caravans. Then the insane ones died and fort ended.

      Hey guys, DwarfTherapist-0.6.12 and newer now autodownload the .08 memory layout data!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Tirion on May 16, 2012, 11:49:16 am
      I had a thought.  If dwarves can ride minecarts would it not be possible to mod in mounts?  Base it on both wagons and  mine cart code.
      Yeah, but modders can not add a "get on mount" command in adventurer mode. Toady has not put in the code that lets fort mode citizens get on mounts (they'd need AI code (if-tame-mount-nearby-and-would-speed-my-travel) for that, or a thing in military assignments screen).
      And Minecarts are limited to moving on tracks and are container-type furniture. And wagons are special limited-movement animals.
      And dwarves traditionally do not ride.

      Currently trying the Brain Stem minimod in my Genesis Ironhand world. its thread: http://www.bay12forums.com/smf/index.php?topic=103404.0
      Animated armors killed 90% of citizens :´( Three survivors ALL RUNNING AROUND BABBLING. While two caravans. Then the insane ones died and fort ended.

      Hey guys, DwarfTherapist-0.6.12 and newer now autodownload the .08 memory layout data!

      Dwarves are traditionally not riding horses. http://i217.photobucket.com/albums/cc4/Borf_the_Dwarf/BW_Thundertusk_Cavalry.jpg :D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TuefelHundenIV on May 16, 2012, 01:49:36 pm
      Modders also modded in magic and breath attacks before toady made them available to adventure mode.  Along with a host of other features.  I am sure the various clever modders can figure something out.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Deon on May 16, 2012, 02:28:40 pm
      I can make you a stick horse, does that count?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Dwarfiame on May 16, 2012, 03:20:14 pm
      It seems that my dwarf fortress game with the latest mod update crashes when the season changes to winter. It's a slight improvement to when it used to crash when it changed to fall but still bad. If anyone can help me fix this that would be grand.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Broseph Stalin on May 16, 2012, 03:29:29 pm
      It seems that my dwarf fortress game with the latest mod update crashes when the season changes to winter. It's a slight improvement to when it used to crash when it changed to fall but still bad. If anyone can help me fix this that would be grand.
      Is it crashing or just locking up? Sometimes vanilla locks up when the game tries to freeze all the water on the map at once.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Dwarfiame on May 16, 2012, 03:57:42 pm
      It seems that my dwarf fortress game with the latest mod update crashes when the season changes to winter. It's a slight improvement to when it used to crash when it changed to fall but still bad. If anyone can help me fix this that would be grand.
      Is it crashing or just locking up? Sometimes vanilla locks up when the game tries to freeze all the water on the map at once.
      It crashes entirely. It could be that as it only crashes at winter. I usually play on maps with a river running through it. I also play on larger than normal maps so that could be a problem too, usually 3x4 tiles. If playing on smaller maps would help then I would do that.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on May 16, 2012, 05:32:03 pm
      If you want to try the three-part brain in Genesis,
      use these three files http://dl.dropbox.com/u/8967397/DF%20Genesis%20Brain%20Stem%20modpack%20May16.zip
      and roll a new world. Quick to try an adventurer who aims for the head.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TuefelHundenIV on May 17, 2012, 12:39:19 am
      Deon: Lol. 

      I would not be surprised if toady puts out mounts in the not so distant future.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Deon on May 17, 2012, 01:10:04 am
      Yeah, you can already fast travel on minecarts (it produces a bug though, the minecarts disappears from under you the moment you stop travelling and you fly in the direction you were moving before fast travel), so there's a lot of bugs and tweaks to sort, but it's a more or less working system for mounts already.



      I'm continuing to work on Genesis 4 more.

      Today I've added two hostile races: barbarians and undead.

      Barbarians consist of: goblin bowmen and spearmen, orcish crossbowmen and swordsmen, barghest wrestlers, minotaur axemen and troll macemen.
      Undeads consist of: skeleton spearmen and archers, revenant pikemen and axemen, zombie wrestlers, wraith swordsmen and lich macemen (called "lich masters"). Liches raise undead, but they are rare.

      I will use the "natural skill for a specific caste" trick to make appropriate tiles for them.

      I am going to go with the "multi-caste hostiles" system for almost any race which sieges you, it adds variety and fun (and different types of enemies, because when the only thing which makes them different is a weapon, it becomes boring).

      And yes, Genesis 4 is harder :P.



      P.S. I've added nords too, but I am not sure about "keepers". I want to invent a few fantasy names for human races, and make a few different creatures to be a possibility for plains' humans (like subterranean people can be fishmen, lizard men etc). I will make them different only by looks (various eye color/skin color/hair combinations, descriptions and race names), it will make humans more diverse without going into the "omg racism" field.

      But I will keep nords as a separate race, they are badass. I plan to name them nibelungs, niblungs, nyblings or niflungs. I will let TomiTapio to pick the name.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Meph on May 17, 2012, 01:32:16 am
      If you are looking for more human "races" why not take ancient rl-civs ? Azteks pack quite a punch, with their crazy sacrificial magic, feathered-snake gods, obsidian swords and jaguar pelts.

      PS: Heh... competition. :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Tirion on May 17, 2012, 01:55:32 am
      New race? How about something like the http://dragonage.wikia.com/wiki/Darkspawn? It'd be more a god-bestowed curse than an entity, but one that can easily become a massive threat during worldgen.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on May 17, 2012, 08:44:57 am
      Hey, .09 is out now! Maybe I will update OldGenesis(TM) tonight, within six hours.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Deon on May 17, 2012, 09:01:59 am
      Awesome.

      You did not tell how do you want me to name nords out of that list (or something similar).

      I went ahead and added a rare skald caste to nords, they can sing songs and inspire friendly people (an opposite of a curse).
      Plain humans get either prophets (buff friends) or shamans (curse enemies) based on their ethnicity.



      New enemy race is being worked on. Corruptors.

      Wrestlers - mindflayers. They can cast invisibility and levitate for short period of time. They can inject larva which has a good chance to make the person crazed for some time.
      Pikemen - stygians, mindflayers with a tail instead of legs. They have terrifying glaives and can cause confusion (dissiness, slowdown).
      Swordsmen and axemen are just thralls.
      Crossbowmen are soulhunters, faceless creatures surrounded by shadows. They are originally good with crossbows and they can paralyze a single person with their gaze.



      Also beak dogs are gone. Evil races now ride blight hounds, scaled dog-like creatures with a carapace and a scorpion tail. They can speed up (cast haste on themselves) to leap ahead for a charge.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Rumrusher on May 17, 2012, 09:15:10 am
      aren't beakdogs the creatures in goldenaxe you could ride?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Dohon on May 17, 2012, 09:21:47 am
      Hey Deon, any plans regarding adding the dwergi (http://www.bay12forums.com/smf/index.php?topic=98101.msg2859924#msg2859924)? :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Tirion on May 17, 2012, 09:39:22 am
      I'm testing the brainstem mod in adventurer mode, so far it's good, headstabs are no longer an instakill but they are still serious injuries... usually.

      Also, Deon, please don't forget to include the trade liasons for other races, if it's still possible in the new release.

      EDIT: and please, if possible, could you remove the fixing of attributes and removal of hunger, thirst and drowsiness caused by learning secrets? Just because someone learns the secret of life and death, he doesn't need to become a lich, nor does he become incapable of doing push-ups. That's vampires. And could you please add more secrets/learnable magic? Fireballs, flight, ability to transform into something else at will, emitting vapors that bestow blessings/curses... the possibilities are numerous.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on May 17, 2012, 01:25:48 pm
      I guess the name "Niflung" (Niflungr) sounds the best to me. Nibelung would be more familiar to folks, but I'd rather not have that.
      Title: Re: Genesis Mod [ 3.29 ] - TomiTapio's unofficial update
      Post by: Mrhappyface on May 17, 2012, 02:04:06 pm
      Nice to see a reference to Siegfried Deon.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Meph on May 17, 2012, 02:14:42 pm
      How well known is the song of the nibelungs outside of germany anyway ? If I would go around and start asking random passerbys in germany about it most wouldnt know it...
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Jeoshua on May 17, 2012, 02:20:05 pm
      I'm an American, and I know about the whole Nibelung thing, and how it was used in propaganda.

      So... I'd say midling to fairly well.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on May 17, 2012, 02:28:16 pm
      When there's a big tangle of cables, it's a Kabelungenlied. :-´P
      Opera fans and Tolkien fans should have heard of the Nibelungenlied.

      Here's OldGenesis .34.09! New three-part brain from the Brain Stem project -- not save compatible! Roll a new world.
      http://dl.dropbox.com/u/8967397/Genesis_3409_ASCII.zip
      http://dl.dropbox.com/u/8967397/Genesis_3409_Phoebus.zip
      http://dl.dropbox.com/u/8967397/Genesis_3409_Ironhand.zip

      Changelog:
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Jeoshua on May 17, 2012, 02:37:03 pm
      While it's a decent name, I just worry that the whole Nibelung connection adds a bit of connotations I wouldn't have assumed for the Nords, at all.  When I think of them, they're more like the semi-mythical Rus, or even straight-up Vikings.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Tirion on May 17, 2012, 03:26:44 pm
      34.09? Thank you TomiTapio, hopefully that version's fort mod will not be so broken :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Twopences on May 17, 2012, 07:16:07 pm
      i was wondering if any1 could tell me about dwarf therapist and this mod
      since there are alot of new workshops i was thinking there was supposed to be alot of new jobs aswell
      on the dwarf therapist ver for this mod (whit the castes) is it only supposed to add castes or is it supposed to add new job aswell or does the new workshops use the vanilla jobs ?
      hope that ppl will answer me :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Meph on May 17, 2012, 08:04:08 pm
      All workshops use normal skills that are in DF already. It is impossible to add new jobs/skills to the game.

      There is a version of the dwarf therapist by splinterz that does read out the castes as well, but is not updated to 34.09 yet. Hope that helps
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Twopences on May 17, 2012, 08:07:31 pm
      ok ty for the answer :) helped alot
      Title: Re: Genesis Mod [ 3.29 ] - TomiTapio's unofficial update
      Post by: Mrhappyface on May 17, 2012, 08:50:12 pm
      May I write something?
      Title: Re: Genesis Mod [ 3.29 ] - TomiTapio's unofficial update
      Post by: TomiTapio on May 17, 2012, 09:16:41 pm
      May I write something?
      Like a short story set in Genesis lands? Or a tutorial or a FAQ list? Sure.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Tirion on May 18, 2012, 02:18:20 am
      If my interaction_secret.txt looks like this:
      Spoiler (click to show/hide)

      Does it mean that all necromancers in a world I generate will also learn to hurl fireballs?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Deon on May 18, 2012, 06:49:33 am
      No, these are example interactions not used anywhere. Necromancers in world gen use their own generated stuff.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Tirion on May 18, 2012, 07:28:47 am
      No, these are example interactions not used anywhere. Necromancers in world gen use their own generated stuff.

      And if I copy this in an interaction_necromancer.txt file in raws/objects, and set the number of randomly generated secrets to 0 or a sufficiently low number in advanced worldgen?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Meph on May 18, 2012, 11:27:10 am
      Then yes. Fear the Night, Dwarf Chocolate and deons Post-Apocalypse use the same system that you just described.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Tirion on May 18, 2012, 12:12:20 pm
      And I guess, FIREIMMUNE isn't a valid token in interactions? At least it's not listed in the wiki page... >:(
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Meph on May 18, 2012, 12:13:41 pm
      No, they only way to make a creature fireimmune is to transform it into a copy of the creature that has the tag in the raws already. It cant be added or removed with CE_ADD / CE_REMOVE.

      I think that this has little to do with Genesis however, so you better ask in the Modding Questions thread. ;)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Tirion on May 18, 2012, 01:36:26 pm
      Sorry for that. Also, TT please correct that entity_default.txt, that gorram hammerer still has the old, appointed-by-baron raws.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Meph on May 18, 2012, 02:56:55 pm
      Quote
      gorram

      Gorram as in... Shiny? That just aint right to me? And: Let me make one thing abundantly clear?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Tirion on May 18, 2012, 04:04:32 pm
      Quote
      gorram

      Gorram as in... Shiny? That just aint right to me? And: Let me make one thing abundantly clear?

      Sorry, watched too much Firefly XD

      And the vintage Hammerer raws are quite an annoying problem only turning up in genesis, since the hammerer is actually changed to be appointable from the very start, now that it's needed. And unfortunately, if I notice it after I made an otherwise perfectly good world up to and including several adventurers, I have to start it over again since entity_default.txt changes require a new world to take effect. And it's kinda easy to forget looking it up in the raws before world generation the 3rd time.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on May 18, 2012, 05:18:01 pm
      It is fixed, will be in next sub-release. Need to tune the "when civs attack" bits maybe a little.
      Hows the .09 maybe-hostile orcs for you guys?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on May 21, 2012, 07:22:48 am
      Hey guys, .10 of vanilla is out. It has five bugfixes and no raw changes.
      Just put the executable and the data/index in your DF Genesis and you're upgraded.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Ryusho on May 21, 2012, 12:40:21 pm
      Ooooh ^..^ I just started to mess with this..but..messing with it will be minimal untill I can figure out how to get the Dwarf Therapist or something to work with it >.<
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Deon on May 21, 2012, 03:18:56 pm
      Tomi, you seem to totally ignore another thread of Genesis :).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Arbinire on May 21, 2012, 05:47:07 pm
      Ooooh ^..^ I just started to mess with this..but..messing with it will be minimal untill I can figure out how to get the Dwarf Therapist or something to work with it >.<

      Try the version of Dwarf Therapist that's packaged with the Masterwork Mod.  Seems to work the best with the caste implementation in Genesis, IMO.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on May 24, 2012, 09:27:18 am
      Hey guys, 0.34.10 compatible Dwarf Therapist memory layout is out. Just launch your existing DT program, it'll download the layout.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Pikdome on May 27, 2012, 10:38:55 pm
      So the latest version of genesis is compatible with the .10 release right?
      As in, the file in the OP?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Deon on May 28, 2012, 12:53:17 am
      No, the new version is being developed here: http://www.bay12forums.com/smf/index.php?topic=109846.0

      If you want to play Genesis 3 on 0.31.10, use TomiTapio's 31.09-compatible version: http://www.bay12forums.com/smf/index.php?topic=52988.msg3291807#msg3291807
      Just replace dwarf fortress.exe and /data/index files with the new ones, and it will be 0.31.10.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on June 05, 2012, 03:42:18 pm
      Hey guys, here's Old Genesis 3.411, includes .34.11 DF. As usual, has my init files and my favorite Custom Medium Region worldgen params.

      http://dl.dropbox.com/u/8967397/OldGenesis_3411_ASCII.zip
      http://dl.dropbox.com/u/8967397/OldGenesis_3411_Phoebus.zip
      http://dl.dropbox.com/u/8967397/OldGenesis_3411_Ironhand.zip

      Changelog:
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Tirion on June 05, 2012, 04:31:35 pm
      34.11?
      So...many...fixes. Is it save-compatible with .09 and .10?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on June 05, 2012, 08:59:31 pm
      Should be save-compatible with my .09, where introduced the three-part brain. But noble changes might hurt save compatibility.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: seristal on June 05, 2012, 09:54:53 pm
      Can someone please help me understand on how to download this for .34.11? I have no idea on how to do this and would really appreaciate some help. (I also don't have ModLoader and it looks like I might need that)  :-\
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on June 06, 2012, 08:59:21 am
      Can someone please help me understand on how to download this for .34.11? I have no idea on how to do this and would really appreciate some help. (I also don't have ModLoader and it looks like I might need that)  :-\
      Click link in my forum signature, download, unzip to desired location, run the Dwarf Fortress executable. Three links, choose whether you want the Irohand, Phoebus, or ascii graphical tiles.
      No modloader needed (which would customize a mod by selecting which object files to keep in active raws folder).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: seristal on June 06, 2012, 09:14:12 am
      Was so simple lol. Thanks, that helped a lot!  :D

      Edit: Another question, will regular Dwarf Therapist work with this? :L
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: arghy on June 06, 2012, 09:07:15 pm
      Yeah really missing DT.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Urist McHammer on June 11, 2012, 05:59:40 pm
      For some reason when i click ASCII for the graphics im getting this weird half graphic and half ASCII look, also the background is a brown/tanish color.

      I want my ASCII back.  :-\
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Isher on June 13, 2012, 11:05:06 am
      I have never played this other than on adventure mode (I still have a comment up on the New York Times DF article about fighting a frost dragon, which was from this mod).

      Can someone give me their general impressions of playing this mod in DF mode? Is it like tons more confusing and random? Or sweet mod awesomeness?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Tirion on June 13, 2012, 01:42:41 pm
      I have never played this other than on adventure mode (I still have a comment up on the New York Times DF article about fighting a frost dragon, which was from this mod).

      Can someone give me their general impressions of playing this mod in DF mode? Is it like tons more confusing and random? Or sweet mod awesomeness?

      Awesomeness. Some of those extra workshops and reactions are a godsend.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Isher on June 13, 2012, 02:56:14 pm
      Ok then, well then I for one third the notion of some type of .11 Dwarf Therapist compatibility. :)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Arbinire on June 15, 2012, 02:57:09 pm
      Ok then, well then I for one third the notion of some type of .11 Dwarf Therapist compatibility. :)

      The one packaged with the lazy newb pack seems to work
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Putnam on June 15, 2012, 04:41:02 pm
      The DFhack crew posted 34.11 offsets within days of 34.11 coming out. Here's an ini file for compatibility:

      Put this file into your therapist/etc/memory_layouts/windows folder. (https://dl.dropbox.com/u/13790475/v0.34.11_graphics.ini)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Isher on June 15, 2012, 06:46:55 pm
      The DFhack crew posted 34.11 offsets within days of 34.11 coming out.

      I'm already using DT .11

      But on the previous page at the bottom you'll see a guy saying "does regular DT work with this?"

      And at the top of this page "yeah really missing DT"

      And that led me to believe that some of the extra jobs (like added workshop stuff) had not been integrated from this to DT.

      If what you linked is compatibility for Genesis, then I misunderstood you. Regardless, thanks.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Putnam on June 15, 2012, 06:49:46 pm
      I'm pretty sure that the only thing that Genesis DT has changed was making every caste that isn't male stone dorf not appear as female...

      (man that sentence is confusing to read)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Arbinire on June 15, 2012, 07:50:51 pm
      I'm pretty sure that the only thing that Genesis DT has changed was making every caste that isn't male stone dorf not appear as female...

      (man that sentence is confusing to read)

      Saddly this is still there.  Usually the tweaks Meph makes to DT for his Masterwork mod fixes that when reading Genesis as well, but who knows when we'll see Masterwork update to .11.  Might be able to get him to fork over the info on how to get DT to bypass this problem with castes though.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Putnam on June 15, 2012, 09:30:33 pm
      I would like that quite a lot as well--almost all of my mods are pretty caste-centered.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: wazupwolf on June 17, 2012, 01:35:55 am
      Can anyone tell me how to stop like when your on the big map. the key it shows isnt a key and it wont let me change it
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Putnam on June 17, 2012, 01:41:16 am
      >, or shift+period. That's a tileset issue, I think.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: wazupwolf on June 17, 2012, 01:43:12 am
      thanks man big help
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: chronicpayne on June 18, 2012, 10:39:02 am
      Starting to play tomitapio's 'old version' of this mod untill the new one is updated, so far so good, but a couple questions..

      Is there a text file or guide that goes over the added material in a bit more depth , specificly the stone layers?
      A list of them, what metals/gems they contain, the temperature resistances of the metals, etc
      Or a file that had information on the mod in general would be great, im curious about it all.

      A second question would be: I started off a game at the year 125, and noticed i couldnt choose from a whole bunch of starting animals, plants, etc. (no raptors! or even bears)
      What would the reasoning for that be?

      Any help would be appreciated, thanks.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Tirion on June 18, 2012, 10:48:10 am
      Starting to play tomitapio's 'old version' of this mod untill the new one is updated, so far so good, but a couple questions..

      Is there a text file or guide that goes over the added material in a bit more depth , specificly the stone layers?
      A list of them, what metals/gems they contain, etc.
      Or a file that had information on the mod in general would be great, im curious about it all.

      A second question would be: I started off a game at the year 125, and noticed i couldnt choose from a whole bunch of starting animals, plants, etc. (no raptors! or even bears)
      What would the reasoning for that be?

      Any help would be appreciated, thanks.

      Animals that are [PET] or [PET_EXOTIC] but not [COMMON_DOMESTIC] are domesticated by civilizations during worldgen. Legends entries, and often engravings commemorate such occasions. Plants also have to be accessed during worldgen.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Logrin on June 18, 2012, 11:05:23 am
      Genned a world with Tomitapio's version, ((Kudos to you good Sir)) where the nords had an over abundance of the particullarly heavy meteoric metal it seems. Fashioning what I can only assume is some sort of green star metal into all manner of absurdly heavy weapons, armor and house hold items.

      Currently playing as a (thankfully) Very large Nord decked out in full Meteoric armor and weilding a Meteoric Thunder Hammer. Haven't quite gotten my strength and armor user up (or become some sort of fearsome undead werewolf) but suffice to say combined with the new addition of skidding I feel like a monster.

      Also, three part brain.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Nexaduro on June 18, 2012, 06:20:21 pm
      I'm trying to work out the crafting system, and it seems like some butchering materials are useless. I find myself unable to make use of scales or skulls, which seem like they would lend themselves to armor crafting, and it seems like bowstrings cannot be made of gut.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Isher on June 18, 2012, 07:49:12 pm
      I'm trying to work out the crafting system, and it seems like some butchering materials are useless. I find myself unable to make use of scales or skulls, which seem like they would lend themselves to armor crafting, and it seems like bowstrings cannot be made of gut.

      This mod gets its crafting from another mod (i'm forgetting the name!) and many flags are unavailable for making stuffs. But you can make armor from dragon hides and spears from dragon bones (a pile of bones will still only make 1 spear) so many of the strange uselessness issues are forgivable.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Logrin on June 18, 2012, 08:51:17 pm
      Wanderer's Friend I beleive, I did at one time run Genesis with that very mod installed and it's spiritual successor, blacksmith's Friend. Not sure if adding that second one would still work under Tomitapio's version, but it might and allows for much more crafting. Not to mention blacksmithing, armor clad minotaur anyone?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on June 18, 2012, 09:57:43 pm
      Wonder if I should improve the adventurer crafting a little, due to the three categories of wood (price 1,2,3)..

      I've been making a Java space shooter the past 8 days, working title "Hundreds of Homing Missiles". Commentary and screenshots on my Twitter at https://twitter.com/Tomi_Tapio
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Logrin on June 19, 2012, 02:37:18 am
      TomiTapio, much like Deon you seem a monster of a million mods and side projects. Truly it astounds someone who can bare summon up the work ethic to draw a humorous comic now and again.

      By all means, I would love an improved crafting system for adventurer. Especially if it would allow for smelting armor and weapons. Doubly so if it included a few exotic or especially fun options.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Nexaduro on June 19, 2012, 12:31:46 pm
      TomiTapio, much like Deon you seem a monster of a million mods and side projects. Truly it astounds someone who can bare summon up the work ethic to draw a humorous comic now and again.

      By all means, I would love an improved crafting system for adventurer. Especially if it would allow for smelting armor and weapons. Doubly so if it included a few exotic or especially fun options.
      Especially *Fun* crafting.

      GOGO DWARVEN DYNAMITE GUN!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Putnam on June 19, 2012, 01:15:26 pm
      TomiTapio, much like Deon you seem a monster of a million mods and side projects. Truly it astounds someone who can bare summon up the work ethic to draw a humorous comic now and again.

      By all means, I would love an improved crafting system for adventurer. Especially if it would allow for smelting armor and weapons. Doubly so if it included a few exotic or especially fun options.

      Dwarf Chocolate has that.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: chronicpayne on June 22, 2012, 12:15:56 pm
      A few more questions since i cant seem to find info on the new metals in the raws.


