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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1204145 times)

TomiTapio

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Merging...
* yak wool is in!

Good stuff Deon, now to start a new test fort. Made my scavengers use Finnish.

Edit: (rolls island large world) Dear Armok, this world has no battle axes! And no cobalt items on embark.
Ore Stones I can bring: hematite, platinum, sphalerite, galena. Give up because can't embark with copper or cobalt.
(totally reduces galena & sphalerite freq)

Edit2: going reasonably well, although an arachna half chewed up one of the Starter Seven:


Edit3: Dammit, tapped aquifer from Nth exploration tunnel, and it is leaking into the magma pool I started to use for magma smelters.... fun accident.
Built a floor to stop the waters. Now the water comes to half-finished home base... *sigh*
« Last Edit: April 07, 2011, 04:55:22 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Kiktamo

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Excellent and it appears that DF World Tinker still works for this version of Dwarf Fortress so my old save seems to have been successfully synced with the new update so yay not having to regen!
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Dohon

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They both use Sphr dwarves. I didn't bother to make Ironhand tiles yet, and it's pretty easy to do. Just get the dwarven .png and replace the contents of [CREATURE_GRAPHICS:DWARF] in the file /raw/graphics/graphics_example.txt.

Alright, thanks for clearing that up. I had downloaded both versions (in the case the internet disappears or something) and was checking the files. Good to know they both use Sphr's dwarves. :)
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Quote from: Lolfail0009
Quote from: GuesssWho
Also, why is there a stray hen having a tantrum?
CLUCK CLUCK MOTHERF***ER

MiamiBryce

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I can haz Phoebus now?  Thanks!!
« Last Edit: April 07, 2011, 04:47:23 pm by MiamiBryce »
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Seriyu

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So does the keeper crash happen in every embark, or does it only happen sometimes?

Because the keeper's haven't come to trade yet and I'd like to keep this embark if possible.
« Last Edit: April 07, 2011, 05:34:45 pm by Seriyu »
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MiamiBryce

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I love swamps, last three versions however swamps (even heavily forested ones) have no trees except for willows around the pools.  Anyone else experience this?
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Goncyn

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Oh my god, simultaneous salamander/witch siege, ilithid ambush, and double demon ambush. I think this site is TOO ACTIVE!  :P We are all dead. The militia was slaughtered. Time to try again, train sooner, use the training workshops, and design a proper fort entrance.
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Bitoru

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Waiting for the the ASCII version like a boss. KEEP UP THE GOOD WORK, D-ON!
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Seriyu

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Lashers are being listed as Bowdwarves in game now.

Edit: Wait, they're swordsdwarves. And halberds are using the whip skill, that may be intentional. Therapist was listing them as bowdwarves.

Edit2: Annnd pikemen are being listed as halberdiers?

And are being listed as lashers on therapist. I have no idea what's goin on.
« Last Edit: April 07, 2011, 06:50:00 pm by Seriyu »
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asfghn

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Okay, problem. Even though Deon added being able to play an Outsider of any race, even if they're extinct, werewolves are still not showing up for me. It is probably something Really Stupid on this end, but I can't think of a solution. :(
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GENESIS: HARDCORE.
Kat has been ecstatic lately. She has slept in a fine bed recently. She has talked with a friend recently. She has captured monsters for her pocket recently. She has been bored recently.
She is a member of the Sand Fleas.
She likes gypsum, jade, emerald, violence, horrific monsters, fire and werewolves for their sweet nature.
When possible, she prefers to consume peach tea or Pepsi.

TomiTapio

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Deon, just noticed that hornblende and gabbro look identical. Email you a save? (level -11 hornblende) (Ironhand ver)

Edit: Also have very much platinum ore, with hematite veins in it.
Insanely large platinum deposit from [ENVIRONMENT:SEDIMENTARY:CLUSTER:15] (not small 3x3 cluster but 30x30)

Edit2: spellwood staff is very crap, it gets deflected by centaur's large clothes.
« Last Edit: April 07, 2011, 08:17:16 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

spriksprak

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.24 ϟ] - demons are back
« Reply #6206 on: April 07, 2011, 07:37:12 pm »


On another note, spiked helmets make me want there to be a headbutt command.  It would be very dwarvenly (or dorfenly, depending on your mood) to make one's head a weapon, especially a steel dwarf.


just been reading the backlog, really enjoying how this mod is growing btw - just wanted to check something for my own interest as well as this. Over on the modder's thread a guy (Shook I think his name is, bit of a dude) made a head butting steel collossus with the line:

Spoiler (click to show/hide)

out of interest does that tagging of category add anything or is it really just a punch attack attached to the head?
regardless it's awesome, I headbutted a night creature in the head shattering its skull, etc, etc. and sent it already dead and flying across the cave to explode on the opposite wall!

keep up the good work guys, this is quite simply a brilliant mod!
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asfghn

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bit of a dude
what does this even mean




To make this post a leeeetle more on-topic, I want to thank you again, Tomi, for turning me on to the existence of WinMerge! For my personal Genesis games I tend to make quite a few alterations to the creature raws—mostly adding [PET] or [TRAINABLE], removing some instances of [COMMON_DOMESTIC], overhauling the silver foxes to mirror their domesticated real-world counterparts, etc—which usually meant that I avoided Genesis updates like the plague, not appreciating the several hours that went into going through the raws line-by-line by hand.

With WinMerge, what ordinarily took me 2+ hours was reduced to about 30 minutes, and that was with interruptions! I love you so much! ♥

Also, still wondering about those werewolves. {:|
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GENESIS: HARDCORE.
Kat has been ecstatic lately. She has slept in a fine bed recently. She has talked with a friend recently. She has captured monsters for her pocket recently. She has been bored recently.
She is a member of the Sand Fleas.
She likes gypsum, jade, emerald, violence, horrific monsters, fire and werewolves for their sweet nature.
When possible, she prefers to consume peach tea or Pepsi.

TomiTapio

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Thanks asfghn/Kat. Check out my photo galleries then?  See why I'm always interested in tuning the wildlife.

http://www.flickr.com/photos/tomitapio/
http://tomitapio.deviantart.com/

What about the werewolves, was it "unable to adventure as one" issue? I dunno. I'd roll a few more worlds in that case.

Edit: Arghy, you can change the embark points in the worldgen settings,in the GUI or with [EMBARK_POINTS:1700] third row in each entry in the worldgen.txt. Sometimes it's nice to start with 4 chainmails 4 cobalt leggings 6 axes. Courtesy of the Mountain King.

Edit2: a world without copper is a sad world.

Edit3: Deon todo: soapmaker's and scriptorium have same hotkey "S".
« Last Edit: April 07, 2011, 08:48:56 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

arghy

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Is there any way to modify the embark amount for dwarves? With all the new changes i really want a larger mining force my works can finish sooner rather then take years--i've already contemplated making the starting 7 all miners but that still wont be enough to ensure my standard fortress gets dug out within 2-3 years rather then 4-5 years.
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