      Thanks in advance!
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Meph on June 22, 2012, 03:55:52 pm
      The tweaks that I do to Dwarf Therapist ? You are sadly mistaken, all the credit goes to splinterz, his version is what I do use. Although he did change the way castes are read one or two versions ago, as you might guess I amnot up to date on everything here at the moment.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on June 23, 2012, 03:08:06 pm
      A few more questions since i cant seem to find info on the new metals in the raws.
      Goodness of OldGenesis metals is at http://df-genesis.wikidot.com/metals

      Alas, I'm not in the mood for DF modding or playing recently. Improving my Java game is too addictive.
      ps. two videos of my Missilemada game at http://www.youtube.com/user/TomiTapio?feature=guide
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Arbinire on June 25, 2012, 11:00:30 am
      The tweaks that I do to Dwarf Therapist ? You are sadly mistaken, all the credit goes to splinterz, his version is what I do use. Although he did change the way castes are read one or two versions ago, as you might guess I amnot up to date on everything here at the moment.

      I know, I was mistakenly using what i thought was Splinterz version of DT cause I had read it was what was packaged with the LNP 34.11 package. 
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on June 29, 2012, 12:24:21 pm
      Okay today I'm modding OldGenesis. release in a few days.

      .11b changes, 2012-06-29:
      - demons and illithids come later (trigger 5)
      - sylvan elves hate dwarves _already_
      - some minerals appear more often now, like rock salt
      - added Anorthite mineral, find it in gabbro and basalt.
      - making stone weapons out of rock and wood at the stonercutter's shop: get four of weapon, because don't need a WHOLE LOG for one weapon shaft.
      - dread troll is a little better at fighting.
      - hella many birds and beasts from PET to PET_EXOTIC (been on todo list for many DF versions)
      - wendigo renamed back to Blizzard man.
      - try training war moose.

      todo rock salt at reactions
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Deon on June 30, 2012, 05:34:19 am
      You could start your own thread for a better first post management :P. I am deep in C# hive right now, so I don't spend any time on modding.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on July 01, 2012, 10:31:43 pm
      Playing OldGenesis... (dogfooding)... oh dear, the Draltha are mighty killing machines now that they have a more durable brain.
      Didn't manage to test my rocksalt-into-edible-Salt-plant reaction.

      Saw Etur the marksdwarf hunting in the caves, but she was not a citizen, could not set her labors or name! Then she walked off the map at cave level.
      A beastman siege has a Giant Grasshopper with them :^) they were mostly defeater by six weapon traps, each having 4-10 dolomite maul/spear.
      --------------------------------------------------
      Other day edit: a frost wyrm killed 90-dorf fort. I just would not bleed to death, it was gigantic. In the end it was mayor and 30 tantruming unarmed kids vs wyrm.
      Got my rock salt into a "salt crystals plant" reaction finally working, with [PRODUCT:100:10:PLANT:NONE:PLANT_MAT:wildsalt:PLANT] (not STRUCTURAL) and made rock salt look like gems.

      You can try .11b Ironhand by using this raws folder: --deleted--
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on July 05, 2012, 05:13:39 pm
      Still adjusting things in OldGenesis... added five new minerals so far. Tried a glacier embark today, and added reaction to make Leather Bins (similar to IRL plastic bins).
      .11b  Changelog:
      --deleted--

      I think I should add this Argillite mineral too: http://en.wikipedia.org/wiki/Catlinite
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on July 08, 2012, 12:31:17 pm
      .
      All right, I'm ready to release this .11b OldGenesis. Deon's Genesis 4 is still in alpha and paused.
      Tell me if you feel something is wrong or has the wrong-looking tile.
      (altar of nature is poorly at the moment, I know that. Obsidian is blue on purpose.)
      Try to find black marble, pure marble, and jet! And make Leather Bins if you're low on wood. Stonecutter's shop and Alchemy shop, try them. And make a custom uniform that makes use of leather and bone masked helms, bone greaves, leather armor under chainmail...

      Changelog:
      Spoiler (click to show/hide)

      Phoebus tiles: http://dl.dropbox.com/u/8967397/OldGenesis_3411b_Phoebus.zip
      Ironhand tiles: http://dl.dropbox.com/u/8967397/OldGenesis_3411b_Ironhand.zip
      ASCII flavour: http://dl.dropbox.com/u/8967397/OldGenesis_3411b_ASCII.zip


      Screenshot using dfhack-package's Stonesense, outdoors fort (my rule: only channel down, and remove ramps - no mining diagonally or sideways)
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on July 11, 2012, 04:18:21 pm
      What, a beastman siege so soon! And they won. Bone and leather armor with 7 untrained dorfs, 3 ok-skills dorfs was no match for them. (no trap yet, too early)
      And they brought a war mammoth:
      Spoiler (click to show/hide)

      Some tuning with arena... hmm, takes over 15 dragon raptors to kill a Red Dragon... after I nerf its rate of fire.
      (too much of a chore to give armor and weapons in the arena!)

      5 gray beastmen vs 5 dragon raptors: raptors won totally but took like 25 hurting spots.
      5 gray beastmen vs 5 cave croc... beastmen won, but only barely. 2 survivors.
      5 gray beastmen vs 10 unarmed steel dwarfette: dorfs totally won.
      5 elephant vs 10 unarmed steel dwarfette: 3 elephant survivors.
      5 gray beastmen vs 5 earth elemental: total beastman victory! Need to boost EE.
      5 gray beastmen vs 5 earth elemental: now 4 EE survive, long battle.
      10 dread beastman vs 2 red dragon: dragons win taking zero damage. -- 20 dread? no damage to dragons.
      2 red dragon vs 7 cave dragon: cave victory.
      1 red dragon vs 25 dread beastmen: beastmen win, but slowly. 18 survivors.

      10 gray beastmen vs 5 thunderbirds: 4 thunderbirds survive, most acceptable.
      1 red dragon vs 5 thunderbirds: absolute dragon victory :( :( :( buff TB. Oh, TB was only 1000kg. Change to 3 tons.
      1 red dragon vs 5 thunderbirds: 2 TB live, and they have no injuries. Acceptable. (imagines supergiant eagle claws ripping at dragon's face)
      1 red dragon vs 12 cave croc: dragon wins and takes FIVE TOE INJURIES.
      1 red dragon vs 20 gray beastmen: dragon wins, taking 1-2 small injuries. Acceptable. (vs 10 bloody: dragon wins.)
      10 naked unarmed stone dwarf vs 10 gray beastman: total beastman victory. Acceptable.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Roses on July 11, 2012, 05:27:33 pm
      1 red dragon vs 12 cave croc: dragon wins and takes FIVE TOE INJURIES.

      Hahaha, I just imagine the cave crocs only being big enough to bite at the dragons toes.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Ma55Murd3r on July 12, 2012, 07:11:57 pm
      i think i found a bit of a bug... Have over 500 food and yet my dwarves continue to starve idk what to do
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Broseph Stalin on July 12, 2012, 08:25:11 pm
      i think i found a bit of a bug... Have over 500 food and yet my dwarves continue to starve idk what to do

      Burrows, subterranean trees, locked doors, removed staircases this happens alot and it's generally one of those four things.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on July 13, 2012, 11:36:47 am
      Cook that meat and tallow into meals. Dorfs don't eat raw meat (tastes bad with beer and is much less nutritious).
      j-m-q-meal is the jobs manager mnemonic for that.
      Anyone used yet my "rock salt boulder into kitchen salt" at the stonecutter workshop?

      Also, unforbid tantrum-thrown food barrels (d-b-c [claim, in rectangle]), might have a 100 pizzas in one barrel.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Ma55Murd3r on July 14, 2012, 12:29:29 am
      ive dont all that prepared meals and other food items have seperate stockpiles yet they still refuse to eat
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Tirion on July 15, 2012, 09:47:12 am
      Nice additions. One more thing wouldn't hurt: adding a healing rate to cartilage. Because I find it unlikely that noses and ears should never ever heal.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on July 15, 2012, 05:56:04 pm
      Nice additions. One more thing wouldn't hurt: adding a healing rate to cartilage. Because I find it unlikely that noses and ears should never ever heal.
      Hoof, horn, cartilage got [HEALING_RATE:2500] now. Shell got healing rate many months ago. Your livestock will be grateful.
       
      Next OldGenesis release maybe in 2 weeks. [currently playing & editing Phoebus folder; would take 1-3 hours to sync changes to the other two tilesets.]

      Anyone got ideas what the gods give when you A) sacrifice toys made of metal and B) sacrifice trumpets.
      Also, do we want a workshop that requires toys or instruments or cauldrons+pots to construct?


      Edit: tuning Cobaltite, because it is so annoyingly common in my embarks... "all cobalt gear" is too tempting/common compared to hammered irom and copper...
      Spoiler (click to show/hide)
      .11c changelog so far:
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: GrizzlyAdamz on July 18, 2012, 08:48:08 am
      Anyone know where I can find a new list of relative metal values? Just tried testing to determine some properties of white and black bronze, but it's slow-going and the results aren't definitive, (might be human error).
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on July 18, 2012, 09:36:29 am
      Anyone know where I can find a new list of relative metal values? Just tried testing to determine some properties of white and black bronze, but it's slow-going and the results aren't definitive, (might be human error).
      That is a F.A.Q. :´)
      See http://df-genesis.wikidot.com/metals unless Deon has put the Genesis 4 (alpha stage) stuff there already. Oh, some of the wiki's images seem to have expired on whatever hosting service.

      And the white bronze, CuNi, is currently having the same numbers as black bronze. IRL white bronze's specialty is resisting sea water corrosion.
      Spoiler (click to show/hide)

      my OldGenesis .11c changelog so far:
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: GrizzlyAdamz on July 18, 2012, 11:20:16 am
      I saw that it (white bronze) wasn't listed in the wiki, and that it (the wiki) was labeled as outdated. Figured if there's one new mat, there might be others.

      Ah, I'd settled on it being identical to black, thank you for confirming it  :)
      Carry on.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Wiro on July 21, 2012, 08:52:53 am
      Somewhat confused by the posts here. Is there a version of Genesis available that is up to date with the latest DF release?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: greycat on July 21, 2012, 10:05:38 am
      According to Tomi's signature, the latest is http://dl.dropbox.com/u/8967397/OldGenesis_3411b_ASCII.zip which appears to be for DF version 0.34.11.  Or the analogous download if you use one of the tilesets.

      If you're not on Windows, then you probably need to copy over the platform-specific executable programs/libaries from a DF release, into the Genesis directory.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: GrizzlyAdamz on July 21, 2012, 08:24:38 pm
      Hmm, might just have to take a look at  sir tomi's work.
      Has he (have you) done much with adventure mode?

      Messing with reactions, I'm unsure as to why master deon had the 'decorate' section he did- 4 commands without mat restrictions would've been much better imo.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on July 22, 2012, 07:10:00 pm
      Hmm, might just have to take a look at  sir tomi's work.
      Has he (have you) done much with adventure mode?
      Nope, very little adventurer reaction changes. I did add "kitchen dagger" and "kitchen axe" so you might find half-decent weapons in monster lairs' kitchen tools.

      I added adventuremode-soundmessages to humanoids, so you HEAR the bandit camp spitting and shouting. (people can help me with that section; would like all animals to have sounds.)
      Spoiler (click to show/hide)

      Oh and the three-part brain changes alter combat balance. And got pain & bleeding tuning, so N crossbow bolts into Y sized animal should cause fainting.
      Genesis crossbows have inbuilt bayonets; go stab some wild boars! Oak and other furniture hardwoods stab better than pine,fir,birch etc.
      I like adding new trees and minerals from the real world!


      My OldGenesis Changelog so far:
      Spoiler (click to show/hide)

      ps. if you search Twitter with "#DwarfFortress" you should find my tweets there.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: GrizzlyAdamz on July 23, 2012, 11:49:50 am
      Hmm, well then I might just see about tacking wanderers friend and blacksmith's friend onto your version. What would you say the smelting ingredients are for new alloys like red steel and white bronze?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Tirion on July 23, 2012, 06:58:37 pm
      Even non-warfare metals can be made into bolts and arrows, do I remember correctly? A great way to turn nickel, zinc and lead into fort-saving deadly hail of bolts instead of shitty furniture.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on July 23, 2012, 07:45:22 pm
      Hmm, well then I might just see about tacking wanderers friend and blacksmith's friend onto your version. What would you say the smelting ingredients are for new alloys like red steel and white bronze?
      White bronze is a real-world seawater-corrosion resistant alloy.  75:25 Copper:Nickel, see http://en.wikipedia.org/wiki/Cupronickel
      Red Steel is magic, and made with: steel, bauxite, the high heat of magma. Not for adventurer I think.

      Even non-warfare metals can be made into bolts and arrows, do I remember correctly? A great way to turn nickel, zinc and lead into fort-saving deadly hail of bolts instead of shitty furniture.
      Yeah, that emerged from me playing with crossbow squads (try an outdoors-only fort! Hunt a million. More fps due to no tunnels.)
      Ammo enabled are: billon, brass, pewters, nickel, tin, zinc, aluminum, electrum, rose gold, silvers.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: GrizzlyAdamz on July 24, 2012, 09:09:59 am
      Point taken with the red steel, but that means scavenged black steel would be the best stuff an adventurer could expect to forge. Dragon hearts instead of magma perhaps?
      Heh, I could see the secret to smelting red steel and better being guarded much like necromancer secrets- with animated armor sentinels instead of necros/zombies.

      Back on topic though: What are ilmenite & bauxite, and could there be replacements for them?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on July 24, 2012, 09:20:02 pm
      Back on topic though: What are ilmenite & bauxite, and could there be replacements for them?
      Quote
      "Bauxite is an aluminium ore and is the main source of aluminium. This form of rock consists mostly of the minerals gibbsite Al(OH)3, boehmite γ-AlO(OH), and diaspore α-AlO(OH), in a mixture with the two iron oxides goethite and hematite, the clay mineral kaolinite, and small amounts of anatase TiO2.

      "Ilmenite is a weakly magnetic titanium-iron oxide mineral which is iron-black or steel-gray. It is a crystalline iron titanium oxide (FeTiO3).
      I guess if the adventurer had some steel, aluminum bars and magic reagent instead of bauxite...  no idea what magic thingy adventurer could find; no mining, no harvesting from caves-3. Right! Soulgem(renamed brain) that powers some of the non-organic monsters. I could add something wolfpack-like that has soul gems. Ideas?
      I have the 50kg "bronze statue" already wandering some caves. (mountain, desert, caves) (benign+evil quite rare :( Deon limited it to niche "haunted" area so i don't encounter them anymore... Guess I'll duplicate it into a rare normal_normal area version. )

      Guess no chance of adventurer picking up loose ilmenite stones from the outdoors.
      Some magical heat source for forging? Flame gem from some semimegabeast... hmm. Radiation-flavour Horta? "Living rock, heated by a strange gem" sounds all right. Yeah, I feel like adding a made-of-stone outdoors creature.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: GrizzlyAdamz on July 27, 2012, 09:08:00 pm
      My apologies for my tardiness in replying.
      Hmm, new type of boogeyman- gargoyle? Rarer/tougher.
      You'd be walking a line between breaking it with difficulty and giving the PC a surplus.
      Also, the bits that animated armor sets are butchered into could be of value-
      While they'd be a good lore mat for the rare titanium, it doesn't match with the abundance of black steel in orcish empires;
      Nowadays just march yourself into an orcish kingdom and you get all the black steel you'd ever need.

      Heads up: I'm stealing the reaction files from those two mods I mentioned, wanderer's friend and its addon blacksmith's friend. I for one would very much like to see more adventure mode features, so you should get in contact with those authors, (if BS's is still online), and see what you can co-opt.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on July 28, 2012, 01:58:58 am
      Hmm, new type of boogeyman- gargoyle? Rarer/tougher. You'd be walking a line between breaking it with difficulty and giving the PC a surplus.

      Nowadays just march yourself into an orcish kingdom and you get all the black steel you'd ever need.
      Oh, orcs have that much? I really don't adventure much in OldGenesis (or any other DF).

      I hate boogeymen. Just adds a hoop of "must sleep in towns or a wolfpack of skill +4 gets you" to jump through.
      So I roll worlds without night boogeymen    [BOGEYMAN_NUMBER:0]

      Already have gargoyles and giant gargoyles; in evil any_land.
      Just now I made
      - new normal_normal creature: Living rock. "(Size 90, amorphous rock) A mass of living rock with four tentacles. It looks to be heated by a strange gem. It does not seem dangerous given its slow speed." In the desert, and tropical forest.
      and I need to play some to test it... copied rock tissue code from gargoyles.

      #protip: pasture animals near your surface entrance and in your caverns-grass-entrance. A little bit more safety for your dorfs. Watch out for the antman groups!

      Unrelated image: Freezing forest, thaw is starting.
      Spoiler (click to show/hide)
      Note the yellow logs (value 2 fairwood) and rarer red logs (value 3 goodwood).

      Edit2: Idea! Separate reactions "basic wood to charcoal" "furniture wood to charcoal" "elite wood to charcoal"! Less stockpile managing to "avoid burning best woods".
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Jackledead on July 28, 2012, 03:26:07 am
      Edit2: Idea! Separate reactions "basic wood to charcoal" "furniture wood to charcoal" "elite wood to charcoal"! Less stockpile managing to "avoid burning best woods".
      Tomi, I really like that idea, please carry it out =D
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on July 28, 2012, 06:31:39 am
      Implemented and tested :^) I like it too, set furnace on repeat burn-basic and let carpenter have all the good logs.
      For Ironhand users who are in a hurry, http://dl.dropbox.com/u/8967397/Ironhand%20.11c%20inprogress%20raws.zip (of course roll a new world)

      Still 1-7 days away a proper all three tilesets OldGenesis .11c release. There's about 27 items in the changelog.
      What ten animals should get adventure mode soundmessages? I think I already gave sounds to Raptors and wolves.

      Managed to crash the worldgen today. Unknown what caused.
      Saw a "Skilled skilled" dorf skill in military positions assigning screen. Shearer with mining I think she was.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: GrizzlyAdamz on July 28, 2012, 02:12:02 pm
      Quote
      Oh, orcs have that much? I really don't adventure much in OldGenesis (or any other DF).

      I hate boogeymen. Just adds a hoop of "must sleep in towns or a wolfpack of skill +4 gets you" to jump through.
      So I roll worlds without night boogeymen    [BOGEYMAN_NUMBER:0]
      Yep, half of all bandits and soldiers have one or two pieces, mainly weapons, but some armor as well.
      At one point I realized the blacksteel weapons/armor I was leaving behind were the most valuable bits from the camps- my speed soon dropped to 400, and stayed there.

      Couldn't agree more about the boogeymen , but they're the only buggers I knew of that are available everywhere and could account for strange magic orbs of radiation.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Putnam on July 28, 2012, 02:51:23 pm
      Or you could get a companion >_>
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: GrizzlyAdamz on July 28, 2012, 04:35:27 pm
      Companions are kind of...not worth it. You lose them at every river crossing, have to wait for them to regain consciousness, they cause enemy encounters to be more numerous, steal your kills, determine the flow of battle, chase after and attempt to kill all wild animals....grabbing a retired badass adventurer fixes some of those, but they still have their issues and good luck finding them.
      Deleting boogeymen and going solo is the best way to go.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on July 31, 2012, 05:23:40 am

      All right, I'm ready to release this .11c OldGenesis. (Deon's Genesis 4 is still in alpha and paused.)

      Phoebus tiles: http://dl.dropbox.com/u/8967397/OldGenesis_3411c_Phoebus.zip
      Ironhand tiles: http://dl.dropbox.com/u/8967397/OldGenesis_3411c_Ironhand.zip
      ASCII flavour: http://dl.dropbox.com/u/8967397/OldGenesis_3411c_ASCII.zip


      about 30 entries long changelog:
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: GrizzlyAdamz on August 01, 2012, 02:36:01 pm
      Thought I'd give some more feedback from ADV mode: those baldur monks? Sneaky little assassins of my adventurers- or if not them, my companions. Every few sites, one pops out 5 blocks away and breaks one of us- at least in 34.11b. No loot either, just 1 less companion.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on August 01, 2012, 03:00:25 pm
      Thought I'd give some more feedback from ADV mode: those baldur monks? Sneaky little assassins of my adventurers- or if not them, my companions. Every few sites, one pops out 5 blocks away and breaks one of us- at least in 34.11b. No loot either, just 1 less companion.
      Hmm... they should be rare at frequency:5, but I guess there are so few mobs tagged AMBUSHPREDATOR that the game might use them a little more often. I'll remove their NOPAIN and reduce their sneaking skill a little, they're not supposed to be that good at stealth. Maybe a few less biomes for them.

      No loot - yeah, all three monks, plus Goblin Adventurer, are naked and unarmed because can't force clothes&armor on them even if put [EQUIPS] on them. They may pick up weapons from the ground.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: GrizzlyAdamz on August 01, 2012, 03:27:41 pm
      Doh, hang on a sec, I don't think that was 34.11 that I was playing. Might be wasting your time here...lemme check.

      -edit
      yep scratch that, was playing the ooold version of genesis mod. My apologies for that.


      -edit
      Hey, heads up: I just started with a 'living rock leather backpack'


      -edit
      Upon further testing, monks are still quite plentiful in 34.11c, so I wasn't wasting your time in a sense.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Tirion on August 01, 2012, 05:28:58 pm
      Doh, hang on a sec, I don't think that was 34.11 that I was playing. Might be wasting your time here...lemme check.

      -edit
      yep scratch that, was playing the ooold version of genesis mod. My apologies for that.


      -edit
      Hey, heads up: I just started with a 'living rock leather backpack'

      lol, looks like something should have no skin :P
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: GrizzlyAdamz on August 07, 2012, 10:28:29 pm
      Hmm, say, what's the average size of a pain demon? 180,000?
      -edit
      also, 1. holy crap meteoric iron = steel. 2. Did you intend to have it called 'meteoric' instead of 'meteoric iron'?
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: TomiTapio on August 08, 2012, 05:27:21 am
      Hmm, say, what's the average size of a pain demon? 180,000?
      also, 1. holy crap meteoric iron = steel. 2. Did you intend to have it called 'meteoric' instead of 'meteoric iron'?
      demon of pain, male, speed 700, 200kg.
      demon of lust, female, speed 700, 200kg. Two wings.
      Both have bite dodge kick at level 3, and fighting at 5.

      1. Meteor metal is relatively rare, and so much nicer than cobalt.
      2. yeah, of course Deon chose "meteoric" instead of "meteoric low-grade steel"; long material names don't fit the interface, like bismuth bronze.

      EDIT: Here's the upgraded Altar of Nature in action: It's slightly hard to build, N toys to get the rings, N-1 instruments to get a drum.
      Spoiler (click to show/hide)

      Thank you, Tomi! I will update the first post.
      Cheers mate. I am still the "customer support" for this mod :^) And I began tuning back when this mod was called DF Complete.
      Just finished seven days of the Dirt3 rally game, it was a library loan. Someday I'll need to learn how to draw steal new icons for the mods...

      Edit3: dang, a Balor came and died in under one page of combat log. Black Steel Spear to the brain. Balor did zero attacks.
      Title: Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.29 ϟ] - TomiTapio's unofficial update
      Post by: Deon on August 08, 2012, 05:56:58 am
      How is this thread still afloat? :P I get a new job, start working during nights AND days, only sit at my PC to play some Space Station 13 and only dream about DF...

      The answer is TOMITAPIO. Oh hell, I thought my mod is on the 8th page or something. Thank you, Tomi! I will update the first post.
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: GrizzlyAdamz on August 08, 2012, 04:41:38 pm
      Not even low-grade, it's just steel.

      Spoiler (click to show/hide)
      Spoiler (click to show/hide)
      Was somewhat surprised when it started cleaving through iron like butter, thought it was just a really really heavy mat or something. edit

      Gotcha, but how does one determine [SIZE] as used by weapons and the like? I think I tried setting [TWO_HANDED] to 180000 and it worked, so no biggie, but I'm curious.
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: TomiTapio on August 08, 2012, 05:27:35 pm
      Gotcha, but how does one determine [SIZE] as used by weapons and the like? I think I tried setting [TWO_HANDED] to 180000 and it worked, so no biggie, but I'm curious.
      Quote
      [ITEM_WEAPON:ITEM_WEAPON_AXE_BATTLE]
      [NAME:battle axe:battle axes]
      [SIZE:700][SKILL:AXE]
      [TWO_HANDED:47500] [MINIMUM_SIZE:42500]
      [MATERIAL_SIZE:4]
      [ATTACK:EDGE:10000:2800:hack:hacks:NO_SUB:1250] etc.
      Minimum size tells how big you need to be to use item at all. (think six meter pike and hobbit)
      Once you're bigger than TWO_HANDED you can use it with one hand. That's how I see it.
      Wiki on vanilla weapon sizes: http://dwarffortresswiki.org/index.php/Weapon#Size   whaaaaat, dorfs vary in size that much?

      ps. Clearing out some old stuff from my Dropbox share...
      Spoiler (click to show/hide)
      pps. fuck whips, because all blunt is set to go through armor.

      Next release's changelog so far:
      Spoiler (click to show/hide)

      --------------------------------------------------
      Yar I know, but how the heck do you find out how big something is? You said demons were 3x the weight of the average dorf, (yeah, I thought that (variance) was wierd too), so I figured size could be correlated and set it appropriately. But how do you know for certain? What's size based on? Height/weight, but how do you find out what those are?!
      You look at a creature's raws, its
      Quote
         [BODY_SIZE:2:0:200000]
         [BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
         [BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
         [BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
      The modifiers cause the tallness and wideness variance... and in-game you can not see the SIZE (volume, but we think in kilograms) of a creature.
      But can see its corpse's weight when it's dead. So... start weighing your dead dwarves!
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: GrizzlyAdamz on August 08, 2012, 05:37:57 pm
      Yar I know, but how the heck do you find out how big something is? You said demons were 3x the weight of the average dorf, (yeah, I thought that (variance) was wierd too), so I figured size could be correlated and set it appropriately. But how do you know for certain? What's size based on? Height/weight, but how do you find out what those are?!

      -edit
      gah, civilized_creatures eh? Was looking through subteranean/entities and such, couldn't find them. thank you kindly.

      Quote
      - picks are now much worse as weapons. Use a weapon.
      Hey it's not their fault they make for a good weapon. DF might not be able to model weapon properties well, (swing speed & range come to mind), but in the current system the mining pick is modeled faithfully. It ends in a point, has a capacity for enormous penetration and not only is it heavy, but it's all focused at the end of the haft. If you change it's properties, you won't be modelling a mining pick anymore- less penetration, lower velocity mult, and you've got a balanced nailbat, not a mining pick.
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: Putnam on August 09, 2012, 11:59:58 am
      "Meteoric"? Why not have it be named "meteoric steel" and have the adjective be "meteoric"?

      So you have "Meteoric steel" that is turned into "meteoric ingots" and made into "meteoric (weapon/armor)"

      [STATE_NAME:ALL_SOLID:meteoric steel]
      [STATE_ADJ:ALL_SOLID:meteoric]
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: GrizzlyAdamz on August 09, 2012, 11:36:51 pm
      I'd have guessed that'd make it 'meteoric meteoric steel' myself. /shrug I tweaked/renamed it to orphium and called it a day. Also seems as if sun gold = steel as well, and moon steel does the same except lighter and with a better edge.
      Spoiler (click to show/hide)
      Spoiler (click to show/hide)
      Spoiler (click to show/hide)

      were these originally placeholders so that other races could have flavor armor? nords with meteoric iron, elves with sun gold instead of steel, moon silver instead of colored steel, that kind of thing.
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: Putnam on August 09, 2012, 11:47:21 pm
      I'd have guessed that'd make it 'meteoric meteoric steel' myself.

      No; the NAME doesn't appear in cases where the ADJ does (I.E items) and the ADJ doesn't appear where the NAME does.
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: TomiTapio on August 10, 2012, 04:43:12 am
      The meteoric metal has
      [STATE_NAME_ADJ:ALL_SOLID:meteoric]
      [STATE_NAME_ADJ:LIQUID:molten meteorite]
      [STATE_NAME_ADJ:GAS:boiling meteorite]
      and the ore has    [STATE_NAME_ADJ:ALL_SOLID:meteorite]. I guess I won't rename the ore. The soldiers themselves can pick from the stockpile which is better, iron, steel or meteoric.

      Hey adventurers! Which wildlife should make sounds all the time, or when you are within 20/40/50 squares of it? (Let's pretend one square is two meters wide.)
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: TomiTapio on August 13, 2012, 07:57:36 am
      Progress report... recent changelog entries. Wood and crossbow stuff due to me having a 3x3 outdoors-only fort. Guess who had excess cages and ichor barrels from caravans.

      - a Library now needs a lamp and chair too to build.
      - added easily domesticated Fisher Marten, like a polecat: (Size 3.0-9.0, quadruped) A medium-sized weasel that hunts on the temperate forest floor. They are sexually dimorphic predators with males being substantially larger than females.
      - no longer can make furnaces and smelters of goodwood (used to be fire-safe by accident)
      - crossbows are a tiny bit better at shooting.
      - crossbow skill xp down a little.
      - new reactions at furniture shop: dismantle wooden cage, dismantle wooden barrel. Very handy if have bought loads of cages. (protip: melt imported metal cages for metal.)
      - some furniture shop and grinder shop tuning.
      - more Ent encounters.

      - new positions: psychiatrist is now a Thoughtbearer, carries important thouhts to and from citizens. At 25 citizens Thoughtbearer becomes a Shaman. At 80 citizens Shaman becomes a Spirittalker. But is still mostly consoling grumpy dorfs.
      - grand treasurer and hoardmaster now have higher population requirement. 110 and 180.

      Edit: My word, a sylvan elf thief lasted TEN pages of combat log versus archer and a dog pile. That's a very durable cloak!
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: GrizzlyAdamz on August 16, 2012, 02:05:34 am
      Was it mythskin? I like mythskin.

      Only things that didn't come up in an evolutionary environment should make noises all the time- magical constructs, zombies, that kind of thing. Beware flooding the log though- (zombies)
      Everything else should make noises to greater or lesser degrees- ambush predators less, for instance.

      Hmm, my most recent adventurer started out in a region with a very high population of ents. They occupied a majority of caves, & ambushed along the roads. I found they were very dangerous with smashing things, but moved slowly & a moon silver axe to the lower body bisected them in short order- this with a large/strong demon.
      Their population reminded me of my previous world, where the same thing was true of sea monsters.
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: TomiTapio on August 16, 2012, 06:07:57 am
      No, not mythskin, just a figure of speech, cloaks as armor.
      Seagulls can't help themselves, they shout when they see food -- helps the whole flock. Thus seagulls shout all days long in some areas.
      Many male birds shout and shout their little lungs out, marking their territory with birdsong. Squirrels' alert sound is a small "tsik" hiccup, telling the predator "we've seen you, go away".

      The question: to which animals should I add some sounds (a rustling in the bushes, the crack of a twig, soft footsteps on the breeze) that you adventurer types encounter often. Do the yaks not moo when you chase them?

      Lots of ents eh? Good on you. (adds soundmessages to ents) (makes sea monsters again immobileonland)

      This morning's test fort seems extra cool: glacier+mountain+frozenriver, with Black Marble(very rare for me!), lignite, marlstone (recently added), gneiss, rock salt(unlimited cooking ingredient and trade good). Put the hospital where the floor has rubies... OH ARMOK A YETI ATE A DORF THAT WAS SLEEPING IN A BED. Much later: oh... sphalerite. No water anywhere. Maybe time for a iceblock to bucket of water reaction. Water caves on -37.

      Edit: here, read some improved Altar of Nature reactions.
      Spoiler (click to show/hide)

      Edit2: did you know, that when you abandon fort (giant rat, ratmen, unhappiness, build on wrong side of wall), leaving a berserk dorf behind, then reclaim... that berserk fool ambushes you!

      Just an idea: maybe now that stone drop rates are so nerfed, stonecrafting xp should be raised back to normal.
      Hmm.. yea maybe put that xp upwards a bit. But stone is still pretty much unlimited ingredient compared to wood and leather.
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: Tirion on August 16, 2012, 09:53:02 am
      Just an idea: maybe now that stone drop rates are so nerfed, stonecrafting xp should be raised back to normal.
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: TomiTapio on August 18, 2012, 07:36:25 am
      BAH! Today's test fortress crashed. Didn't even find ANY metals.

      Ohwell, here's textmeows from the OldGenesis changelog:
      Quote
      - some more animals to have suede instead of thick leather. Rule of thumb: predators don't need a thick hide to protect from predators.

      - new positions: psychiatrist is now a Thoughtbearer, carries important thouhts to and from citizens. At 25 citizens Thoughtbearer becomes a Shaman. At 80 citizens Shaman becomes a Spirittalker. But is still mostly consoling grumpy dorfs.
      - grand treasurer and hoardmaster now have higher population requirement.  110 and 180.
      - medical positions are now "beard doctor" followed by "bone-fixer" at 65 population. Ain't got no "chief commerce dwarf" and "chief beancounter dwarf" titles.

      - new reactions at furniture shop: dismantle wooden cage, dismantle wooden barrel. Very handy if have bought loads of cages. (protip: melt imported metal cages for metal.)
      - some furniture shop and grinder shop tuning.

      - new reaction at nature altar: make ice boulders using nether-cap(the magically cold wood) and air moisture. Also, altar now gives fungi-type wood, not outdoors wood.
      - swimming pool: reaction "add ice". For flavour.
      - added "melt ice boulders" and "press water from [seven] plants" at the screw press, thanks to Malecus for those.

      - new: [BODY_DETAIL_PLAN:FURMAMMAL_MATERIALS] --for mammals that yield luxury fur.
      - furs are like suede leather, but 4x value. Crap as armor. Assigned to most of the animals that furcanada-dot-com listed for sale.
      TODO weapon metal mechanisms. coarse iron blunts. ammo-metal staff?   

      Edit: yay, the Thunderbird boosting worked! Lost 8 dorfs (in bone armor) to it.
      Edit2: searched for which African mammals give luxury fur. Found a decent list http://www.animalport.com/Animals-In-Danger.html and hmm, OldGenesis doesn't have Zebras!
      7 wooden bolts to kill a walking Kakapo parrot, 22 bolts terminates a goblin thief. (Kakapo's 7 seen on FOUR different hunts, so it's accurate)
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: TomiTapio on August 27, 2012, 10:13:41 am
      Testing OldGenesis as adventurer...
      one fix so far: hares shouldn't give as good leather as cows and horses.
      seems to be a little too much bleeding, a Raptor died of cutting one of its claws (feet) off.
      Sylvan bandits are giving a nice amount of trouble.
      Good sword-adventurer died of rhino. Rhino gored hir in half.
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: Deon on August 27, 2012, 12:38:54 pm
      Tomi, I await you in the new thread of Genesis with all your amazing ideas and tweaks.
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: Tirion on August 27, 2012, 02:43:54 pm
      Tomi, is this version compatible with this binary patch?
      http://dffd.wimbli.com/file.php?id=6741
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: Deon on August 27, 2012, 02:46:18 pm
      Yes, the .exe is not modified, so it should totally work.

      Are you Tirion Lannister by the way? :P
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: Tirion on August 27, 2012, 02:52:37 pm
      Yes, the .exe is not modified, so it should totally work.

      Are you Tirion Lannister by the way? :P

      Nope, that would be with an y  ;) Doesn't mean there are no similarities, though  :P
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: Deon on August 27, 2012, 03:05:12 pm
      Good to know. I'm reading those books in russian right now, so I could make some mistakes in names.
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: TomiTapio on August 30, 2012, 11:48:38 am
      Epic oops.
      The Bronze Colossus is almost unkillable, with the 3-part brain. It's limbless and push-shattering feeble dorfs... outdoors. We have copper and some iron weapons.
      Now it is splattering the hospital. *sigh*
      Colossus push-threw a baby. Poor baby.

      The next OldGenesis will have way less animal men. But Frogmen I like.
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: crazz2323 on September 02, 2012, 07:13:43 pm
      Been a while since I messed with this great mod. So I have a couple of questions...

      The version 0.34.11c is the most recent version of DF with Deon's and Toms updates correct?

      Where do I get a version of Dwarf Therapist that works with this version?

      Is there a version of this that already has Dwarf Therapist and Sound Sense added? I thought I got it in a package back in Feb with an older version.
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: TomiTapio on September 03, 2012, 03:17:04 pm
      The version 0.34.11c is the most recent version of DF with Deon's and Toms updates correct?

      Where do I get a version of Dwarf Therapist that works with this version?
      This is now called OldGenesis, it is my branch derived from Deon's Genesis 3.27. This includes latest vanilla DF changes and executable. This may or may not incorporate tweaks Deon has done to Genesis 4.
      Deon stopped this 3.xx branch in January this year and I kept tuning it for the better (and updating to current vanilla DF) in his many-month absence.

      DwarfTherapist-0.6.12 and newer work with this OldGenesis. Get it at http://www.bay12forums.com/smf/index.php?topic=66525.0
      I don't know where to get a Therapist that shows all the castes correctly.

      OldGenesis complete changelog:
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: Deon on September 03, 2012, 04:54:12 pm
      That full changelog is very useful for me, I will consider most of your tweaks in Genesis 4, you know. I should have asked you for that earlier.
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: TomiTapio on September 03, 2012, 08:21:59 pm
      That full changelog is very useful for me, I will consider most of your tweaks in Genesis 4, you know. I should have asked you for that earlier.
      I gave it to you earlier along with link to not-yet-released ironhand .11d.  http://dl.dropbox.com/u/8967397/OldGen%20ironhand%20inprogress%20raws.zip

      Every citizen to carry a rock axe (crude hand axe), with woodcutting labor! Woodless and metal-less place, make rock clubs(3 attempts to make one) and dismantle wooden barrels and cages.
      I looked up what stones the stone age tools were made of, and put [REACTION_CLASS:EDGEDWEAPONROCK] on them. The conchoidal fracture ones and the polishes-well ones like Mudstone.
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: Tirion on September 03, 2012, 11:27:44 pm
      Those Frogmen... I met those underground, but even if their tiles showed spears, their inventory didn't. In Genesis, as far as I've seen it, they are animals. Curiously, cavern animalmen work as usual in vanilla in this version, and in the old release I even managed to tweak them to be ambushers.
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: asfghn on September 08, 2012, 06:45:28 pm
      HEY GUYS I AM ALIVE DID YOU MISS ME OR EVEN REMEMBER ME



      everything is new and scary and different and I am intimidated, someone hold me
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: TomiTapio on September 08, 2012, 07:29:05 pm
      Your name does ring a bell. A bismuth bronze bell soaked in the blood of the goblins crushed by it.

      BTW I made a lyrics the other morning, they are a DF/Minecraft thingy:
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: Deon on September 09, 2012, 11:15:56 am
      HEY GUYS I AM ALIVE DID YOU MISS ME OR EVEN REMEMBER ME



      everything is new and scary and different and I am intimidated, someone hold me
      I remember you very well, let me hold you :). And welcome back!
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: Gaybarowner on October 03, 2012, 10:59:20 am
      BIG QUESTION
      for adventure mode how do I add natural abilities and gained ones on the X menu
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: Putnam on October 05, 2012, 08:55:35 pm
      ...download 34.01?
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: Gavakis on October 15, 2012, 04:54:58 pm
      It would be really cool if you updated it to 34.7 or 34.11, but its your mod.
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: Deon on October 18, 2012, 12:52:16 pm
      Tomitapio's version IS updated, get that. Also there's a reason it's called "OldGenesis", there's a new one in the works.
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: TomiTapio on October 19, 2012, 06:04:15 am
      I think I'll update OldGenesis to .3x.01 DF once the next hugechanges DF version is out.

      Currently I'm busy with Xbox, Twitter, and keeping my "titanium plate and 11 screws in shin bone" darling entertained. (slipped on bicycle, 6+ months away from work)


      Reminder why you should use OldGenesis .11c:
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: Putnam on October 19, 2012, 07:52:25 pm
      I would be calling DF's next version xx.01, if I were you :P
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: lwCoyote on November 01, 2012, 09:46:12 am
      Oookay. I've been playing around with this for a little bit (like, 2-3 hours) and Im wondering if I a> set it up wrong, or b> am using the wrong file, or c> missed something somewhere?

      I originally downloaded..uh.. oldgenesis_3411c_Phoebus but it lacked the configurable menu thingy I tend to see in other modded versions, so I thought "maybe I selected th wrong download" and went and got DF Genesis MLR4 3.29, which seemed like the right one.. but inside the game things seemed a little 'off'.. and I later discovered that it was DF version.. 31.2 5 I think. I'm normally a fairly quick cookie, but right now Im feeling kinda lost. @.@
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: Deon on November 01, 2012, 12:41:15 pm
      The version with visual basic UI is the old one, and TomiTapio updated it to the latest version, so there's no UI thingie. And I am working on a new Genesis for the latest DF version, so make sure to check that out.
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: lwCoyote on November 01, 2012, 08:36:10 pm
      The version with visual basic UI is the old one, and TomiTapio updated it to the latest version, so there's no UI thingie. And I am working on a new Genesis for the latest DF version, so make sure to check that out.

      Indeed sir! I am looking forward to genesis 5 :) I realize there are a LOT of people here, so you may not remember my name off-paw, but Im the sorry sod who posted like 3 genesis 4 saves to you to try and help down that freezing bug, heh. o/
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: Deon on November 02, 2012, 01:37:42 am
      Why are you looking forward to if it it's already released? It needs additions and graphics, but it works.
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: Thestabman on November 06, 2012, 06:33:24 pm
      Hello I am Sorta a noob when it comes to downloading mods to any game and I couldn't figure out how to get the mod loader to work if you can help me that would be swell :)
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: TomiTapio on November 10, 2012, 09:04:25 am
      Hello I am Sorta a noob when it comes to downloading mods to any game and I couldn't figure out how to get the mod loader to work if you can help me that would be swell :)
      There's no mod loader in the current version (my OldGenesis) of Genesis 3.xx. There's Genesis 5.5 in another thread and it is quite different. (4.x was scrapped by Deon due to too much crashing)
      Download links are in the first post and in my sig; just download, unzip, optional: edit ini files to your liking, play.
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: codemastergh on November 14, 2012, 04:53:47 pm
      im not very good at downloading mods either but are you saying that your version is the  latest version
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: greycat on November 14, 2012, 07:11:45 pm
      It will help if you think of it as two completely different mods -- "OldGenesis" and "Genesis Reborn".  TomiTapio has taken over the OldGenesis mod, and whatever is in his signature should be the most recent version of OldGenesis.  Deon is working on Genesis Reborn, which has its own thread and its own version numbering scheme, and is a total rewrite.
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: Jackledead on December 25, 2012, 10:16:59 pm
      Merry Christmas everyone! ^-^
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: TomiTapio on December 26, 2012, 05:02:31 am
      And a hippy-free new year! Drink that beer Urist McTreebringer!

      ps. there will be updates to OldGenesis, eventually. I'm open to suggestions too. I like having all the crumbly minerals and nice tree species that I added.
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: Lolfail0009 on January 11, 2013, 07:53:56 pm
      Holy lack of updates Barman.
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: Deon on January 11, 2013, 08:54:34 pm
      It's called OldGenesis for a reason. There's a new one in development, check another thread!
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: Ragnarock on February 10, 2013, 06:21:14 am
      Very unbalanced mod, even with a superior strength and agility and toughness and an expert swordsman it's nearly impossible to hit anything that's not a low-life peasant... hc grinding required
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: Deon on February 10, 2013, 07:01:08 am
      Eh, do you know that hit chance is only based on your skills and stats you did not list, and dodge skill of the opponent? And you cannot mod that formula.
      So I don't understand what are you unhappy about :P. Also thanks for the necro I guess, Genesis Reborn is the new version.

      Not sure if troll :).
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: Ragnarock on February 10, 2013, 11:56:40 am
      Well, this thread was the first thing that came up in google, and I'm not really a hardcore DF-player myself cuz I'm playing it for a two weeks already, I don't know much about the skills but it is just MUCH harder compared to the Native DF, playing a demigod with the same skillset is too easy on native, and hard as fuck in Genesis. But Deon, I meant no offence, the mod is overally awesome and I gotta try the new version. Just spilling out my unformed thoughts.

      I'm sorry if I'm just uneducated  ;)
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: Thundercraft on February 10, 2013, 12:58:27 pm
      Since you are talking about playing a demigod, it seems safe to say you are talking about playing OldGenesis in adventure mode. Personally, I've never tried that. But it must be supported because they've added things like adventure mode crafting and spells. Though, it also seems safe to say OldGenesis is geared more towards fortress mode.

      Still, you're not the only one to say that OldGenesis is (much) harder than vanilla. Though, that seems to be the way most OldGenesis players like it.
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
      Post by: Deon on February 12, 2013, 04:22:06 am
      Yeah, I used to make everything pretty hardcore back then, try the new version, it's more "balanced" (and I think that it's designed better) but it's not as hard is it used to be.
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on July 15, 2014, 09:07:33 am
      Hello all! Very necro!
      Today I started porting OLDGENESIS into DF 0.40.0x. This will probably take 5-8 days depending on how much my arms hurt and how cool the Battlefield4 latest map pack is.
      (OldGenesis is my favorite, and has armorsize, trapcomp, weapon, bleeding, pain tunings) (COOL TREES AND COOL MINERALS!) (use bonfire to start grassfires! Three-part brain, for more fun!)

      The creatures need lots of copy-paste inserting, because the attack rate delays.
      All trees need re-tuning, now that they frickin' grow branches and become bigger than A CHAIR.
      Hopefully one day we can have such that giraffe/elephant/dragon do not fit into a one-tile corridor. (1.7x1.7 meters, judging from BED size)

      Fun mini-mods included, like
      Spoiler (click to show/hide)

      Todo list, I'm doing IRONHAND (my favorite tileset) first. Phoebus&textonly some months later.
      Spoiler (click to show/hide)

      Edit: No crash when use very incomplete OldGen raws with new DF! Wheee! Rolled a world, embarked for a day.
      EditN: I think I'm done updating all the weapons, armor and ammo. Wrestled 190 minutes with trees and vanilla plants, so trees are like 35% done now...
      Some DF talk on my Twitter, of course: Link to the hashtag: https://twitter.com/hashtag/DwarfFortress?f=realtime&src=hash
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: Deon on July 15, 2014, 02:02:20 pm
      I'm really excited about this!  Knowing me, I will most likely remake Genesis for 40.0.x from scratch again, but I will definitely try to get the best from Original genesis and Genesis Reborn into Genesis: Legends.

      Also I am very glad you are back to DF, words can't describe how much you've helped me with polishing and tuning of this mod! It's as much of your child as it is mine.
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on July 16, 2014, 03:00:06 pm
      Things are progressing. I am moving vanilla creatures and plants to their vanilla locations, away from Deon's locations,
      so WinMerge(software version merge conflict helper) can help me much better with them.
      Did the entity files today. Put attackdelays to the civilized creatures.

      660 creatures times speed declaration: OW MY RSI ARM PAIN.
      Spoiler (click to show/hide)
      And every creature needs [ATTACK_PREPARE_AND_RECOVER:3:3] too in its attacks.
      Every non-vanilla tree needs minimum of:
      Spoiler (click to show/hide)

      BTW, the OldGenesis raws are currently 3.8 MB of text, not including 992 kB of language stuff.
      Inspect 330 plants.... sigh

      EDIT early thursday: errorlog. Just fixed most of the _NECK body and head variants.
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on July 20, 2014, 11:09:21 am
      Ok I got the duplicates removed, materials and creatures don't get mixed up anymore (dorf civilization's creature was DRAGONFLY etc.).
      Just tuned a few animal population numbers (too many pixies and fairies, too few deer/hippo/duck etc. in world-info-dump)
      Still 150-250 animals (out of 650) to update, takes forever, after that is some plants check/update/delete (screw long-named amaranths and einkorns)
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: HooliganintheFort on July 21, 2014, 11:41:40 am
      WAIT. Someone is updating the Old Genesis Mod?!? What is this madness!?!

      Anyway, keep it up!
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: Deon on July 22, 2014, 01:10:30 am
      It's not Someone, it's TomiTapio. He's the guy who greatly helped me with its development, created many creatures and basically a beloved co-creator :). I can't wait to see it updated as well.
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: Rumrusher on July 23, 2014, 05:07:57 pm
      oh man being able to chain multiple attacks as voiddwellers is going to be sweeet
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on July 24, 2014, 12:24:22 pm
      Got creature_normal_normal.txt done, it is the largest, 270 kB. Common tempereate/tropical animals that for the most part are not in vanilla, OldGen only.
      Added a large softshell turtle, up to 44 kg! (my small Chinese softshell turtle is 4.5 kg). Pic: https://www.flickr.com/photos/grayce/2556932093/
      13 creature files left to go, some of them will be quick because of merging Vanilla shtuff.
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: Deon on July 25, 2014, 02:40:31 am
      Great to hear that you're working hard on it!

      I have an excuse why I am currently not modding 24/7:
      Spoiler (click to show/hide)

      Still, soon I will move to my new apartment and then I won't have to spend all my free time on that.
      Then I would love to join in with the further development.
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on July 27, 2014, 08:24:08 am
      Things are 89% done, three handfuls of creatures to update, and then test forts and more test adventurers... currently changing plant tiles away from workshop_toolbox tiles... via meeting the plants as adventurer. Some trees have gray/lightgray/reddish trunks instead of everything being brown!

      Much to-do in the SHAPES of 40+ tree species... some just do not grow tall and useful!!!
      Pic of Ironhand test adventurer and nature: '*' indicates catkins (dangling stacks of tree seeds).
      Spoiler (click to show/hide)

      Gave vocalizations to wild turkeys and wild sheep. And otters, sea otters, herons and ravens. Horse, zebra, deer sounds.
      Unknown problem with 4armed humanoid gorilla, STRANGLER:
      Spoiler (click to show/hide)
      WTF, strawberries in the desert?! Someone set them to NOT_FREEZING and DRY. I set them to better.
      Long adventure where I found a HILLOCKS type dwarf town. Little hills as rooms. COOL.
      Managed to get water from a river and meat from emus.

      -------------------------------
      EDIT: 0.40.05 is out! http://www.bay12games.com/dwarves/
      I didn't even have .04 on my disk, as I started with .03 to OldGenesis.
      TODO: Several creature tweaks from .05 to OldGen
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on July 28, 2014, 11:23:11 am
      For those who are very eager, here is a PREVIEW RELEASE of OldGenesis 0.40.05 Ironhand.
      https://dl.dropboxusercontent.com/u/8967397/DF40_05_OldGen_Ironhand_previewrelease.zip (oops, forgot double-speed testing dorfs in.)

      Stuff is 96% complete, many gem and plant boring stuff to do. All 660 creatures have been updated to 2014.
      Animal sizes and speeds are based on what data I could find. Some percentage of animals have vocalizations, for good adventurer mode fun.
      Adventuring hasn't crashed in last 20 tries or so.

      Suggestions for which plant tiles to us on what plants, are welcome.
      Helper image for old-Ironhand tile thinking is  data/art/ironhand helper.jpg

      ps. centaurs and demons are the smelliest civilizations.
      pps. use the job queue to easily command what to craft: j-m-q bucket. Try this: j-m-q wooden, to see that you can make wooden spears & staffs.
      (Ughhh only 119 fps on 3x2 embark, 7 dorf 14 livestock. Wish I had 300 fps.)

      Old links from my sig dumped here:
      Here's Old Genesis .34.11c, July 31st, 2012! Tweaks, tunings, charcoal the cheap wood, 3-part brain, rock weapons, altars harder to build.
      ASCII: http://dl.dropbox.com/u/8967397/OldGenesis_3411c_ASCII.zip - Phoebus http://dl.dropbox.com/u/8967397/OldGenesis_3411c_Phoebus.zip - Ironhand http://dl.dropbox.com/u/8967397/OldGenesis_3411c_Ironhand.zip
      All unzip-and-play ready.
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: Henny on July 28, 2014, 02:22:34 pm
      I think I'll wait until it's fully released, but it looks interesting.
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: Isher on July 28, 2014, 04:28:12 pm
      Wow that is a lot of work. Great job, can't wait to play!

      Carpal tunnel error log:

      MODDEVELOPER:TOMI_TAPIO:Body Token Recognized But Could Not Connect: WRIST

      Quote
      WTF, strawberries in the desert?! Someone set them to NOT_FREEZING and DRY. I set them to better.

      Just so you know your jokes are not lost on the world, I lol'd.
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: Deon on July 29, 2014, 03:05:04 am
      I think strawberries are from a veeery old plant mod where most of the common plants were set to NOT_FREEZING back in the day to be able to grow them in any location (it was pretty annoying to have seeds and be unable to plant them). [DRY] makes no sense though, good catch.
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: Deon on July 29, 2014, 06:21:35 am
      Dear TomiTapio, in order to make migrants appear in 0.40.05, please add [STRICT_POPULATION_CAP:220] to the d_init.txt below the population cap.
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on July 29, 2014, 09:53:20 am
      Roger that. I did not get any migrants so far :)
      and unfortunately, 7 dorf 12 animals on a 2x2 or 3x2 embark is 90-115 fps (quite slow compared to 2012).
      Tuned giant animal world_counts and put tiles to all 2014-new plants (excluding trees). vines are 21_ropecoil.
      One might want to replace some old Ironhand TREE tiles with new fun stuff (like tree leaves/seeds/fruits), because trees are no longer a single plant tile.
      I have not checked Ironhand 2014. Will be maaany weeks until I might release a Phoebus or Mayday tileset OldGen.

      Updated version of OldGen previewrelease in sig (is same link as earlier. Files: 17:50 East European time.)

      Edit: my latest Project Spark video clip, of my Grenade&Needler&Mininglaser world: https://www.youtube.com/watch?v=cNvNGUNNIM8&list=UUvLSQrmYSadMlEeJ8Yy__ag
      Lots of other videos in my Youtubes: https://www.youtube.com/user/TomiTapio/videos
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on July 30, 2014, 06:41:14 am
      What vanilla-compatible tileset should I use? My 'ASCII version of OldGenesis' should use such tile numbers that it is tilenumber-compatible with SOME graphics set. I do not want to have 3 versions (ascii, phoebus, ironhand) like in 2012. Two versions should be enough -- have a smaller audience now.

      Ironhand-2012 is currently for me, and its tiles are different from vanilla tile numbers. No minecart tracks in my old Ironhand.
      Phoebus, Mayday? I guess I could try upgrading from Ironhand 2012 to 2014.

      Bleh, still loads of trees and plants to prettify / addleaves.

      Got a 23-dorf fort going, poor bastards have only ZINC ORE. Zinc bolts it is. Glad I modded in Wooden Spear/staff/dagger a few years ago! Wooden spear really hurts wildlife in the head.
      Lost a dorf to an Eland (big gazelle type).
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: Deon on July 30, 2014, 07:03:34 am
      Make an ASCII version and I will make Phoebus one.
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: Meph on July 30, 2014, 07:06:18 am
      PS: Phoebus raws are almost compatible with Obsidian, so you could do both at the same time, with minimal changes to the tileset.
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on July 30, 2014, 10:27:39 am
      So Phoebus is still very popular, eh? I did look at some DFFD download counts.

      Started on the ascii version now, since don't want to tune my_tree_species height&width&color today...

      I work in the tile-numbers domain, not using any helper graphical tilepicker:
      Spoiler (click to show/hide)
      Crimson Editor (for coders) I use, it has "replace string in all open files" instead of "search and replace string IN A FOLDER".

      Did I mention I have a Master's degree in Computer engineering / applied telecommunication software? (web, multimedia cdroms) (1994-2005 at university)
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: Deon on July 30, 2014, 11:39:11 am
      I prefer Notepad++. I will check Crimson Editor.
      I almost got my PhD in Physics, but my computer side took over :D.
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on July 30, 2014, 12:36:12 pm
      Ughhh long sitting, over, I think the ASCII previewrelease is fully playable now.
      Here it is, for master Deon to poke. https://dl.dropboxusercontent.com/u/8967397/DF40_05_OldGen_ascii_preview3.zip
      Please run a few adventurers, then make an embark and look at the caverns, then maybe start the ascii->phoebus2014 porting.


      Some of the rarest or best minerals appear very different now on screen. See file "ironhand to ascii conversion notes.txt".
      (I use Crimson Editor 3.70, from _2004_ not the newer WORSE Crimson Editor or its successor Emerald Editor. )


      Edit (23:30 eastEur): now starting my way through the shapes of the OldGen-only trees.
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on July 31, 2014, 06:46:26 pm
      Today was more my_trees updating. They are 80% done.
      Spruce, teak, ebony, redcedar, giant sequoia... yellow birch, silver birch, goat willow, poplar, Linden/Lime, Balsa, Sallow, Antiaris, beech, satinwood, elm, aspen, yew (favorite longbow wood), cypress.
      and Deon's fantasy trees: hangman tree, vallenwood(Dragonlance), faraway tree(Enid Blyton), golden oak
      TODO update: baobab, black pine, blue fir, white willow, crystal fir, hairy palm, field maple, rowan, redwood

      potential additions:  maybe cork oak (for wine bottle corks). Verawood, Iroko (African teak), oriental plane/chenar, American sycamore.
      Stumbled onto a federal (USA) database of trees, http://www.fs.fed.us/database/feis/plants/tree/
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on August 01, 2014, 10:30:05 pm
      Here's a fourth preview release... fully playable, 99% of gfx tile choices correct.
      https://dl.dropboxusercontent.com/u/8967397/DF40_06_oldgen_ironhand_preview4.zip  oops 6am night typo, should be _05

      Deon, any progress on converting the ascii preview3 to Phoebus?
      Did 2 hours of trees improving today.
      Still a few trees to go, also half the oldgen-only trees lack leaves ATM (focusing on size & biome & factoids).
      OldGenesis-only foodplants need updating, so dorfs only pick their leaves/berries or something, leaving the plant/bush intact.

      Some trees got updated to FAIRWOOD (value 2): field maple, fir aka noble fir.
      Added Pignut HICKORY, since some IRL kitchen-cupboard shops well hickory cabinets! It is a relative of walnut. Fancy and nice.
      Now OldGenesis has 33 trees more than vanilla!

      Changed in d_init.txt that branches are '-' and twigs are 'l' and then in the tree-plants the leaves are tile 252, lovely low six-leaf plant. This way can see has leaves / doesn't have leaves by tile, instead of "twig tile is pretty leaves - brown, leaf tile is underlying tile colored green". Ofc players can change the init file lots, and mass-replace [GROWTH_PRINT:252:252:  leaves into other.

      Conifer trees use a different leaves tile, green spiky grasslike. Yay.
      Illithids got better speeds than 10kph.

      Picture of a huge BLUE FIR with its spiky leaf tile, named elf starting spot. Surrounded by boring Persimmon fruit trees.
      Spoiler (click to show/hide)
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: Deon on August 02, 2014, 12:12:04 pm
      I haven't started converting anything yet, I've just switched apartment and I still haven't got PC and internet access setup here. My ISP should be here on Monday/Tuesday and then I will be back :).
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on August 04, 2014, 12:40:30 pm
      Damn scaly animals producing <snake name> FATTY as leathers, once again. Pangolin, anaconda, kingsnake, monitor, bushmaster...
      Code: [Select]
      [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
      [REMOVE_MATERIAL:SKIN]
      [REMOVE_MATERIAL:LEATHER]
      [USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
      [BODY_DETAIL_PLAN:STANDARD_TISSUES]
      [USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
      How do I fix it? With my [USE_MATERIAL_TEMPLATE:SCALE:THINSCALE_TEMPLATE] ?

      ps. Played a fort. It grew to 20 dorfs (incl 3 kids). Then in the first winter, a WEREFOX / skilled goblin came and killed 10 unarmed dorfs. Maybe should have set them to squads (with wooden spears, 2 metal axes, 3 metal daggers) before any trouble arrived.
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: Deon on August 05, 2014, 03:30:23 am
      I would advise to make LEATHER_MATERIALS and LEATHER_TISSUES template with proper materials. The new Wanderer mod has that.
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on August 05, 2014, 09:15:45 am
      Made the small scaly ones (and serpentfolk) to use [USE_MATERIAL_TEMPLATE:SCALE:THINSCALE_NOLEATHER_TEMPLATE]
      and the large ones shall yield leather from their vanilla SCALE_TEMPLATE, removed their delete-leather-mat lines. Anaconda leather boots are go.

      Now trying to have wayyyy less population numbers than 1000-20000 per civ, this might help with low FPS.
      (7 dorf 4 ani 2x2 embark, shit 82-111 fps, was 400+ fps in older DF). See thread http://www.bay12forums.com/smf/index.php?topic=140314.0  tree leaves? flyer pathing? alive world?

      Should I make crossbow and bow attacks slower than in vanilla? Crossbow bayonet perhaps 3:3 and bolt shooting 3:11?

      Spoiler (click to show/hide)

      Oh Deon, you apparently have useful stuff in Wanderer, like
      Spoiler (click to show/hide)
      I had to find it via googling, because someone said one needs to add DISCIPLINE to dorfs to make them fight like olden days.

      - put DISCIPLINE to most INTELLIGENT creatures. Now to some likes_fighting fellows.... *20 minutes of click,paste, decide discipline amount*
      ---> removed: DF40_05_oldgen_ironhand_preview6_discipline.zip  next up .06
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on August 05, 2014, 11:15:23 am
      WTF, DF .06 is out and I saw nothing on Twitter / my forum threads.

      Hmm, HOLLY sounds like a common tree, and OldGen doesn't have it yet. HOLLY is only "400 to 600 species" IRL, kinda like WILLOW.

      Stumbled onto LAUREL, http://en.wikipedia.org/wiki/Bay_Laurel  it is used in cooking (bay leaf), and is
      "Laurel forest, also called laurisilva or laurissilva, is a type of subtropical forest found in areas with high humidity and relatively stable, mild temperatures."
      How do I combine NOT_FREEZING and not_tropical and not_swamp/marsh..

      Adding the LOLBLOYO PINE, I mean LOBLOLLY PINE, it is second most common tree in USA. (southern yellow pine, called in shops) I'll call it Marsh Pine.

      - a test fort... try VBO  gfx mode... WOHOO 365 FPS on 7 dorfs 2 animals start :) (small island, very short history) Way better than 125 FPS
      bummer, down to 150 FPS after put dem stockpiles and workshops.


      Edit: managed to make an image of OldGen custom trees' densities. (one wants lightweight BINS)
      Spoiler (click to show/hide)
      and then I moved all the fantasy trees to top of file and real-world conifers to bottom of file.

      Reclaimed a computer-generated fort, and it died of "scorpions from caves killed two, then tantrums" while 7 dwarfs.
      One test fort defeated two squads of Sylvans, and then an orc-goblin-demoness veryearlySIEGE appeared next to them on map edge. Total wipeout. (in world history the best demons slay dragons & colossi)

      Thursday start: finished checking/adding the leaves and needles to mah trees! Later today port to ascii and then we're no longer in preview releases.
      Title: Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on August 07, 2014, 10:21:46 am
      ~  ~  ~  ~  ~ Behold! ~  ~  ~  ~  ~
      .~. OldGenesis 40.06a is here! .~.


      Ironhand version: https://dl.dropboxusercontent.com/u/8967397/DF40_06a_OldGen_Ironhand.zip
      ASCII tiles version: https://dl.dropboxusercontent.com/u/8967397/DF40_06a_OldGen_ascii.zip
      Note: The Ironhand init had [PRINT_MODE:ACCUM_BUFFER] but I put it back to "2D". VBO mode was poor on me. I got 1-step mousewheelzoom going.
      Hope you don't mind my init files and a few added custom worldgen settings. (I hate night beasts pooping on my test adventurers, so zero of them)
      Deon, would you like to share these on your DFFD account? It's still at least 85% your mod.



      Introductory speech: "OldGenesis notes.txt":
      _OldGenesis_ is a Dwarf Fortress mod by Deon, with loads of additions by TomiTapio.
      Mod's roots go back to "DF Complete" by Deon, 2009. OldGenesis carried on Genesis 34.11 in fall 2012 while Deon went into an all-new Genesis 4.
      TomiTapio updated this from 2012's DF to 40.0x during 2014-07-15 to 2014-08-07.
      Spoiler (click to show/hide)

      Tomi's todo notes, for internal use only:
      Spoiler (click to show/hide)


      Ironhand-to-ascii plant and tree tile conversion notes:
      Spoiler (click to show/hide)

      Have fun with wooden spears, rock mauls, leather bins, and bonfires!
      Charcoal the cheap birch and pine; furniturify the oak, elm, yew, hickory, chestnut, ash, mahogany, maple, walnut, cherry!
      Title: Re: [40.06] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: Megaman_zx on August 07, 2014, 04:36:20 pm
      Oh god!!!! it's like a nostalgia epicness seizure!!!!   (the ironhand tileset was completely broken for me, but i love the fact that you're keeping old genesis alive!!!)
      Title: Re: [40.06] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on August 08, 2014, 09:40:55 am
      This is a chestnut barrel. It contains Goblin Adventurer Sweat [10].
      Fuckkkk, you desert elves are HARDCORE.

      Y'all want to see a 50-70 dorf reclaimed fort in action? Ironhand save: https://dl.dropboxusercontent.com/u/8967397/oldgen%20ironhand-bitolder%20region3.zip
      Title: Re: [40.06] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: HooliganintheFort on August 08, 2014, 10:45:08 pm
      I.... Don't know what to say.
      Title: Re: [40.06] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: Deon on August 09, 2014, 05:23:35 am
      That's not a very helpful feedback, Hooligan :). Still, thanks for posting.
      Title: Re: [40.06] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on August 09, 2014, 10:59:18 am
      Because of http://www.museumfurniture.com/wood/
      I promoted PEAR and ALMOND wood from cheap crap value 1 to fairwood value 2.

      Because of http://www.woodworkingtalk.com/f2/peach-wood-good-furniture-1824/
      PEACH gets fairwood status too. Bloody rare as furniture material IRL though.

      Added four new fantasy plants on a whim. They're not useful at all, just world flavour.

      rock salt gets bit tuned:
      Spoiler (click to show/hide)
      Title: Re: [40.06] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on August 11, 2014, 03:31:23 pm
      ~~~-~ Time for OldGenesis 40.07a! ~-~~~
      Ironhand tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_07a_OldGen_Ironhand.zip (https://dl.dropboxusercontent.com/u/8967397/DF40_07a_OldGen_Ironhand.zip)
      ascii tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_07a_OldGen_ascii.zip (https://dl.dropboxusercontent.com/u/8967397/DF40_07a_OldGen_ascii.zip)
         fixed cave vermin tiles & cave plants

      Not much changes from .06, just copy your old .06 OldGen save over. (don't put .07 raws into your .06 save though, four new plants added)
      Tuned the hostile civs' population numbers, don't want gazillion Scavengers and Kobolds and Demons. Maybe living in a CAVE site makes pop-numbers HIGH.
      Hope you don't mind my init files and a few added custom worldgen settings. (I hate night beasts pooping on my test adventurers, so zero of them)
      Deon, would you like to share these on your DFFD account? It's still at least 85% your mod.

      ---------------------------------------------

      Blabla: morning test fort. Good FPS. Only garnierite nickel ore, good thing we brought iron bars. Defeat one elf squad, and one beastman squad. wooden spears in weapon trap only tear beastman skin and muscle, seems okay balanced. A forgotten beast python in the caves dueled a dread troll, both died or the FB was victorious.

      Blabla monday: tuning the entities a little, to get more orcs and less centaur/kobold/scavenger. Start biomes. Wayyyy too many demons in the world, want to have like 4000 dorf 800 demon after 150 years of history.
      Spoiler (click to show/hide)

      Monday: trying an ascii fort. Oh dear, such ugly minerals, and a crap wall tile 182 on bat & firefly ` ... *fixes basalt & cobaltite*
      Fixing them "1/2" and "1/4" symbol vermin and fish... Yen-symbol is sort of like lobster.

      Roll a small world....
      Spoiler (click to show/hide)
      Title: Re: [40.06] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: Megaman_zx on August 12, 2014, 04:41:27 am
      so my ironhand graphics are super bugged, fixed it somehow (don't know how) downloaded the new version and it was broken again? is this happening to anyone else?
      Title: Re: [40.06] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on August 12, 2014, 07:32:49 am
      so my ironhand graphics are super bugged, fixed it somehow (don't know how) downloaded the new version and it was broken again? is this happening to anyone else?
      Must be the [PRINT_MODE:ACCUM_BUFFER] in init.txt. set it to the default "2D". Sorry about the custom init files.

      ~-~-~ Patchy-patchy! OldGenesis 40.08a. ~-~-~
      Ironhand tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_08a_OldGen_Ironhand.zip (https://dl.dropboxusercontent.com/u/8967397/DF40_08a_OldGen_Ironhand.zip)
      ascii tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_08a_OldGen_ascii.zip (https://dl.dropboxusercontent.com/u/8967397/DF40_08a_OldGen_ascii.zip)
         fixed cave vermin tiles & cave plants


      Tested a few tilesets atop ascii:
      Spoiler (click to show/hide)

      Maybe I will investigate upgrading from 2011-Ironhand to 2014-Ironhand. Or try Masterwork's tileset. Or paste a cool font into my_ironhand.
      Hm, Masterwork finished downloading. It uses phoebus. I'll make an OldGenesis Phoebus. should take hmm hm hm hmmm 3-4.5 hours.
      Title: Re: [40.06] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: Deon on August 12, 2014, 01:46:07 pm
      You could use Raw tile selector to do it in half an hour :).
      Title: Re: [40.06] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on August 12, 2014, 04:16:32 pm
      Proooobably Raw tile selector doesn't understand GROWTH_PRINT stuffs yet. Looked at it on DFFD.
      Eww, mystery crash upon Phoebus adventurer start! Hope it's not related to raws changes.

      Phoebus tiles version: https://dl.dropboxusercontent.com/u/8967397/DF40_08a_OldGen_Phoebus.zip
      some vermin and some minerals will look not-quite-right, suggestions welcome as you encounter them minerals.
      "mineral X should look more like mineral Y, current one is crap" type suggestions.

      My "ironhand to ascii tile conversion notes" helped me quite a bit with the plants, as they indicated which tiles needed "find in files" attention.
      While merging changes, tiny bugs (duplicate commands) in STOMACH template and HIGHWOOD got fixed.
      Title: Re: [40.06] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TheBricktop on August 13, 2014, 07:53:43 am
      TomiTapio : Chrome detects malware in Your dropbox downloads, could You check if it is really infected or is it false positive?
      Title: Re: [40.06] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on August 13, 2014, 10:33:59 am
      *checks with his favorite malware protection soft*
      As far as I know, everything is in order. If you want to be cautious, just use the INIT, ART and RAW folders from my offerings, not the EXE and DLLs.
      I do not know how sensitive Chrome is to giving false positives.

      Soo.... anyone gonna do some fort or adventure stuff in OldGenesis Phoebus tileset, to help me with the tile choices?

      Screenshot: trading in Phoebus tileset.
      Spoiler (click to show/hide)
      Me gonna nerf wheelbarrow & minecart prices, because a wheelbarrow is EASIER to make than a barrel. And barrels' price can't be tuned.

      (wheelbarrow: half a square bin, attach two sticks for handles, few struts at bottom, one wheel, two legs so can stand tripodally. Barrel: jolly good precision cut slats, then hoops to compress-hold slats together.)
      Title: Re: [40.06] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on August 17, 2014, 06:16:01 pm
      Thursday: List of OldGen EDGEDWEAPONROCK minerals (based of proper data what the ancients used)
      Spoiler (click to show/hide)

      Sunday: .09 is out, will take me ~2 hours to bleh sync all in-phoebus-made changes into ascii and ironhand version. (I've been playing Phoebus tiles to make tile choices & colors better, still shtuff to do on that front). Check back with me in two days.
      Just did the 09vanilla changes porting to my folders, including d_init(nag if points remaining) and worldgen(POLES) changes.
      Title: Re: [40.06] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on August 25, 2014, 08:20:44 am
      Hey all, .10 is out so I'll put out new OldGenesis. I skipped .09.
      Only two lines of raws changes from my .09 to my .10 (Toady improved subterr animalpeoples code) (reptile men only in OldGen, ant men and olm men are Too Silly(tm))

      ~-~-~ Many fine beards! OldGenesis 40.10. ~-~-~
      Ironhand tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_10_OldGen_Ironhand.zip (https://dl.dropboxusercontent.com/u/8967397/DF40_10_OldGen_Ironhand.zip)
      Phoebus tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_10_OldGen_Phoebus.zip (https://dl.dropboxusercontent.com/u/8967397/DF40_10_OldGen_Phoebus.zip)
      ascii tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_10_OldGen_ascii.zip (https://dl.dropboxusercontent.com/u/8967397/DF40_10_OldGen_ascii.zip)
       
       
      Title: Re: [40.06] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on August 28, 2014, 03:41:13 pm
      Nobunny is loving the OldGenesis :-{
      Title: Re: [40.06] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: Meph on August 28, 2014, 05:46:04 pm
      Maybe the 'Old' part is putting people off. You put so much work into this, why not make a grand re-opening with a new thread with "Classic Genesis" for 40.x ? :) I loved this mod, its what brought me into modding, I know the content is good. But its all in the presentation, that what brings in the people. ;)
      Title: Re: [40.06] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: Putnam on August 28, 2014, 06:00:34 pm
      Or just keep the old thread and name it "Genesis Classic" or something.

      This mod is why I got into actually modifying raws, really hate to see its popularity languish.
      Title: Re: [40.06] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: Deon on August 29, 2014, 09:07:37 am
      Nobunny is loving the OldGenesis :-{
      Let me polish and rebuild the Wasteland mod a bit and I will make sure to re-open the Genesis Classic thread. A lot of people would want it to come back, at least amongst the people I know.
      Title: Re: [40.06] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on August 29, 2014, 11:48:23 am
      I've been asking you (Deon) to upload the OldGenesis to your DFFD account, the mod is still mostly by you, I just tune and update it.
      Title: Re: [40.06] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on September 04, 2014, 08:32:30 pm
      Got the ironhand version updated to .11, probably will do the ascii and phobus versions tomorrow, much WinMerge-tool plant materials changes_approving...
      Title: Re: [40.06] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on September 06, 2014, 01:38:42 pm
      ~~Deon's & TomiTapio's OldGenesis 40.11 is here! ~~ Black diorite, more dwarf sounds. ~~
      Ironhand tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_11_OldGen_Ironhand.zip
      ascii tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_11_OldGen_ascii.zip
      Phoebus ver coming in 0-2 days.

      OldGen notes:
      Spoiler (click to show/hide)
      Title: Re: [40.06] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: Rumrusher on September 07, 2014, 08:22:42 am
      Checked the mind flayers raw and notice they have a -30 in arts and crafts? also a comment about them being chaotic evil?
      Illithids are  Lawful Evil creatures that shove octopi on peoples heads to make more of themselves.
      and while their not making more of themselves they are more or less listening to a big pool filled with brains... while dabbling with magic psionics so that they can jump into a big pull of brains.

      Crud now I want to work on a Mind Flayer civ.
      Title: Re: [40.06] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on September 07, 2014, 06:01:21 pm
      Checked the mind flayers raw and notice they have a -30 in arts and crafts? also a comment about them being chaotic evil?
      Illithids are  Lawful Evil creatures that shove octopi on peoples heads to make more of themselves.
      Does old D&D and AD&D have much info on mind flayers' arts and crafts? They're always super hostile in OldGenesis. Orcs are the ones who sometimes war, sometimes don't.
      I'll gladly include your Mind Flayer civilization tunings in OldGen.

      Does this look better?
      Spoiler (click to show/hide)
      Title: Re: [40.06] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: Deon on September 08, 2014, 12:07:39 am
      I would say that they should value cooperation and self control, what's with the global overmind idea, and care about independence much less (it should be probably negative). I also don't know why you decided to give them +50 in martial prowess, it would suit orcs more.

      Thanks for patching it up by the way :).
      Title: Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on September 09, 2014, 11:33:49 am

      Okay everyone, copied the changes to Phobus version of OldGenesis.
      Here: https://dl.dropboxusercontent.com/u/8967397/DF40_11_OldGen_Phoebus.zip
      Added to my plans: more outdoors useless mushrooms. Because dorfs should pick up useless plants when herbalizening. They not good at plant identifying. Not all mushrooms should be dye or delicious.

      More stuff is in my todo list:
      no idea what month I'll work on those. I've got Diablo3RoS, Minecraft, and Destiny on my Xbox One to play!
      remove stance_climber from loads of creatures *sigh*
      Spoiler (click to show/hide)
      Title: Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: SirFinbar on September 10, 2014, 11:14:45 am
      I remember Genesis was the first mod I every played.

      It was also my favourite, but I think was never updated to the most recent builds. So I'm gonna give this a DL ;)
      Title: Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: Deon on September 10, 2014, 11:55:12 am
      It used to be always updated for 0.34.11, don't lie :).
      Title: Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: dennislp3 on September 10, 2014, 12:19:58 pm
      Was my first major mod too...good memories
      Title: Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on September 10, 2014, 05:37:58 pm
      ~-~-~ By my pure marble coffin! It's OldGenesis 40.12! ~-~-~
      It is decorated with bugfixes.

      Ironhand tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_12_OldGen_Ironhand.zip (https://dl.dropboxusercontent.com/u/8967397/DF40_12_OldGen_Ironhand.zip)
      Phoebus tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_12_OldGen_Phoebus.zip (https://dl.dropboxusercontent.com/u/8967397/DF40_12_OldGen_Phoebus.zip)
      ascii tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_12_OldGen_ascii.zip (https://dl.dropboxusercontent.com/u/8967397/DF40_12_OldGen_ascii.zip)
       
       
      Title: Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on September 10, 2014, 05:47:58 pm
      Was my first major mod too...good memories
      Stories of dim-witted Domple Dwarves who were valiant in battle.
      Moss Dwarves who survived the Great Fever of the stanky Forgotten Slug Beast.

      Clever but easily distracted Jade clan dorfs...
      Spoiler (click to show/hide)
      Title: Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: Putnam on September 11, 2014, 12:43:45 am
      Heh, it was my second, but it was also the mod that I used as a base for my first mod.
      Title: Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: Rumrusher on September 11, 2014, 12:18:23 pm
      tomi did you mod in Animal armies that will follow you around and murder royal people after you try to take over their land?
      Title: Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on September 11, 2014, 12:32:05 pm
      tomi did you mod in Animal armies that will follow you around and murder royal people after you try to take over their land?
      No, I didn't have enough LSD to envision such a thing.

      Currently tuning civilizations' breeding, so more nord/centaur/beastman, less scavengers/illithids.

      Edit: screw it, I'll split the GRANITE into red,gray,white versions. Granite is super effin common on Earth.
      in progress:
      Spoiler (click to show/hide)
      Title: Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on September 17, 2014, 08:37:56 pm
      I'll probably update OldGenesis to .13 in the next 3 days. Probably takes 50min raws-merging time per tileset version (gems and stones got many changes from my gray/white/red granite split) (grazer changes probably take 7 mins per tileset)
      Depending on how alluring Destiny and Diablo3RoSUEE are on each day.
      Title: Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: Illogical_Blox on September 18, 2014, 02:47:34 pm
      Blimey, I like the castes. I might download this just to steal some for myself.
      Title: Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on September 19, 2014, 12:11:08 am
      Blimey, I like the castes. I might download this just to steal some for myself.
      Grab the minerals too, they are much tuned. I have added
      fluorspar, biotite(dark iron-rich mica), migmatite(bent swirls of gneiss in granite), hornfels, greenstone, elvan, zeolite, syenite, scoria, pumice(porous, volcanic), augite, azurite, corundum, sphene, barite, pegmatite. Pink Marble, Pure[best] Marble, Black Marble[bitumin-darkened limestone].

      You might also like my White Bronze (CuNi, 75% copper, 25% nickel) and Pentlandite ore (iron and nickel).
      Title: Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on September 20, 2014, 02:20:30 pm
      Hey all.
      Ironhand version of OldGenesis 40.13: https://dl.dropboxusercontent.com/u/8967397/DF40_13_OldGen_Ironhand.zip
      Granite has been replaced with red granite, gray granite, white granite. Because granite is super common and does come in varieties.
      Standard grazer on dem critters, except gigantic panda.

      ascii ver is ready, 1.4 hours needed to copy changes to Phoebus version. Those two maybe tomorrow.
      Title: Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on September 21, 2014, 08:19:17 pm
       
      ~-~ Dine at my white granite table? OldGenesis 40.13 has come! ~-~

      Granite has been replaced with red granite, gray granite, white granite. Because granite is super common and does come in varieties.
      Standard grazer on dem critters, except gigantic panda.
      If you want more realism, tune the init file grazer param until four sheep require an acre (32x32 tiles). Or one horse per 32x32 tiles.

      Ironhand tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_13_OldGen_Ironhand.zip (https://dl.dropboxusercontent.com/u/8967397/DF40_13_OldGen_Ironhand.zip)
      Phoebus tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_13_OldGen_Phoebus.zip (https://dl.dropboxusercontent.com/u/8967397/DF40_13_OldGen_Phoebus.zip)
      ascii tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_13_OldGen_ascii.zip (https://dl.dropboxusercontent.com/u/8967397/DF40_13_OldGen_ascii.zip)


      Toady on tile size:
      Assuming gravity works like real world gravity and you can invent a time unit (obviously not linked to the dwarf mode calendar, which moves too fast for this), then a choice has been made.  It wouldn't make any fewer dragons fit in the tile though.  I think for the purposes of the minecarts it turned out to be 2m x 2m x 3m with 10 clicks / second, but it isn't that important or far-ranging in effect.
      Title: Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: HooliganintheFort on September 26, 2014, 11:18:27 pm
      Yes!
      Title: Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: infiniteunrest on September 29, 2014, 08:57:22 am
      Would a Spacefox version be out of the question?

      Downloaded and trouble-shooted this today and look forward to playing this evening. I play on a Mac.

      - Infinite
      Title: Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on September 29, 2014, 06:14:41 pm
      I don't think I'll be making a fourth tileset version of OldGenesis, Infiniteunrest. It is all minerals, plants, trees, gems, insects, fish, maybe even the custom workshops that need a tile change when going to another tileset. One can try putting a very-ascii-compatible tileset, or replacing the tiles of Phoebus in a graphics editor.

      Have fun and remember to make wooden spears, wooden clubs, stone axes and stone pots! (certain minerals are tagged as EDGEDWEAPONROCK, based on what cavemen used for tools)
      Also nice to have a trap corridor full of wooden staff weapons to soften the goblins.
      Have too much fat and tallow? 'Feed' them to your animals in the Kitchen!
      Too much battlefield litter? Cremate bodyparts in the Kiln.
      Hate the cave crundles? Start a grassfire in the caves using a Bonfire workshop. Deliberate grassfire + goblins in wooden cages = justice.

      ps. oops, my sig still points to .12 versions.
      Title: Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: infiniteunrest on September 29, 2014, 06:25:15 pm
      Started playing tonight after fuffing around ages with tilesets. Managed to patch Spacefox over the top. It took me a through tries to get it to launch, but working fine now and any it doesn't recognise it uses Phoebus instead. Please don't ask me how, as I have no idea what I'm doing.

      I got mangled a couple of times embarking in terrifying areas, but enjoying the mastiffs and furniture workshop so far. Thanks very much for porting this upwards and keep up the good work.

      Do you think this kind of thing will be easier if Mountainhome, the modloader, gets going?
      Title: Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on September 29, 2014, 10:51:08 pm
      Do you think this kind of thing will be easier if Mountainhome, the modloader, gets going?
      Changing from tileset to tileset requires decisions which plants will use which plant tiles (old Ironhand that I use: bush, flower or plant, plant-with-strawberry, tallflower, mushroom, spikygrass, tallgrass(??), wheatlike, ropecoil(vine), melonslice, cactus, fir, basket-of-fruits, tiny tri-leaf, huge six-leaf) which plant uses. Not all tilesets have equally many plant tiles.
      Also the trees' leaves are fun to vary -- I use the low spiky grass as the conifer needles.

      A modloader will help with, for example, what civilizations to include, what bonus monsters/pets to include, what extra workshops to enable, what languages civs will use.
      Title: Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on October 28, 2014, 07:52:23 am
      OldGenesis mod update to .14 comes as soon as I set aside two hours to do some testing. Raws merging is already done.
      Title: Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: HooliganintheFort on November 03, 2014, 10:39:44 pm
      Cannot wait! Finally my dwarves can use step ladders in Old Genesis.  :D
      Title: Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on November 06, 2014, 11:54:07 am
       
      ~-~ Come sit at my white granite table and eat bananas while sad. OldGenesis 40.15! ~-~

      .13 I added: Granite has been replaced with red granite, gray granite, white granite. Because granite is super common and does come in varieties.

      Ironhand tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_15_OldGen_Ironhand.zip (https://dl.dropboxusercontent.com/u/8967397/DF40_15_OldGen_Ironhand.zip)
      Phoebus tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_15_OldGen_Phoebus.zip (https://dl.dropboxusercontent.com/u/8967397/DF40_15_OldGen_Phoebus.zip)
      ascii tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_15_OldGen_ascii.zip (https://dl.dropboxusercontent.com/u/8967397/DF40_15_OldGen_ascii.zip)
      Title: Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: Socrates1337 on November 11, 2014, 09:57:25 pm
      Can a Xen infector implant eggs in you in adventure mode?
      Title: Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on November 12, 2014, 12:52:19 pm
      Can a Xen infector implant eggs in you in adventure mode?
      No, since my current versions have "--xen infector removed." instead of the creature being there.
      Didn't fit in with the idea of "Dwarf Fortress Complete".
      Title: Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: HooliganintheFort on November 23, 2014, 09:55:55 pm
      Is the mod still going to be updated?
      Title: Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: sumusiko on November 28, 2014, 10:42:04 pm
      Is this mostly a Adventure mode mod or mostly a dwarf fortress mode? I mean this mod affects the most which of them?
      Title: Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on December 15, 2014, 12:04:58 am
      Is the mod still going to be updated?
      Yeah, eventually. Not feeling like DF these days. The latest DF versions seem to have been just "swap out the executable and data/index".

      Is this mostly a Adventure mode mod or mostly a dwarf fortress mode? I mean this mod affects the most which of them?
      It is both. I used to play and enhance it in fort mode mostly. It is cool to have three quality levels of wood.

      Biggest changes in adventure are the weapon tunings, bleeding and pain tunings (so arrow to bird's toe -> bird faints! doesn't happen), new creatures, Deon's adventurer crafting stuff, and the VOCALIZATIONs I have added to people and creatures.
      Title: Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: marcelteaching on December 19, 2014, 06:30:31 pm
      Guys, just a question, how satisfying is this to play as adventurer mode?  I am currently playing the wanderer mod.  I really enjoy the crafting system.  Does this work with a graphic toolset? 
      Title: Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on December 24, 2014, 06:58:03 pm
      Guys, just a question, how satisfying is this to play as adventurer mode?  I am currently playing the wanderer mod.  I really enjoy the crafting system.  Does this work with a graphic toolset?
      OldGenesis comes in three flavors: ascii tiles, old Ironhand tiles, and old Phoebus tiles.
      They may be compatible with current Ironhand and Phoebus tileset versions, depends if the tileset authors moved things around.

      A bit older crafting system, by Deon. But I have added vocalizations to lots of creatures, so your adventurer will text-hear birds and bandits and farting peasants.
      Title: Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on January 15, 2015, 09:53:51 am
      Hey Deon can you help? I'm trying to port from .15 to .24.

      Code: [Select]
      *** Error(s) found in the file "raw/objects/creature_tropical_new.txt"
      HYENA BP Add Type GELDABLE Was Not Used
      JACKAL BP Add Type GELDABLE Was Not Used
      undefined local plant material set to default: ELM SEED
      undefined local plant material set to default: CONIFER_YEW NEEDLE
      *** Error(s) finalizing the creature WORM
      undefined local creature material set to default: WORM BONE
      *** Error(s) finalizing the creature GNOME_DARK
      undefined local creature material set to default: GNOME_DARK THREAD
      *** Error(s) finalizing the creature FAEDOG
      undefined local creature material set to default: FAEDOG THREAD
      *** Error(s) finalizing the creature GNOME_MOUNTAIN
      undefined local creature material set to default: GNOME_MOUNTAIN THREAD
      *** Error(s) finalizing the creature NITH
      undefined local creature material set to default: NITH THREAD
      *** Error(s) finalizing the creature SATYR
      undefined local creature material set to default: SATYR THREAD
      *** Error(s) finalizing the creature BUFFALO
      undefined local creature material set to default: BUFFALO THREAD
      *** Error(s) finalizing the creature CAMEL
      undefined local creature material set to default: CAMEL THREAD
      *** Error(s) finalizing the creature CHIMPANZEE
      undefined local creature material set to default: CHIMPANZEE THREAD
      *** Error(s) finalizing the creature GAZELLE_DAMA
      undefined local creature material set to default: GAZELLE_DAMA THREAD
      *** Error(s) finalizing the creature DEER
      undefined local creature material set to default: DEER THREAD

      Title: Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: Putnam on January 15, 2015, 04:25:16 pm
      The error there was added in 0.40.24 and is pretty self explanatory. The material mentioned there is not defined.
      Title: Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on January 15, 2015, 07:40:59 pm
      So I added
         [ADD_MATERIAL:THREAD:THREAD_TEMPLATE]
      to all the
         [ADD_MATERIAL:HAIR:HAIR_TEMPLATE]
      having creature mat bundle templates.
      Nope, didn't help. a bloody spammy change, all things nagging about default material names.

      Do I really need to patch 200+ creatures?
      I got regular leather critters, furmammal critters giving pricy furs, toughleather, demonleather, dragonleather... and thinskin-leather(suede) from puny animals like elves.
      Spoiler (click to show/hide)
      Title: Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: HooliganintheFort on February 14, 2015, 12:21:57 am
      Any news about the new update of this mod? If it's coming soon?
      Title: Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on March 10, 2015, 09:40:42 am
      Any news about the new update of this mod? If it's coming soon?
      Just played 90 minutes. I have a new pc, which might be 100% faster than my previous one.

      OldGenesis needs 2+ hours of patching (spams the errorlog), but it's fully 0.40.24 playable right now.
      If anyone wants to play .24 Ironhand or help with the creature material errors, link: https://dl.dropboxusercontent.com/u/8967397/DF40_24_OldGen_Ironhand_beta.zip
      (first need to fix Ironhand, then copy its changes to ascii and Phoebus tilesets. I have spent much time with the tile choices because TREES and PLANTS.)

      Edit:
      adding [ADD_MATERIAL:THREAD:THREAD_PLANT_TEMPLATE] to body detail plans seems to fix the bloody thread nagging. Next up, bone nagging of invertebrates...
      (vanilla does not have an animal thread material. neither does OldGen.)

      Edit 2015-03-12 morning:
      got all the material nagging errors patched. took 5-6 hours. Next task, test, and copy 100+ changes with WinMerge to phoebus and ascii versions...
      Title: Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: HooliganintheFort on March 15, 2015, 12:56:23 pm
      It's here!  :)
      Title: Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on March 16, 2015, 04:13:48 am
       
      ~´´~ Vomit fruit bits at my white granite table? OldGenesis 40.24 has come! ~´´~

      Ironhand tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_24_OldGen_Ironhand.zip (https://dl.dropboxusercontent.com/u/8967397/DF40_24_OldGen_Ironhand.zip)
      Phoebus tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_24_OldGen_Phoebus.zip (https://dl.dropboxusercontent.com/u/8967397/DF40_24_OldGen_Phoebus.zip)
      ascii tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_24_OldGen_ascii.zip (https://dl.dropboxusercontent.com/u/8967397/DF40_24_OldGen_ascii.zip)

      2015-03-16:
      - updated to the mighty shiny DF 0.40.24. Took a lot of hours, since new error messages revealed loads of HAIR and FAT nagging.
      - trying [USE_MATERIAL_TEMPLATE:HAIR:HAIR_YARNABLE_TEMPLATE] on the wool / yarn creatures.
      So there's two HAIR material now, common non-threadmaking (too short or fragile hairs), and rare yarnable on a few animals.
      - added [USE_MATERIAL_TEMPLATE:GIZZARD:GIZZARD_TEMPLATE] to all creatures that don't use a prepackaged body mat list. stupid nagging. They don't have gizzards. Do they use a standard tissue list.
      - much GELDABLE. Go go gadget unicorn gelder!
      - since chitin is used in forgotten beasts, they lack TANNED_CHITIN and the game nags.
      I split chitin into vanilla chitin for FBs and TANNED_CHITIN_TEMPLATE (which outputs and requires TANNED_CHITIN) for OldGen critters.
      Title: Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: LuRockz on March 20, 2015, 12:41:49 am
      Oh man, just seeing this mod updated to 40.24 has put a stupid grin on my face.
      I'll swap lines of text and dragon drop files for 2-5 hours to get it to work, unfortunately I'm not skilled enough, is there any way to apply it to Mac OS X DF?
      Title: Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on March 20, 2015, 05:06:19 pm
      Oh man, just seeing this mod updated to 40.24 has put a stupid grin on my face.
      I'll swap lines of text and dragon drop files for 2-5 hours to get it to work, unfortunately I'm not skilled enough, is there any way to apply it to Mac OS X DF?
      Yeah everything breaks if you put 40 files on top of old 40 files. Must remove the old "raws" first.
      The init files and artwork and raw/objects should work fine. remove all files from objects folder and graphics folder, and then put the OldGenesis corresponding files there. init files tell the game to use the graphics and tileset.
      More help: how to install a mod. http://www.bay12forums.com/smf/index.php?topic=79375.0
      Title: Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: TomiTapio on March 21, 2015, 08:54:11 am
      Vanilla DF: dog, cat.
      OldGenesis DF: spaniel, dog, bulldog, mastiff, fae[rie] dog (extra speed), cat, large cat, swamp cat.

      Vanilla DF: pine, birch, walnut make equally valuable furniture.
      OldGenesis DF: pine and birch are poor, you should charcoal them. Make furniture and weapons of beech, maple, walnut, teak, ebony...
      Title: Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: LuRockz on March 22, 2015, 03:55:26 am
      Oh man, just seeing this mod updated to 40.24 has put a stupid grin on my face.
      I'll swap lines of text and dragon drop files for 2-5 hours to get it to work, unfortunately I'm not skilled enough, is there any way to apply it to Mac OS X DF?
      Yeah everything breaks if you put 40 files on top of old 40 files. Must remove the old "raws" first.
      The init files and artwork and raw/objects should work fine. remove all files from objects folder and graphics folder, and then put the OldGenesis corresponding files there. init files tell the game to use the graphics and tileset.

      I was always replacing the files, I didn't know you had to remove them first. I followed your instructions and without failure, it worked! Thank you for the help and your legendary effort of keeping this mod alive.
      Title: Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: mcolombe on April 11, 2015, 08:08:52 am
      Nice to see another good mod updated to 4.24. Well done to everybody involved in both the creation of this mod and the updating. cheers guys.
      Title: Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
      Post by: Deon on April 11, 2015, 08:38:51 am
      I am involved only in the original mod creation. All praise should go to TomiTapio :).
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: mcolombe on April 13, 2015, 01:25:31 pm
      Well Deon,well done to you for starting it off and well done to TomiTapio for updating it. I take of my hat to the both of you. As masterwork is being redone at the moment, i decided to give this mod a go and it is very fun indeed. The only one glitch i have seen is in my current fortress, the dwarves are not taking food to the food stockpiles, so i have had to get the dwarve to 'dump' them into the food stockpiles. Otherwise everything else seems to be working great.
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: TomiTapio on April 14, 2015, 11:39:29 pm
      Well Deon,well done to you for starting it off and well done to TomiTapio for updating it. I take of my hat to the both of you. As masterwork is being redone at the moment, i decided to give this mod a go and it is very fun indeed.
      Thanks! This mod has roots way back, in Deon's "DF Complete". Trying to keep the spirit of vanilla, but add lots of stuff. Mmmm birch trees... *removes all French words from prepared meals*
      The only one glitch i have seen is in my current fortress, the dwarves are not taking food to the food stockpiles, so i have had to get the dwarve to 'dump' them into the food stockpiles. Otherwise everything else seems to be working great.
      some wild mushrooms are inedible on purpose, so dorf gatherers gather useless stuff too :-) maybe the thingies make blueshroom dye instead.
      Anyone else seen food oddities? I didn't encounter any food problems when I rolled short-lived forts.
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: TomiTapio on April 22, 2015, 11:48:33 am
      Time to add more animal and monster vocalization-texts into adventure mode. Giraffe says what?
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: Ant on April 22, 2015, 12:03:38 pm
      I think it was something like "mah-hwoog". Or was it the tapir?
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: TomiTapio on April 27, 2015, 05:08:30 am
      So I run many test adventurers, and whatever animals they encounter, I add vocalizaitions / activity noises to them. And remove "you smell <name of fish / bird> on the wind" illogicalities.

      Today tuning the civilized creatures' smells and skills. Dorf and human nose bad, elf and scavenger nose sensitive.
      Adventurer spoilers:

      [CREATURE:NORD]
         [DESCRIPTION:The Nord humans often settle in cold and inhospitable regions. They are known for their mighty stature and strong spirit. They brew the finest mead and they appreciate beards.]
         [NAME:nord:nords:nord]
         [CASTE_NAME:nord:nords:nord]
         [CREATURE_TILE:'N'][COLOR:7:0:1]
         [CREATURE_SOLDIER_TILE:165]
         [INTELLIGENT][CANOPENDOORS]
         [VIEWRANGE:30] 2 better than keeper
         [ODOR_LEVEL:62] -less smelly than orcs. 50 default
         [SMELL_TRIGGER:55] skill: 1 is best, 50 is default.
         [NATURAL_SKILL:TRACKING:2]
         [NATURAL_SKILL:DISCIPLINE:2] to fix cowardice
         [NATURAL_SKILL:MELEE_COMBAT:2]
         [NATURAL_SKILL:GRASP_STRIKE:3]
         [NATURAL_SKILL:WRITING:1]
         [NATURAL_SKILL:INTIMIDATION:2]
         [NATURAL_SKILL:ORGANIZATION:2] disorganized die in the cold
         [NATURAL_SKILL:JUDGING_INTENT:4]
         [NATURAL_SKILL:SWIMMING:2] kids are taught, because thin ice dangers
         [NATURAL_SKILL:SPEAR:2] spear-fishing tradition
         
         --NOFEAR]
         [PREFSTRING:adventurousness]
         [PREFSTRING:traditional ways]
         [PREFSTRING:fine axes]

         --sounds.. loudness/distance (squares), commonness (1000 for alarm, 10k peaceful).
         [SOUND:ALERT:50:1200:VOCALIZATION:shout:shouts:a warcry]
         [SOUND:PEACEFUL_INTERMITTENT:45:80000:VOCALIZATION:shout:shouts:a harsh shout] --very rare but long-distance
         [SOUND:PEACEFUL_INTERMITTENT:25:180000:VOCALIZATION:ponder the futility of it all:looks very sad:insane gibbering in the distance] --very rare
         [SOUND:PEACEFUL_INTERMITTENT:20:27000:VOCALIZATION:sneeze:sneezes:a sneeze]
         [SOUND:PEACEFUL_INTERMITTENT:7:25000:VOCALIZATION:burp:burps:a manly long burp]
         [SOUND:PEACEFUL_INTERMITTENT:7:18000:VOCALIZATION:spit:spits:somebody spitting]
         [SOUND:PEACEFUL_INTERMITTENT:15:9500:VOCALIZATION:talk:talks:Nords' conversation]
         [SOUND:PEACEFUL_INTERMITTENT:13:24000:VOCALIZATION:pray:prays:a Nord prayer]
         [SOUND:PEACEFUL_INTERMITTENT:4:16000:VOCALIZATION:sigh:sighs:a sigh] --shortest distance/loudness
         [SOUND:PEACEFUL_INTERMITTENT:16:17000:VOCALIZATION:swear:swears:somebody swearing]
         [SOUND:PEACEFUL_INTERMITTENT:11:19000:VOCALIZATION:mutter:mutters:somebody muttering]
         [SOUND:PEACEFUL_INTERMITTENT:8:18000:VOCALIZATION:grunt:grunts:a Nord grunt]
         [SOUND:PEACEFUL_INTERMITTENT:6:15000:VOCALIZATION:cough:coughs:a quiet cough]

      ps. Giraffes don't really vocalize. Viewrange boosted coz of height advantage.

      Keeper:
      Spoiler (click to show/hide)
      Desert elves aka dunedwellers:
      Spoiler (click to show/hide)
      pps. Goblins get comedy and basic flattery. also leatherwork/bonecarve/forageherbs (Ogba no! not that yellow mushroom!)

      ppps. Ents have more skills now. Things like this is why OldGenesis is better than vanilla.
      Spoiler (click to show/hide)
      Anyone fancy making an ENT FORTRESS? (there's no entity entry for them yet)
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: Meph on April 27, 2015, 08:19:06 am
      I was thinking about a plant-based race, but playable, not just as invaders. ;) But the 40.x vanilla update came in between.
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: TomiTapio on April 28, 2015, 07:08:49 pm
      -
      Ok here's the latest version of OldGenesis, Ironhand only.
      Will merge my April changes to Phoebus and ASCII when a new DF version comes.
      https://dl.dropboxusercontent.com/u/8967397/DF40_24_OldGen_Ironhand_AprilAdvVer.zip

      Much animal sounds and odorlevel tuning for adventurer mode.
      Dwarf mode is only slightly affected (civ skills, animal occurrence frequencies)
      Update notes:
      Spoiler (click to show/hide)
      Pro tip: if an animal doesn't vocalize in the real world, just have them make other sounds like "you hear branches breaking" "you hear grass rustling" "you hear underbrush noises" "you hear a crack."
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: mcolombe on April 30, 2015, 04:37:53 pm
      this mod is awesome, having started up a second fortress in a desert after finding my first fort to easy, i am having a lot of fun with it. I guess the one comical thing is, that in version 4.24, you hardly ever get invaded, which is a shame when you have a highly skilled standing army waiting to repel invaders.lol.
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: TomiTapio on May 01, 2015, 04:35:49 am
      I too haven't gotten much invader trouble. My forts are not very long-lived, (fps/boredom death at 120fps or 40citizens+30animals)
      so I guess it's time to adjust the
         [PROGRESS_TRIGGER_PRODUCTION:2]
         [PROGRESS_TRIGGER_PROD_SIEGE:2]
         [PROGRESS_TRIGGER_POP_SIEGE:2]
      of entities to make them evildoers come sooner.
      Previous fort had "wildlife is mostly lone owl and lone eagle", crap hunting, crap combat training. So.. great horned owl frequency down, they exist in 7+ biomes.

      ps. One fort season (100800 frame ticks) is: 67 minutes at 25 fps, 34 minutes at 50 fps, 17 minutes at 100 fps, 8.5 min at 200 fps.
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: TomiTapio on May 04, 2015, 09:28:23 pm
      Ironhand version is now on DFFD also, not just in my Dropbox.
      Phoebus and ASCII versions should I do any day now. I guess next vanilla DF is 4-5 weeks away.

      OldGenesis Ironhand: http://dffd.bay12games.com/file.php?id=10824
      my uploads incl. Finnish language file: http://dffd.bay12games.com/who.php?id=1538
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: TomiTapio on May 06, 2015, 01:16:40 am
      OldGenesis gets a slight update, and it is now on DFFD:

      Ironhand: http://dffd.bay12games.com/file.php?id=10824
      Phoebus: http://dffd.bay12games.com/file.php?id=10832
      ascii: http://dffd.bay12games.com/file.php?id=10831

      mostly adventurer changes (smell levels, animal sounds).
      Spoiler (click to show/hide)
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: mcolombe on May 06, 2015, 08:41:43 am
      I have to say, i still think this is one of the top mods for dwarf fortress that exists. have you considered making a GUI for this mod, so you can specify max number of dwarves, turn of AQUIFIER, that kind of thing. just a thought? if it is to complicated, fair play.
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: TomiTapio on May 06, 2015, 03:05:46 pm
      Thanks! I / we try to keep the spirit of vanilla DF, just add more civs and more workshops 'n stuff.

      At one point, Deon had a launcher to configure Genesis. It didn't last for many months, I think.
      I'm not planning to have a launcher or configuration helper.

      What kinds of stuffs should civilized centaurs vocalize? Humans and orcs burp and sneeze and mutter and grunt.
      So that adventurer can *hear* that this is a centaur village / centaur bandit group. I wonder if I have put any vocalization messages to the demon civ.
      Edit: 9+3+10 downloads of latest OldGenesis, on DFFD.
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: mcolombe on May 07, 2015, 08:56:07 am
      Also just wanted to say, well done on the latest update, i have started a new fortress and am looking forward ti being invaded more often. cheers.
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: TomiTapio on May 11, 2015, 04:09:39 am
      Edit Friday May 8th: working on...
      - more kobolds, fewer scavengers and centaurs (population, age tuning).
      - Dunedweller population down, and adjust their professions. Keepers pop down.
      - orc, beastmen population up.
      - _two more goblin civs_ (each with own creature entry): goblines and groblins. To get more SIEGES hopefully.
      Edit: yay got a Gobline war squad. They killed 2 outdoor dorfs then left.
      (11+4+11 DLs on DFFD so far; never could get statistics on Dropbox downloads)
      (19+8+19 DLs on DFFD May 10th)

      If anyone wants to test with the in-progress Ironhand raws (with 3 goblin civs), here they are: https://dl.dropboxusercontent.com/u/8967397/OldGen%20Ironhand%20latest%20raws.zip
      just delete your current ironhand raws and put this folder there instead. And roll a new world.

      Irrelevant picture of OldGenesis wood densities:
      Spoiler (click to show/hide)

      Altar of nature is hard to build!
      Spoiler (click to show/hide)
      The shaman rings bounce on the drum as the shaman bangs on the drum. Make lots of TOYS to get the shaman rings and lamps. (some workshops require oil lamps)
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: twwolfe on May 11, 2015, 02:10:27 pm
      SO, downloaded it, and it is not letting me gen a large region. all i did was lower mineral density from 2500 to 1000, and now every single reion comes up as rejected :(

      any advice on how to gen a world?

      edit: okay, now its saying theres a error from placing farming entity without orchard crops.
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: TomiTapio on May 11, 2015, 06:38:00 pm
      SO, downloaded it, and it is not letting me gen a large region. all i did was lower mineral density from 2500 to 1000, and now every single region comes up as rejected :(
      edit: okay, now its saying theres a error from placing farming entity without orchard crops.
      There's so many civs that very often get The Farming Error.
      I recommend small and smaller region. You want the hostile civs to be near you, for WAR to happen.
      Or medium island. Large just makes everything slower, even day-to-day fort life.
      Let a medium sized region try generating for 15 minutes. I have set most of them to a short (100-140 years) history, that is enough for adventuring and not too much calculating for fort mode "advance world one day calculation".


      Edit: here's mature Ironhand-tiles fort with 1.1 million wealth, that has had two enemy civs send a war squad to it (centaurs, goblines).
      Just lost 40 dorfs to megabeast and tantrums, then coffined the poor bastards. https://dl.dropboxusercontent.com/u/8967397/OG-ironhand-region12.zip
      Logbook: https://dl.dropboxusercontent.com/u/8967397/gamelog-r12.txt
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: Derth on June 03, 2015, 10:11:14 pm
      Hi, not sure what went wrong with the RAWS, but Illithids can't seem to receive quests from anyone. The quest will be mentioned, but you cannot ask about the location of the target, and so on.
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: captinjoehenry on June 07, 2015, 01:42:55 pm
      Is there any complete guide for this mod as the website link in the first post only talks about some of the creatures and races and does not mention alchemy or manic or any items so is there a guide that mentions all of these?

      Also what do i need to do to add another race into this mod?
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: Usul on June 07, 2015, 05:45:48 pm
      Just create a creature then make an entity for it. See the wiki guide (http://dwarffortresswiki.org/index.php/DF2014:Modding_guide) if this is the moding part which you don't know about, and ask questions in the question thread (http://www.bay12forums.com/smf/index.php?topic=140015.0) if you don't understand something.
      Or if you want to add a race from another mod, find and drop everything related to this race in your object folder.
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: captinjoehenry on June 07, 2015, 08:31:55 pm
      there are vampires and necromancers in this mod right?
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: TomiTapio on June 08, 2015, 09:14:20 am
      Is there any complete guide for this mod as the website link in the first post only talks about some of the creatures and races and does not mention alchemy or manic or any items so is there a guide that mentions all of these?

      Also what do i need to do to add another race into this mod?
      Nah, there is no up-to-date guide. One guide to OldGenesis is a wiki: http://df-genesis.wikidot.com/
      Handy tips (metalworking, tough creature materials, dog sizes, dwarf castes) http://df-genesis.wikidot.com/tips-and-advice
      There is a changelog included with the mod, that should contain many things that I added. For no-water biome you especially want "press water from plants to bucket" and "melt ice boulder into bucket".
      Siege bothering you? Start a grassfire with Bonfire Workshop on grass. (also used on wooden-caged prisoners)

      *adds OldGenesis to main wiki's mods list*
      http://dwarffortresswiki.org/index.php/DF2014:List_of_mods

      Easiest way to add a civilized race to OldGenesis is to put their creature_NAME.txt and entity_NAME.txt files in the raws folder. But OldGenesis might not have the bodyparts that your desired race has. One needs modding skill and errorlog reading.
      (also [ADVENTURE_TIER:31] in entity AND [INDIV_CONTROLLABLE] in creature, so it can be chosen as an adventurer.
       [CIV_CONTROLLABLE] in the main fort mode entity.)

      there are vampires and necromancers in this mod right?
      Yes. I have not encountered any in my playing. Many were-animal immigrants I have put down.
      I have disable every-night-guaranteed-bogeymen from adventure mode, by worldgen settings.

      Yay, OldGenesis is at 52+17+36 downloads on DFFD. Over 90 people have tried it.
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: danmanthedog on June 21, 2015, 11:06:59 am
      Is there a way to remove certain civilizations with out breaking the game?
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: TomiTapio on June 21, 2015, 12:05:35 pm
      Is there a way to remove certain civilizations with out breaking the game?
      You can just delete their entity. or delete the file that has the entity, if the file has only one entity.
      Nothing should break, unless you remove the only entity that is set as fort-mode-playable (dwarves). CIV_CONTROLLABLE tag I think it was, to try as other race fort mode. (only 1 civ should have the tag at one time)

      Tip: have a programmer's text editor like Crimson Editor or Notepad++ so you can do "find all files that have this string, in this folder" (find in files / search string)
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: danmanthedog on June 21, 2015, 12:38:22 pm
      Is there a way to remove certain civilizations with out breaking the game?
      You can just delete their entity. or delete the file that has the entity, if the file has only one entity.
      Nothing should break, unless you remove the only entity that is set as fort-mode-playable (dwarves). CIV_CONTROLLABLE tag I think it was, to try as other race fort mode. (only 1 civ should have the tag at one time)

      Tip: have a programmer's text editor like Crimson Editor or Notepad++ so you can do "find all files that have this string, in this folder" (find in files / search string)
      Thanks for your help but I have another question. Is it possible to slow down the dwarfs a little so they're not all Usain bolt clones? :D
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: vjmdhzgr on June 22, 2015, 04:44:09 pm
      Is there a way to remove certain civilizations with out breaking the game?
      You can just delete their entity. or delete the file that has the entity, if the file has only one entity.
      Nothing should break, unless you remove the only entity that is set as fort-mode-playable (dwarves). CIV_CONTROLLABLE tag I think it was, to try as other race fort mode. (only 1 civ should have the tag at one time)

      Tip: have a programmer's text editor like Crimson Editor or Notepad++ so you can do "find all files that have this string, in this folder" (find in files / search string)
      Thanks for your help but I have another question. Is it possible to slow down the dwarfs a little so they're not all Usain bolt clones? :D
      If I remember correctly then by default the fps cap in old genesis is unlimited meaning it'll go as fast as your computer can handle. Early on this often means fpses nearing 500 which is way too fast. I don't remember the path to it exactly, but somewhere in the data folder are the text files init and d_init which have some options in them. One of them is maximum fps which you can lower to something more sensible like 100. Also tomitapio,it's perfectly fine to have multiple entities with civ_controllable, it just means that you have to regularly end up teaching people how to select what entity to play as. I believe smakemupavus has a link to a guide he wrote once that he posts all over the place whenever it's needed.
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: danmanthedog on June 22, 2015, 10:13:54 pm
      Thank you for the help bro.
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: TomiTapio on June 22, 2015, 10:55:19 pm
      Thanks for your help but I have another question. Is it possible to slow down the dwarfs a little so they're not all Usain bolt clones? :D
      My init files are at [FPS_CAP:390] and it will drop down to 190 and 110 real soon, once you have 35 dwarves and 15 pets... This is a village simulation, so things should happen fast. at around 70 or 80 fps the dwarves will move like one tile per one player-second, BUT that's around a 3000 seconds for the dwarf. 3000 seconds to move 2 meters. (tile is 2x2m, says Toady)

      Dwarf Fortress has three main flaws: 1. learn 150+ keyboard sequences. 2. the more creatures, objects, and area you have, the slower it runs. Becomes a background game with "issue orders, do something else for 20mins". We call it FPS Death, player gets too bored coz one fort season taking 70minutes.
      (One fort season (100800 ticks) is: 67 minutes at 25 fps, 34 minutes at 50 fps, 17 minutes at 100 fps.)
      3. not enough enemies attacking; and you can stop an army by "build a wall or raise drawbridge, or place 15 weapon traps".
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: TomiTapio on July 14, 2015, 11:32:42 am
      old image, Genesis workshops documentation by Deon.
      I think one needs chairs and oil lamps (lamp is a hard_material toy) to make the library.

      (https://dl.dropboxusercontent.com/u/8967397/DF%20Gen%20documentation.png)
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: ajaskowiak on July 28, 2015, 10:08:44 pm
      Just started trying out this mod- a lot of fun but for some reason the caste bonuses aren't working for me- I just got an unfathomably weak steel clan member at embark... doesn't seem possible from the raws- lists 3000! as the minimum under the phys_att_range for strength... am I missing something?  I tried a few more embarks and still get characteristics below the phys_att_range minimums.
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: vjmdhzgr on July 29, 2015, 01:46:14 pm
      Just started trying out this mod- a lot of fun but for some reason the caste bonuses aren't working for me- I just got an unfathomably weak steel clan member at embark... doesn't seem possible from the raws- lists 3000! as the minimum under the phys_att_range for strength... am I missing something?  I tried a few more embarks and still get characteristics below the phys_att_range minimums.
      2000 is actually the minimum strength, 3500 is the average. Anyway, the description of their attributes is based off of the caste's stats, not the creature's average stats. So an unfathomably weak steel dwarf will have a strength of 2000, which is still stronger than some dwarves will ever be able to achieve, and they'll be able to reach 4500 with enough training, which is nearly the strength cap in Dwarf Fortress. I've just looked a bit closer, and I've remembered that female steel dwarves are way stronger than male steel dwarves, and their minimum strength is 3000, and average is 4000, which would mean that their strength is higher than most dwarves will ever be able to reach, and with training they can reach the maximum strength a creature in Dwarf Fortress can have, without some crazy modding tricks.

      EDIT:Actually, I did some math wrong and somehow added 2,000 and 3,500 together and got 4,500. minimum strength male steel dwarves' strength cap is the maximum of 5,000. (Warning: Mostly irrelevant modding ramble ahead)Though, I do wonder if it can go above that if the attributes start out really high because that's just all that you're allowed to specify in the raws, and I know from the Dragonball Z mod that attribures definitely can go over 5,000, though to my understanding it's not through standard methods. So theoretically you would have a maximum strength of 10,000. I've been told that 5,000 is the maximum even in that kind of circumstance though. Now that I think about it more, I remember there's a token that lets you change the attribute caps, which by default are set to 200 percent of the starting value or the starting value plus the average, but you could change that to 5,000 percent of the starting value at least (I haven't tried higher), so, you could get an even higher attribute cap. This is probably already known though, but I think I would have heard of it before.
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: ajaskowiak on July 29, 2015, 07:30:29 pm
      Ah, thanks for explaining that, I assumed the attribute descriptions were based off the absolute attribute numbers, not the caste's attribute range.
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: ajaskowiak on August 05, 2015, 06:17:37 pm
      Was just checking out the raws to see which of the new metals looked good and I noticed that, with the exception of value, sun gold had the same raws as steel- that strikes me as a bit odd.  Is that an error or am I missing something?
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: TomiTapio on August 06, 2015, 07:58:48 pm
      Was just checking out the raws to see which of the new metals looked good and I noticed that, with the exception of value, sun gold had the same raws as steel- that strikes me as a bit odd.  Is that an error or am I missing something?
      Not an error, the sun gold is elves' primary armor and weapon metal. It should be a bit heavier than steel, my gut tells me.
      Some releases of OldGenesis had cobalt removed, some allowed the use of silver bolts. Because many a fort did not have iron or steel.

      I've played many "no mining allowed" heretic forts(higher fps!!), so I added wooden clubs/spears/staffs/daggers. And the crossbow weapon has a "stab with bayonet" attack, because dorfs too moronic to "carry crossbow AND dagger".

      Ah, good times, invaders or wildlife starting a grassfire/bushfire/forestfire, and my outdoors-only fort BURNING. (we have Warlord255's "Bonfire workshop" for starting a grassfire. )


      ps. *adds a TODO: add two wildlife that start forest fires, to simulate nature. One in all biomes, one in dry biomes OFTEN.*
      pps. I'm coding a puny village sim game. Its story can be followed via the Twitter hashtag #Villaganders https://twitter.com/hashtag/villaganders?f=tweets&vertical=default&src=hash
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: TomiTapio on August 08, 2015, 01:51:51 pm
      An OldGenesis promotional screenshot -- damn ice mephits, encasing dorfs in ice. (if dorfs fight them while standing in water)

      (https://dl.dropboxusercontent.com/u/8967397/Genesis_promo_-_damn_ice_mephits.png)

      bonus images
      Spoiler (click to show/hide)

      Serpentfolk invasion, back when we had hardcoded large invasions. "We're so dead."
      Spoiler (click to show/hide)

      red migmatite caves with black biotite
      Spoiler (click to show/hide)
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: crazz2323 on August 09, 2015, 03:05:34 pm
      Will the Starter Pack (Lazy Newb Pack) and its features work with Old Genesis for DF 40.24b? If so, how do I incorporate it? I like all the additional items, dwarf types, animals, creatures, and enemies the mod adds.
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: vjmdhzgr on August 23, 2015, 11:41:11 am
      Is there any place to download the 0.34.11 version? There's an old versions section on the main post, but that only has 0.31 versions.

      EDIT: I think I've found the most recent 0.34.11 version here http://www.bay12forums.com/smf/index.php?topic=52988.9390 . Not entirely sure though.
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: TomiTapio on August 24, 2015, 05:11:15 am
      Is there any place to download the 0.34.11 version? There's an old versions section on the main post, but that only has 0.31 versions.

      EDIT: I think I've found the most recent 0.34.11 version here http://www.bay12forums.com/smf/index.php?topic=52988.9390 . Not entirely sure though.
      The older versions are hosted in my DropBox. I see that OldGen 0.34.11c is the latest in 0.34 series.
      I guess you like invasions? One time I experimented, and enemies came riding on 20+ Gray Dragons.

      Wonder if I should upload the old 0.34 versions to DFFD.

      Will the Starter Pack (Lazy Newb Pack) and its features work with Old Genesis for DF 40.24b? If so, how do I incorporate it? I like all the additional items, dwarf types, animals, creatures, and enemies the mod adds.
      * reads Starter pack http://www.bay12forums.com/smf/index.php?topic=126076  *
      The hack-tools and visualizers should work, unless they expect certain names of creatures or materials to exist in the world. The graphics packs will not work; the tile choices are in plant raws. Dwarf Therapist works great but doesn't properly understand OldGen castes.
      Others' embark profiles won't work 100%, different seed and tree-log names in OldGenesis.


      ps. I am currently programming a village simulation game, google-unique name "Villaganders". I aim for it to the better than "Banished" villagesim but with potato graphics.
      Youtube clip: https://www.youtube.com/watch?v=MNTl7qp-mHY
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: Dazric on November 10, 2015, 12:51:13 pm
      I'm sorry, I feel like a real idiot for even asking but... how do I install this? There aren't any instructions, do I need to download DF beforehand? Which version? Do I need DFHack? Is it included? I'm so lost.
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: TomiTapio on November 16, 2015, 06:03:07 am
      I'm sorry, I feel like a real idiot for even asking but... how do I install this? There aren't any instructions, do I need to download DF beforehand? Which version? Do I need DFHack? Is it included? I'm so lost.
      No worries; just download Ironhand-graphics one at http://dffd.bay12games.com/file.php?id=10824  , the Phoebus and Ironhand graphics are pretty similar.
      unzip the archive to a desired location, then doubleclick on the Dwarf Fortress.exe. Assuming you use Windows.
      (no need to download the vanilla DF. DFhack is not needed nor included.)
      (if you don't trust the EXE and DLLs that are in my distribution, use the ones from the vanilla DF.)
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: TomiTapio on December 12, 2015, 05:44:05 pm
      Maybe after next bugfix DF update I'll update the OldGenesis mod. Should be fun.

      (currently hour 195 in Fallout 4)
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: Jerry The Hellbound on December 13, 2015, 04:33:56 pm
      Is there a way to install only the adventure mode stuff?
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: TomiTapio on December 16, 2015, 03:04:46 am
      Is there a way to install only the adventure mode stuff?
      Not really.
      Adventure mode is: everything, minus workshops and workshop reactions. All the civilizations, monsters, weapons, kitchen tools (hero finds them in lairs), metals, minerals, secrets, interactions are the same between fort mode and adventure mode. Adventurer reactions (knapping, in-the-field crafting) are not in fort mode.


      *starts updating OldGenesis*
      Shiiit, that's a lot of new stuff in the raws.
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: TomiTapio on December 17, 2015, 07:18:42 am
      OldGenesis updating is 85% done. Maybe I get to test tomorrow.

      Spoiler (click to show/hide)

      Little bit of tweets about modding on Twitter, with hashtag-dwarffortress: https://twitter.com/hashtag/dwarffortress?f=tweets&vertical=default&src=hash

      OldGenesis download statistics as of today: 187 Phoebus, 80 ascii, 134 Ironhand downloads.
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: melmarkian on December 18, 2015, 05:49:49 am
      Thank you for your work. I really love your/Deons Fortress mods!
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: TomiTapio on December 21, 2015, 05:00:17 am
      Entity updating is done (paper, instruments, arts, knowledge). Fixing all ERRORLOG nags is done.

      A few TODO left, then I need to test, and then copy zillion changes from Ironhand version to Phoebus and ASCII version..
      Will take a few days, a flu-fever is verily hurting me.

      Spoiler (click to show/hide)
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: TomiTapio on December 22, 2015, 08:14:23 am
      Anyone got an hour and a nice English-to-Latin dictionary? You could look up the latin words for the following:

      Spoiler (click to show/hide)

      ps. OldGenesis persons have sex organs, wombs and breasts. Can get nasty battle injuries. Doesn't affect babymaking.
      There are also rude words in the language files, which the other mods don't have.
      I have set _loads_ of animal speeds to real-world km/hour numbers. See the included "Tomi - gaits with realworld data.txt"

      Code: [Select]
      _OldGenesis_ is a Dwarf Fortress mod by Deon, with loads of additions by TomiTapio.

      Mod's roots go back to "DF Complete" by Deon, 2009. OldGenesis carried on Genesis 34.11 in fall 2012 while Deon went into an all-new Genesis 4.
      TomiTapio updated this from 2012-DF to 40.0x during 2014-07-15 to 2014-08-07. Took 22-28 hours.

      ------------------------------------------------------------------------------
      Features by Deon:
      - Adventure mode crafting and spells
      - 10 dwarven castes, they learn at different speeds. [Domple and Shield caste by TomiTapio]
      - 16 races/subraces
      - ~100 new unique creatures
      - 50+ new items (toys, weapons, armor)
      - Reworked plants and trees, many new plants and trees were added.
      - Evil and good biomes have more diverse plantlife/trees.

      - Metalworking is reworked; many new alloys and metal types; magical metals; alchemy transmuting metals to other metals (often 3:1 ratio).
      - Material and tissue overhaul; combat is deadlier and more realistic.
      - Caverns have visually noticeable difference in plants and critters; no longer caverns 1 will look the same as caverns 2 or cavens 3.
      - New custom night creatures and bogeymen for your adventurers.

      - gender-specific bodyparts, for brutally awful realism. Crotch, phallus, testes, wombs, breasts. Can get nasty battle injuries. Doesn't affect babymaking.
      - There are rude words in the language files.

      - Dozens of new workshops.
      - stonecutter/grinder workshop for making certain items from stone.
      - furniture workshop

      ------------------------------------------------------------------------------
      TomiTapio has added lots:
      - Finnish language on some civilizations
      - instead of one leather, we have 1: suede 2: leather 3:toughleather(rhino,elephant,pekyt) 4:demonskin 5:dragonskin and fur (a type of expensive pretty leather from certain fur mammals)
      - More tree species and three classes of wood:
      regular (value 1 birch, fir, pine, cork oak etc.),
      fairwood (value 2 beech, yellow satinwood),
      goodwood (value 3 oak, mahogany, teak, maple, ebony, holly etc. real-life furniture woods.)

      So one can manage which logs go to furniture and which to fuel.
      Tip: designate with mouseclicks which logs to dump away from the fuel-wood stockpile. Good wood is set to dark red.
      Tip: use "charcoal the cheap wood" reaction to make charcoal from the junk pine/fir/birch.
      rowan, redwood, redcedar, hickory, holly, yellow birch, silver birch. loblolly pine, spruce, noble pine.

      - New minerals based on Real Life (fluorspar, biotite(dark iron-rich mica), migmatite(gorgeous), hornfels, greenstone, elvan, zeolite(in your laundry powder), syenite, scoria, pumice(porous volcanic), augite, azurite, corundum, sphene, barite, pegmatite. Pink Marble, Pure[best] Marble, Black Marble[bitumin-darkened limestone], rapagranite(circular patterns granite) ). Pentlandite ore (iron and nickel).
      - Many tiers of leather. Small critters provide barely useable suede while megabeasts grant you deephide which is almost as good as metal. The leather tiers are: suede/leather/hide/mythskin/deephide.
      - new animals, including boa, python, bronze statue, pelican, swan, forest cat, bulldog, mastiff, spaniel, giant otter, wandering human monks (a type of hostile animal).
      - White Bronze (CuNi, 75% copper, 25% nickel, a real alloy, corrosion-resistant for seawater)
      - Pentlandite ore: gives iron and nickel.
      - bleeding and pain tuning, weapon tuning. Don't want pain-fainting from "wooden bolt to the toe"!
      - flavor: add ice to swimming pool (does nothing), feed excess meat to animals (just to vanish the meat), melt ice boulder to water (useful on glacier embarks)
      - adventure mode: Most civs have soundmessages. You'll hear war cries, praying, burps and shouting at bandit camps and towns.
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: TomiTapio on December 23, 2015, 03:12:24 am
      Ok the Ironhand version has now been tested. Here's the file! Try adventuring at least 15 wildlife-kills worth.

      ~-~ OldGenesis arrives yet again! Now 0.42.03 all papery and dancey! ~-~

      Ironhand: http://dffd.bay12games.com/file.php?id=11544
      Phoebus: working on it
      ascii: working on it

      Next up, test the ascii two hours, carry the 500 changes to Phoebus, test the Phoebus two hours.
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: Aleksanderus on December 23, 2015, 07:38:55 am

      OldGenesis persons have sex organs, wombs and breasts. Can get nasty battle injuries.
      Well now I can rape my victims  with... "things"
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: Darkond2100 on December 23, 2015, 03:58:10 pm
      Are there in-game descriptions for the modded reactions?
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: TomiTapio on December 23, 2015, 06:03:41 pm
      Are there in-game descriptions for the modded reactions?
      Hmm... how would they fit in-game... mostly it's "build this OldGenesis-only workshop, see what reactions it offers" like kiln offers "cremate bodyparts" and Altar Of Nature offers "sac horns&teeth, seeds".
      Yeah it's hard to know that the vermin-remains burning belongs in the Kiln workshop.

      I should write a short "Workshops and reactions" help file then. Someday. Tomorrow might get the Phoebus OldGenesis out.

      Looks like the 2012 Genesis-mods website is no longer there, that's no help

      Much reactions explained on this thread's first five posts! Link: http://www.bay12forums.com/smf/index.php?topic=52988.0
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: Putnam on December 24, 2015, 06:04:23 am
      Reactions now accept a [DESCRIPTION:some arbitrary string] token for in-game documentation, with multiple [DESCRIPTION:x] tokens making multiple paragraphs. That was what was being asked.
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: TomiTapio on December 24, 2015, 06:24:47 am
      Reactions now accept a [DESCRIPTION:some arbitrary string] token for in-game documentation, with multiple [DESCRIPTION:x] tokens making multiple paragraphs. That was what was being asked.
      Oh I see. I might add some of those later. Thanks master Putnam.

      *tests Phoebus ver*
      Hmm, worldgen crashes often on "finalizing sites".... but not always.
      *adventure test, naked outsider* *nothing interesting found*
      *fort test* *DARK DWARVES? in cave layer 1. This site is crap, the caves too hostile, too little foraging topside.*

      Okay that's testing done on Phoebus and ascii, the worldgen crashes like 80% of the time but we can live with that.

      ~-~ OldGenesis arrives yet again! Now 0.42.03 all papers and dances! ~-~

      Phoebus: http://dffd.bay12games.com/file.php?id=11549
      Ironhand: http://dffd.bay12games.com/file.php?id=11544
      ascii: http://dffd.bay12games.com/file.php?id=11550

      Enjoy! And do try the rock weapons and wood weapons, since not all locations have weapon-metals. 30 wooden spears in a trap, right?

      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: Wolpertinger on December 25, 2015, 12:39:06 pm
      Thanks for your work, great mod  :D

      First world gen crashed with Phoebus, second worked.

      Running it with an unofficial version of DFHack.

      One problem: grazing/walking on grass reveals the sand below it, but vegetation doesn't grow back resulting in grazing animals to be unsustainable.

      Everything else works like a charm til now.

      Another question: Is there a way to reduce civilization expansion during world gen?


      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: TomiTapio on December 25, 2015, 01:01:46 pm
      Thanks for playing OldGenesis!

      One problem: grazing/walking on grass reveals the sand below it, but vegetation doesn't grow back resulting in grazing animals to be unsustainable.

      Another question: Is there a way to reduce civilization expansion during world gen?
      hmm.. is grass supposed to grow on sand? I forget. OldGenesis has different grasses on different biomes.
      One can try having a soil-layer cave where the cave grasses grow, and put animals there. (the Pekyt-sheep love caves and yield ToughLeather) I saw cave-grass growing before my eyes, in a test fort.

      How to make people breed less often:
      -littersize 1. Most civs already have this.
      -Baby stage or child stage very long. [CHILD:50] then you're allowed to breed after 1+50 years.
      -low max-age, make them die young.
      -male ratio high, female ratio low (fewer babymakers)
      -play with the [MAX_POP_NUMBER:300] and [MAX_SITE_POP_NUMBER:99] variables. I don't think they'll limit a civ to "MAX_POP_NUMBER:300" though.
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: Wolpertinger on December 25, 2015, 02:16:00 pm
      Quote
      hmm.. is grass supposed to grow on sand? I forget. OldGenesis has different grasses on different biomes.
      One can try having a soil-layer cave where the cave grasses grow, and put animals there. (the Pekyt-sheep love caves and yield ToughLeather) I saw cave-grass growing before my eyes, in a test fort.

      Thought it might be a bug, because there was an initial vegetation and you can plant on sand. Maybe it is just an inconvenient embark spot and this just displays the destruction of the natural habitat by civilizations.

      Will try your suggestions for birth control for the next world.

      Thank you! 
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: TomiTapio on December 30, 2015, 03:47:54 pm
      ~-~ An update is you! OldGenesis 0.42.04  ~-~

      Phoebus: http://dffd.bay12games.com/file.php?id=11589
      Ironhand: http://dffd.bay12games.com/file.php?id=11588
      ascii: http://dffd.bay12games.com/file.php?id=11593

      2015-12-29: updated to 0.42.04
      - vanilla 0.42.04's changes added, including the typo fixes I found in .03
      - seeds from processing flax/jute/ramie/hemp/cotton/kenaf/papyrus.
      - mountain goat added
      - penguins got speeds (gaits)
      - hoary marmot man&giant versions not added -- OldGenesis has fewer "animal man" creatures. Many silly animal men not added.

      Some documentation:
      Code: [Select]
      - Adventurer crafting: just read reaction_wanderer.txt please.

      Our Workshops and their reactions:
      ---
      bonfire by Warlord255: start a grassfire on purpose. Burn outdoor invaders! (or controlled soil-room of grass)
      "Ignite large fire" very hot
      "Ignite small fire"

      train crutchwalking at its own workshop "Training Crutch".

      Anatomical theater:
      "train wound dressing"
      "train suturing"
      "train bone setting"
      "train surgery"

      Weight set:
      train weights (shield)
      train weights (armor)

      Training dummy: sword, spear, axe, hammer, mace.

      Swimming pool:
      add ice (does nothing; just for fun)
      Swim (swimming skill)

      Play rockball at rockball field (throwing skill, they throw boulders for sport)

      Obstacle course: train dodging

      Philosopher's garden:
      debate yourself(judging intent)
      meditate(concentration)
      perform a comedy (comedy skill)
      perform a drama (console skill)

      Screw press:
      "melt ice to bucket" reaction by Malecus
      "press water from plants", into bucket, reaction by Malecus
      ----
      Kitchen:
      "bake bread" from flour, needs BREAD_MAT plant-cheese.
      "make candy", needs CANDY_MAT plant mill-product (sugarcane, sweet pod, crystal cane)
      "feed meat to pets", for getting rid of excess tons of meat.
      "feed fat to pets", just vanish it
      "feed tallow to pets", just vanish it
      ----
      Stonecutter/grinder:
      Only the easily-workable stones EDGEDWEAPONROCK can be used for most of these.

      "cheating rock pick", make a pick without metals. For emergencies.
      "craft rock anvil"

      "grind rock salt". Salt mineral into foodcomponent. (leaf of hidden plant 'saltfromminerals'.)
      "grind non-economic rocks (10)" junk stones away, small chance of finding useful ore.

      "craft rock axe"
      "craft rock maul"
      "craft rock mace"
      "craft rock club"
      "craft rock spear" a "crude spear" less-sharp weapon.
      "craft rocktip bolts (50)" stone-age tech (uses ROCKTIP plant's wood)
      "craft rocktip arrows (50)" stone-age tech (uses ROCKTIP plant's wood)

      Craft rock animal trap
      Craft rock chain
      Craft rock crutch
      Craft rock mechanism
      Craft rock mechanism (magma safe)
      Craft rock blocks (magma safe)
      Craft cement blocks

      Craft rock menacing spike
      Craft rock serrated disc
      Craft rock giant axe blade
      Craft rock corkscrew, difficult
      Craft rock spiked ball
      Craft rock splint
      Craft rock traction bench
      Craft rock tube section

      Craft rock vials
      "craft rock bucket" (I've seen one on television, good for hot coals)
      "craft rock flasks". It's like stone mugs, but flask/canteen shape.

      Cut obsidian into gem
      Cut large gem into gems

      ----

      ----

      Charcoal furnace: convert cheap (value 1) wood into charcoal, convert nice wood into charcoal, convert best wood into charcoal.
      "charcoal from cheap wood" 2 units of charcoal from 22-40 kg haulful of wood.
      "charcoal from nice wood"
      "charcoal from best wood"

      Smelter:
      iron ore into coarse iron, which needs further refining.
      "make coke from peat"
      "make coke from anthracite"
      "make coke from bituminous coal"
      "make coke from lignite"
      "make brass bars (use ore)"
      "make brass bars (use bars)"
      "make bronze bars (use ore)"
      "make bronze bars (use bars)"
      "make pig iron bars" iron + coal -> pig iron
      "make white bronze bars" CuNi, 3 copper 1 nickel -> 4 white bronze

      Finishing forge:
      "hammer coarse iron" pure_iron into weapons-grade iron (improve its carbon content).
      "make steel bars (using pig iron)" iron+pigiron+coal -> steel

      Crucible:
      "make steel bars (crucible)"
      "make black steel bars" ilmenite + coal + green glass -> black steel
      Magma crucible: "make red steel bars (magma)" from steel and bauxite.

      Blast furnace:
      > Make batch of steel bars from ore
      6 iron ore boulders +  3 flux stones + 4 coal -> 6 steel bars
      Requires fuel
      (Furnace operating)

      > Make batch of steel bars from bars
      6 iron bars +  3 flux stones + 4 coal -> 6 steel bars
      Requires fuel
      (Furnace operating)

      Alchemy:
      > Create artificial rubies
      3 cut clear glass + gold bar = 3 cut rubies

      > Create artificial star rubies
      3 cut crystal glass + gold bar = 3 cut star rubies

      > Transmute aluminum into mithril
      aluminum bar + brimstone boulder = mithril bar + 75% brimstone boulder

      > Transmute billon into tin (2 to 1)
      2 billon bars + flux boulder = tin bar + 75% flux boulder

      > Transmute brass into tin (2 to 1)
      2 brass bars + flux boulder = tin bar + 75% flux boulder

      > Transmute cobalt into iron (2 to 1)
      2 cobalt bars + flux boulder = iron bar + 75% flux boulder

      > Transmute copper into gold (2 to 1)
      2 copper bars + flux boulder =  gold bar + 75% flux boulder

      > Transmute gold into copper (2 to 1)
      2 gold bars + flux boulder =  copper bar + 75% flux boulder

      > Transmute gold into sun gold (2 to 1)
      2 gold bars + orthoclase boulder =  sun gold bar + 75% orthoclase boulder

      > Transmute lead into tin (2 to 1)
      2 lead bars + flux boulder = tin bar + 75% flux boulder

      > Transmute silver to moon silver (2 to 1)
      2 silver bars + selenite boulder =  moon silver bar + 75% orthoclase boulder

      > Transmute zinc into tin (2 to 1)
      2 zinc bars + flux boulder = tin bar + 75% flux boulder

      ----
      Furniture workshop:
      craft clear glass bed (b)
      craft green glass bed (B)
      craft crystal glass bed (Alt+b)
      craft clear glass grate (g)
      craft green glass grate (G)
      craft crystal glass grate (Alt+g)
      craft clear glass bin (i)
      craft green glass bin (I)
      craft crystal glass bin (Alt+i)
      craft clear glass slab (s)
      craft green glass slab (S)
      craft crystal glass slab (Alt+s)
      craft clear glass barrel (r)
      craft green glass barrel (R)
      craft crystal glass barrel (Alt+r)
      craft rock bed (e) - cloth on top of rock.
      craft rock bin (n)
      craft leather bin (l) - lighter than most wooden bins.
      craft wooden millstone (m)
      craft wooden quern (q)
      craft wooden staff - needed for Altar of Nature
      craft wooden spear - deadly enough, on wildlife
      craft wooden dagger
      ----
      Kiln:
      cremate bodyparts [might want to spin the animal hair into thread first]
      cremate remains [vermin bodies]
      ----
      Altar of nature:
      "sac rat remains, seeds" sacrifice vermin
      "sacrifice ashes, wood" might get cave wood logs
      "sac horns&teeth, seeds" get rare seeds
      "sac bodyparts, ash&copper"
      "sac more parts, wood" needs seven pieces in.
      "cheese grows fungiwood" edible or rotten cheese in.
      "make ice with nether-cap" uses air moisture. usually melts right away. Useful in zero-water embark?
      ----
      Altar of war:
      "sacrifice copper weapon" 2% chance of legendary blacksteel weapon
      "sacrifice iron weapon" 4% chance of legendary bronze weapon
      "sacrifice steel weapon" 8% chance of legendary blacksteel weapon
      ----
      Minerals:
      Pentlandite ore.
      at the stonecutter/grinder : make cement blocks, by combining certain stones with certain sands.
      much price adjustments.

      - Goethite, Apatite: Goethite as a low-iron ore, appears in swampy soil; apatite as a new layer rock, with two new lead ores appearing in it.
      - New metals and ores: Cobalt, Goethite (iron ore found in soil), black steel, red steel.
      - Coarse iron: The iron you get from the iron ores cannot be used for weapons/armor. You have to harden it in a finishing forge
      - Charcoal furnace: An effective way to make coal.
      - Blast Furnace: Suited for mass-smelting.



      Metals:
      meteorite (good rare steel)
      sun gold, elf-only
      ironwood (SPELLWOOD metal), elf-only
      White Bronze (CuNi, seawater corrosion resistant)



      Toys:
      Shaman ring, needed for building Altar of War and Altar of Nature.

      Food:



      Plants:
      glowstring grass makes valuable thread and paper.
      Blueshroom, inedible, for dye.

      Biome-specific grass:
      Tundra:
      - polar grass, moss.
      - lichen - savage region.
      Not freezing:
      - sparkly grass, transparent grass - good regions.
      - wormy tendril, oily grass - evil regions.
      - thorny grass - savage region.
      - fungal eyestalks - savage evil region.

      Grassland: meadow grass.
      Forest: forest grass.
      Savanna: savanna grass.
      Swamp, marsh: swamp grass.
      Mountains: highland grass.
      Desert/badlands: pebble plant.

      Caverns 1: cave moss, floor fungi.
      Caverns 2: red moss, purple moss.
      Caverns 3: crystal lichens, glassy moss.

      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: Comito on January 01, 2016, 03:27:18 pm
      Keeps crashing on worldgen for me, right when it finishes or I stop it at a certain year.
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: TomiTapio on January 02, 2016, 08:38:13 am
      Keeps crashing on worldgen for me, right when it finishes or I stop it at a certain year.
      Yeah worldgen can crash 50-80% of the time, finalizing the sites. Vanilla DF crashes way less because it has way less civilizations.

      Here are premade medium-region worlds for the three tilesets:
      Ironhand: https://dl.dropboxusercontent.com/u/8967397/DF42_04b_OldGen_Ironhand%20premade%20medregion.zip
      Phoebus: https://dl.dropboxusercontent.com/u/8967397/DF42_04b_OldGen_Phoebus%20premade%20medregion.zip
      asciii: https://dl.dropboxusercontent.com/u/8967397/DF42_04_OldGen_ascii%20premade%20medregion.zip

      *tries to roll a Phoebus world*
      Phoebus seems to crash more than the other two, how odd. Same raws except different plant/treepart/mineral/tool/vermin tiles...
      two in 15 didn't crash. Hehe. One of them had very few people/civs.
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: Arvoitusmies on January 04, 2016, 02:48:24 pm
      Great mod but some things are unfinished. Example: [PLANT:ELM] is missing all [EDIBLE_*] tokens and [SEED:elm samara:elm samaras:...] token making elm drop blank-named black stuff that is gathered and then being displayed in stocks as nothing etc. And the shroom clan description makes it seem as they'd give birth to multiples most of the time but I guess that isn't true as there isn't any [LITTERSIZE] or anything on them.
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: TomiTapio on January 04, 2016, 04:33:40 pm
      Great mod but some things are unfinished. Example: [PLANT:ELM] is missing all [EDIBLE_*] tokens and [SEED:elm samara:elm samaras:...] token making elm drop blank-named black stuff that is gathered and then being displayed in stocks as nothing etc. And the shroom clan description makes it seem as they'd give birth to multiples most of the time but I guess that isn't true as there isn't any [LITTERSIZE] or anything on them.
      Thanks for the bug report! I don't think I meant to have the elm bits edible, but let's give it a go. I'll add the shroomer littersize too. Well, all other castes have [MULTIPLE_LITTER_RARE] but shroomers not.

      You reckon other trees are missing the SEED token too?
      hmm, every seed_template seeds already have [EDIBLE_COOKED], from the material.

      What kinds of instruments should OldGenesis have?

      Current download stats on DFFD: OldGenesis .04 at 101 downloads, OldGenesis .03 at 98 downloads.
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: Illgeo on January 07, 2016, 11:06:08 am
      Hmmm. Does anyone else have a problem of demon civ not spawning at all?

      EDIT: Found a problem. It seems that civs without any [BIOME_SUPPORT] don't get spawned.
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: TomiTapio on January 07, 2016, 12:51:42 pm
      Hmmm. Does anyone else have a problem of demon civ not spawning at all?

      EDIT: Found a problem. It seems that civs without any [BIOME_SUPPORT] don't get spawned.
      Thanks for the detective work! Next release will have demons appearing like this:
      Spoiler (click to show/hide)

      I wonder which civ's musical instruments or crops/orchards crash the worldgen in the "finalizing sites" stage... Must they have a clay-profession to make certain instruments.

      Edit: tried removing entities, no change in worldgen crashing. Removing the new GENERATE forms and instruments stuff from dwarves: no change in crashing.
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: Nikitian on January 09, 2016, 01:13:44 pm
      After some lengthy testing, it appears that the single link to worldgen crashing is the number of sites. When the number of sites is low (per the amount of civs placed, e.g. only 420 sites at 60 civs), the crashes are uniformly 100%; when the number of sites is higher (e.g. 1440 sites at 45 civs; it seems that the effect diminishes from some point and even at no site cap the statistics appear roughly the same) then around 2 worldgens out of 7 are successfully finished without crashing. The history length doesn't seem to matter (or, at least, didn't in my tests ranging from 550 year to 1 year worldgens), nor do the specific entities seem to be at blame (I've tried narrowing it down to "culprits") - although at certain point increasing the number of entities alone seems to force the crashing worldgen behavior. Errorlog doesn't show anything at all, only the occasional "Impoverished Word Selector"

      (Big thanks to Illgeo for initially spotting the connection between the sites number and successful worldgens!)

      Seems to me that this might be a hidden vanilla bug.


      Also, I've noticed that beastmen civilizations are almost always completely destroyed after just a hunderd years from the start; Illithids closely follow, but at least they often survive with just one or three civ members. I understand that this depends a lot on the specific geographical features (space to expand), favourable political placement, etc., but it seems a little too drastic - out of 40 or so successful worldgens (all past year 150), maybe 3 or 4 of them had beastmen civilizations almost completely dead (less than ten civ members), and just two worlds had them prolific (in the thousands in one case and tens of thousands in the other) - and in all other cases, their civilizations have been completely wiped for decades or centuries. Not even any middle variants like "in the hundreds" (quite common with orcs and centaurs, for example, among others).

      Without overly changing the beastmen civilization, could there be a simple and sufficient fix to increase their survivability in worldgen?
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: TomiTapio on January 09, 2016, 03:38:33 pm
      Thanks for testing! How would you adjust the site counts upwards?
      Illithids, centaurs, demons are supposed to be on the rarer side,
      and beastmen, serpentfolk, goblins, goblines, groblins are supposed to be plentiful. (we have 3 goblin civs in the hopes of getting SIEGES.)
      Goblines are a little bit more sophisticated (appreciate trade & arts & book-making), so they might not be hostile in all worlds.

      I'll adjust beastmen entity to:
      that should get their numbers up a little, and allow them on grasslands and shrublands.
      Spoiler (click to show/hide)

      I'll also allow illithids (mind flayers) to be in the tropical places: (already had tropical grasslands)
      Spoiler (click to show/hide)

      ps. DFFD reports 137 downloads of the OldGenesis mod .04 as of today.
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: vjmdhzgr on January 10, 2016, 11:06:20 pm
      If goblines still have [BABYSNATCHER] then they're always going to be hostile, always, no matter what.
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: Illgeo on January 11, 2016, 05:39:40 am
      They don't, I think.
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: TomiTapio on January 11, 2016, 12:22:23 pm
      Goblins, Groblins and Goblines all currently have "--BABYSNATCHER]  nope pls come siege instead. "
      I'll put the basic goblins back to babysnatcher for next release.

      Here's a custom medium region config that should crash a little less: one can paste it into data/init/world_gen.txt
      Spoiler (click to show/hide)


      ps. here's a well-established ironhand-tiles fort (and medium-region world),
      got iron/gold/platinum, low on animals/leather/bone/cloth. https://dl.dropboxusercontent.com/u/8967397/OldGen%20Ironhand%20save%20-%20region3.zip
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: vjmdhzgr on January 11, 2016, 09:27:07 pm
      Goblins, Groblins and Goblines all currently have "--BABYSNATCHER]  nope pls come siege instead. "
      I'll put the basic goblins back to babysnatcher for next release.
      What? Well that's why they sieged so little you had to add two more civilizations of them! Without [BABYSNATCHER] they'll only attack you if your civilizations end up at war during world generation. Do you think [BABYSNATCHER] means they only send baby snatchers instead of sieges or something? I don't understand how you'd come to think that.
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: TomiTapio on January 12, 2016, 01:22:55 pm
      What? Well that's why they sieged so little you had to add two more civilizations of them! Without [BABYSNATCHER] they'll only attack you if your civilizations end up at war during world generation. Do you think [BABYSNATCHER] means they only send baby snatchers instead of sieges or something? I don't understand how you'd come to think that.
      They totally should get into war, as their ethics are so different. Without BABYSNATCHER the enemy squads and full sieges come much sooner.

      Oh hey, BANDITRY is a percentage of population, says the entity tokens wiki, not some arbitrary weighting. I better adjust the civs' BANDITRY.
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: Ygdrad on January 14, 2016, 08:10:01 pm
      Think I found a bug. I made some red fox bone gauntlets and they are unavailable to equip. Trying to (w)ear them results in an error message telling me there is nothing to equip. On the other hand, these bone gauntlets are showing up as acceptable material when crafting bone stuff. I think there was a typo somewhere and the bone gauntlets ended up being bones instead of gauntlets, or maybe it's because they lack the left/right gloves usually have in their name.

      Edit: The red fox suede gloves I made were also not available to wear for some reason.
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: TomiTapio on January 14, 2016, 11:29:39 pm
      Same old issue I think, LEFT/RIGHT needing ones made via custom reactions still not working.

      In Adventurecraft thread they wrote "the only thing I need dfhack for is the gauntlet handedness."

      confirmed DF bug: "0006273: Gloves produced by reactions cannot be equipped" http://www.bay12games.com/dwarves/mantisbt/view.php?id=6273

      I can't fix it without requiring OldGenesis to rely on DFHack.
      Thanks for the bug reporting!
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: Ygdrad on January 14, 2016, 11:55:39 pm
      Same old issue I think, LEFT/RIGHT needing ones made via custom reactions still not working.

      In Adventurecraft thread they wrote "the only thing I need dfhack for is the gauntlet handedness."

      confirmed DF bug: "0006273: Gloves produced by reactions cannot be equipped" http://www.bay12games.com/dwarves/mantisbt/view.php?id=6273

      I can't fix it without requiring OldGenesis to rely on DFHack.
      Thanks for the bug reporting!

      Isn't there a way to craft them separately?

      I just started using this great mod and some things were not overly clear. Like can I learn to craft more things than the ones showing up in the (x) menu? I saw some stuff about buildings and reactions, but I haven't found any so I'm guessing it's for fortress mode. Can you craft these buildings? Can you cook meals with butchered goods?
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: TomiTapio on January 15, 2016, 09:17:33 am
      Isn't there a way to craft them separately?
      I just started using this great mod and some things were not overly clear. Like can I learn to craft more things than the ones showing up in the (x) menu? I saw some stuff about buildings and reactions, but I haven't found any so I'm guessing it's for fortress mode. Can you craft these buildings? Can you cook meals with butchered goods?

      If there was a way, the best modders would have found that way 2 years ago. Now they use a DFhack script to memoryhack-patch this known bug. Not a high priority for the developer (Toady) because vanilla DF doesn't craft gloves and boots in adventure mode ever.

      Everything is for fortress mode, except the reaction_wanderer.txt adventurer crafting (all by Deon).
      Adventurers cannot build workshops or use workshops. Adventurers can't even chop down trees or dig tunnels or haul a 200kg boulder (needed for building workshops).
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: twwolfe on January 24, 2016, 09:39:43 am
      Question: does anyone have a link to where i could download a 40d version of Genesis? Just had an urge o play the older DF recently
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - maint/updated by TomiTapio
      Post by: TomiTapio on January 24, 2016, 09:28:10 pm
      Question: does anyone have a link to where i could download a 40d version of Genesis? Just had an urge o play the older DF recently
      DFFD / user Deon's uploads had this:
      DF Genesis 40d16 -2.01-  (Oct 2009) http://dffd.bay12games.com/file.php?id=1462

      the rest of master Deon's uploads: http://dffd.bay12games.com/who.php?id=22
      Title: Re: [42.05] ۩۩۩ OldGenesis Mod ۩۩۩ - updated by TomiTapio
      Post by: TomiTapio on February 03, 2016, 04:36:52 pm
      ~-~ Reptiles in your quires! OldGenesis 0.42.05 update is here  ~-~

      Phoebus: http://dffd.bay12games.com/file.php?id=11589
      Ironhand: http://dffd.bay12games.com/file.php?id=11588
      ascii: http://dffd.bay12games.com/file.php?id=11593

      2016-02-03: updated to 0.42.05
      - vanilla's reptile changes and additions.
      - listed most custom reactions in a readme file

      - try to boost beastmen populations with more biomes allowed (thanks Nikitian for pointing out their civ dying out often)
      - allow Illithids (mind flayers) in the tropical biomes, coz they died out often too.
      - goblins and groblins to BABYSNATCHER, to guarantee hostilities. goblines' hostility is from ethics.

      - Ironhand: tile 34 doublequote "toolkit with drill" is hardcoded "dead plant" too, edited the tile to be better.
      - Ironhand: the REACTION_CLASS:CALCIUM_CARBONATE (calcite, chalk, limestone, marble, pink marble, pure marble) boulders look like a 3d-crystal now. To see that they're important.
      - Phoebus & Ironhand: paper industry tile choices done. All instruments look like a violin/banjo.

      - to build an altar of war (where you sacrifice weapons to Armok): 1 anvil, 4 shaman rings, 2 lamps, 2 warhammers, 1 helm, 4 magmasafe blocks. (lamps and shaman rings from making lots of toys)
      - to build an altar of nature (where you sacrifice stuff to Armok): 1 cauldron, 2 buckets, 2 staff weapons (preferably wooden), 2 shaman rings, 2 nice log stacks.

      2015-12-29: updated to 0.42.04
      - vanilla 0.42.04's changes added, including the typo fixes I found in .03
      - seeds from processing flax/jute/ramie/hemp/cotton/kenaf/papyrus.
      - mountain goat added
      - penguins got speeds (gaits)
      - hoary marmot man&giant versions not added -- OldGenesis has fewer "animal man" creatures. Many silly animal men not added.

      Some documentation:
      Code: [Select]
      _OldGenesis_ is a Dwarf Fortress mod by Deon, with loads of additions by TomiTapio.

      Mod's roots go back to "DF Complete" by Deon, 2009. OldGenesis carried on Genesis 34.11 in fall 2012 while Deon went into an all-new Genesis 4.

      No third party utilities are required to run the mod.

      ---
      listing the stuff that's not in Vanilla DF.

      - Adventurer crafting: just read reaction_wanderer.txt please.

      - Our Workshops and their reactions:

      Kiln: make a piece of an instrument, I guess from clay.

      bonfire workshop by Warlord255: start a grassfire on purpose. Burn outdoor invaders! (or controlled soil-room of grass)
      "Ignite large fire" very hot
      "Ignite small fire"

      train crutchwalking at its own workshop "Training Crutch".

      Anatomical theater:
      "train wound dressing"
      "train suturing"
      "train bone setting"
      "train surgery"

      Weight set:
      train weights (shield)
      train weights (armor)

      Training dummy: sword, spear, axe, hammer, mace.

      Swimming pool:
      add ice (does nothing; just for fun)
      Swim (swimming skill)

      Play rockball at rockball field (throwing skill, they throw boulders for sport)

      Obstacle course: train dodging

      Philosopher's garden:
      debate yourself(judging intent)
      meditate(concentration)
      perform a comedy (comedy skill)
      perform a drama (console skill)

      Screw press:
      "melt ice to bucket" reaction by Malecus
      "press water from plants", into bucket, reaction by Malecus
      ----
      Kitchen:
      "bake bread" from flour, needs BREAD_MAT plant-cheese.
      "make candy", needs CANDY_MAT plant mill-product (sugarcane, sweet pod, crystal cane)
      "feed meat to pets", for getting rid of excess tons of meat.
      "feed fat to pets", just vanish it
      "feed tallow to pets", just vanish it
      ----
      Stonecutter/grinder:
      Only the easily-workable stones EDGEDWEAPONROCK can be used for most of these.

      "cheating rock pick", make a pick without metals. For emergencies.
      "craft rock anvil"

      "grind rock salt". Salt mineral into foodcomponent. (leaf of hidden plant 'saltfromminerals'.)
      "grind non-economic rocks (10)" junk stones away, small chance of finding useful ore.

      "craft rock axe"
      "craft rock maul"
      "craft rock mace"
      "craft rock club"
      "craft rock spear" a "crude spear" less-sharp weapon.
      "craft rocktip bolts (50)" stone-age tech (uses ROCKTIP plant's wood)
      "craft rocktip arrows (50)" stone-age tech (uses ROCKTIP plant's wood)

      Craft rock animal trap
      Craft rock chain
      Craft rock crutch
      Craft rock mechanism
      Craft rock mechanism (magma safe)
      Craft rock blocks (magma safe)
      Craft cement blocks

      Craft rock menacing spike
      Craft rock serrated disc
      Craft rock giant axe blade
      Craft rock corkscrew, difficult
      Craft rock spiked ball
      Craft rock splint
      Craft rock traction bench
      Craft rock tube section

      Craft rock vials
      "craft rock bucket" (I've seen one on television, good for hot coals)
      "craft rock flasks". It's like stone mugs, but flask/canteen shape.

      Cut obsidian into gem
      Cut large gem into gems

      ----

      ----

      Charcoal furnace: convert cheap (value 1) wood into charcoal, convert nice wood into charcoal, convert best wood into charcoal.
      "charcoal from cheap wood" 2 units of charcoal from 22-40 kg haulful of wood.
      "charcoal from nice wood"
      "charcoal from best wood"

      Smelter:
      iron ore into coarse iron, which needs further refining.
      "make coke from peat"
      "make coke from anthracite"
      "make coke from bituminous coal"
      "make coke from lignite"
      "make brass bars (use ore)"
      "make brass bars (use bars)"
      "make bronze bars (use ore)"
      "make bronze bars (use bars)"
      "make pig iron bars" iron + coal -> pig iron
      "make white bronze bars" CuNi, 3 copper 1 nickel -> 4 white bronze

      Finishing forge:
      "hammer coarse iron" pure_iron into weapons-grade iron (improve its carbon content).
      "make steel bars (using pig iron)" iron+pigiron+coal -> steel

      Crucible:
      "make steel bars (crucible)"
      "make black steel bars" ilmenite + coal + green glass -> black steel
      Magma crucible: "make red steel bars (magma)" from steel and bauxite.

      Blast furnace:
      > Make batch of steel bars from ore
      6 iron ore boulders +  3 flux stones + 4 coal -> 6 steel bars
      Requires fuel
      (Furnace operating)

      > Make batch of steel bars from bars
      6 iron bars +  3 flux stones + 4 coal -> 6 steel bars
      Requires fuel
      (Furnace operating)

      Alchemy:
      > Create artificial rubies
      3 cut clear glass + gold bar = 3 cut rubies

      > Create artificial star rubies
      3 cut crystal glass + gold bar = 3 cut star rubies

      > Transmute aluminum into mithril
      aluminum bar + brimstone boulder = mithril bar + 75% brimstone boulder

      > Transmute billon into tin (2 to 1)
      2 billon bars + flux boulder = tin bar + 75% flux boulder

      > Transmute brass into tin (2 to 1)
      2 brass bars + flux boulder = tin bar + 75% flux boulder

      > Transmute cobalt into iron (2 to 1)
      2 cobalt bars + flux boulder = iron bar + 75% flux boulder

      > Transmute copper into gold (2 to 1)
      2 copper bars + flux boulder =  gold bar + 75% flux boulder

      > Transmute gold into copper (2 to 1)
      2 gold bars + flux boulder =  copper bar + 75% flux boulder

      > Transmute gold into sun gold (2 to 1)
      2 gold bars + orthoclase boulder =  sun gold bar + 75% orthoclase boulder

      > Transmute lead into tin (2 to 1)
      2 lead bars + flux boulder = tin bar + 75% flux boulder

      > Transmute silver to moon silver (2 to 1)
      2 silver bars + selenite boulder =  moon silver bar + 75% orthoclase boulder

      > Transmute zinc into tin (2 to 1)
      2 zinc bars + flux boulder = tin bar + 75% flux boulder

      ----
      Furniture workshop:
      craft clear glass bed (b)
      craft green glass bed (B)
      craft crystal glass bed (Alt+b)
      craft clear glass grate (g)
      craft green glass grate (G)
      craft crystal glass grate (Alt+g)
      craft clear glass bin (i)
      craft green glass bin (I)
      craft crystal glass bin (Alt+i)
      craft clear glass slab (s)
      craft green glass slab (S)
      craft crystal glass slab (Alt+s)
      craft clear glass barrel (r)
      craft green glass barrel (R)
      craft crystal glass barrel (Alt+r)
      craft rock bed (e) - cloth on top of rock.
      craft rock bin (n)
      craft leather bin (l) - lighter than most wooden bins.
      craft wooden millstone (m)
      craft wooden quern (q)
      craft wooden staff - needed for Altar of Nature
      craft wooden spear - deadly enough, on wildlife
      craft wooden dagger
      ----
      Kiln:
      cremate bodyparts [might want to spin the animal hair into thread first]
      cremate remains [vermin bodies]
      ----
      Altar of nature:
      "sac rat remains, seeds" sacrifice vermin
      "sacrifice ashes, wood" might get cave wood logs
      "sac horns&teeth, seeds" get rare seeds
      "sac bodyparts, ash&copper"
      "sac more parts, wood" needs seven pieces in.
      "cheese grows fungiwood" edible or rotten cheese in.
      "make ice with nether-cap" uses air moisture. usually melts right away. Useful in zero-water embark?
      ----
      Altar of war:
      "sacrifice copper weapon" 2% chance of legendary blacksteel weapon
      "sacrifice iron weapon" 4% chance of legendary bronze weapon
      "sacrifice steel weapon" 8% chance of legendary blacksteel weapon
      ----
      Minerals:
      Pentlandite ore.
      at the stonecutter/grinder : make cement blocks, by combining certain stones with certain sands.
      much price adjustments.

      - Goethite, Apatite: Goethite as a low-iron ore, appears in swampy soil; apatite as a new layer rock, with two new lead ores appearing in it.
      - New metals and ores: Cobalt, Goethite (iron ore found in soil), black steel, red steel.
      - Coarse iron: The iron you get from the iron ores cannot be used for weapons/armor. You have to harden it in a finishing forge
      - Charcoal furnace: An effective way to make coal.
      - Blast Furnace: Suited for mass-smelting.



      Metals:
      meteorite (good rare steel)
      sun gold, elf-only
      ironwood (SPELLWOOD metal), elf-only
      White Bronze (CuNi, seawater corrosion resistant)



      Toys:
      Shaman ring, needed for building Altar of War and Altar of Nature.

      Food:



      Plants:
      glowstring grass makes valuable thread and paper.
      Blueshroom, inedible, for dye.

      Biome-specific grass:
      Tundra:
      - polar grass, moss.
      - lichen - savage region.
      Not freezing:
      - sparkly grass, transparent grass - good regions.
      - wormy tendril, oily grass - evil regions.
      - thorny grass - savage region.
      - fungal eyestalks - savage evil region.

      Grassland: meadow grass.
      Forest: forest grass.
      Savanna: savanna grass.
      Swamp, marsh: swamp grass.
      Mountains: highland grass.
      Desert/badlands: pebble plant.

      Caverns 1: cave moss, floor fungi.
      Caverns 2: red moss, purple moss.
      Caverns 3: crystal lichens, glassy moss.


      Trees by TomiTapio:


      Animals:
      Pekyt, sort of cave sheep that can be farmed for ToughLeather.
      Giant Floater by Vorthon


      Monsters:
      Bronze Statue (tough, small, slow)
      Tangparral monk (adventuring melee human)
      X monk (adventuring melee human)
      Z monk (adventuring melee human)


      Dwarf castes:
      Stone Clan: Stone Clan dwarves are the most frequent caste of the mountain dwellers. They have thick skin and muscles and they almost lack pain receptors in these tissues. Also their bones are hard and heal quickly, so the frequent cave-ins they cause is not a big deal for them.
      Jade Clan: Jade Clan dwarves has announced their caste by themselves. They do not possess magical powers or twisted bodies, actually they are common dwarves. But their learning abilities and mental stats make other dwarves' to look like idiots. They carefully pick new members of their caste and share their knowledge and secrets with them. They often take roles of nobles and scholars.
      Obsidian Clan: Obsidian Clan dwarves possess a fire spirit of an ancient origin. They are great metalsmiths and furnace operators.
      Shroom Clan: It is said that if you eat too many mushrooms and drink too much mushroom wine, your baby will be a Mushroom dwarf. These guys are extremely cheerful, sometimes even maniacal and crazy. They cannot learn as fast as other dwarves, but they can give births to multiple babies and they mature very fast. Their lowered vision doesn't stop them from trying to get anywhere you do not want them, just to see what's up with that place.
      Moss Clan: It is said that Moss Clan dwarves can live anywhere. While it's not totally true, they can be good settlers in savage areas. They do not catch diseases as easy as other dwarves and their flesh heals at a lightning speed, making them easier to survive in location with a constant outside threat.
      Steel Clan: Steel Clan dwarves are rarely born to a family which was blessed by a god. They take longer to mature, but they always become great heroes and strong leaders. Nobody saw a sick steel dwarf either, it looks like they just ignore any disease they encounter. Their body emanates power, and even deep wounds regenerate magically fast.
      Aspid Clan: It's unknown what caused the appearance of Aspid Clan dwarven caste. Some say they were some cultists worshipping a great snake god, some say they were affected by a forgotten beasts' poison. In any case, nowadays it's possible to meet dwarves which bear the mark of the snake.
      Deep Clan: It is said that Deep Clan are born to a family which was cursed by a god or an ancestor spirit. These bold beardless dark skinned abominations are paranoid and malevolent. Their body is weaker than of a dwarf, but they cannot conduct a disease. They rarely make friends and are doomed to be outcasts of the dwarven society. However they are usually good wood-, bone- and stonecrafters.
      Shield Clan: The combatant mindset of Shield Clan dwarves lets them learn the ins and outs of combat quicker than their fellows. Their legs however can never be as swift as the fastest of other castes.
      Domple Clan: Unfortunately, some dwarves will never realize the glory of metalworking or stonecrafting. They are slow of mind, haphazard of beard, and childlike in thought. Their blades will never strike true and even the goats will laugh at them. Learning is not for them, but they don't get distracted from their hauling duty. They are addressed as a "clan" by others with humor.
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio
      Post by: Deon on February 04, 2016, 03:44:16 am
      Hello TomiTapio! I hope your day was great :). Make your own mod thread already, the title confuses people and it is easier to look for updates in the mainpost! I clearly do not maintain it for a long time already, so all credit goes to you.
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio
      Post by: Meph on February 04, 2016, 07:37:59 am
      Hello TomiTapio! I hope your day was great :). Make your own mod thread already, the title confuses people and it is easier to look for updates in the mainpost! I clearly do not maintain it for a long time already, so all credit goes to you.
      Yes, please do. It is the mod that made me play mods, started me on modding and people should still enjoy it. And know that is it up to date and running. :)
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio
      Post by: TomiTapio on February 04, 2016, 10:30:36 am
      Oh all right, fellows, time to retire this mega-thread and put a little more "fresh paint" on OldGenesis.
      A few months ago I started putting OldGenesis on DFFD instead of my Dropbox.

      Bye-bye, giant thread.

      ( continues at new thread, http://www.bay12forums.com/smf/index.php?topic=156059.msg6789071#msg6789071 )

      oops, still old info in my sig.
      Title: Re: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio
      Post by: Deon on February 06, 2016, 04:31:06 am
      Locking it down to avoid confusion :). Thanks a lot for the dedication and great fun you provide to people!