Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 12 13 [14] 15 16 ... 30

Author Topic: [47.05e] --Deon is porting-graphicsing OldGenesis to Steam ver--  (Read 167291 times)

Korgoth

  • Bay Watcher
    • View Profile

dont know if you noticed or you already fixed but there is a lot of creatures with this on their raws:

[BODY:QUADRUPED_NECK:QUADRUPED_JOINTS:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:5TOES_FQ:4TOES_RQ:MOUTH:TONGUE:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE:MALEGEN]

the part "GENERIC_TEETH_WITH_LARGE_EYE_TEETH" making then have a pair of eye tooth LOL
Logged

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos

Thanks for noticing!

searches  .*teeth.*with_large_eye_teeth.* and  .*with_large_eye_teeth.*teeth.*
hmm, don't see where command both
GENERIC_TEETH_WITH_LARGE_EYE_TEETH  and separate eye teeth.

the big canine fangs are called "eye teeth". 159 oldgenesis creatures have them. I guess could rename them to fangs or canines.
"The pointed long teeth — also called canines because they look a bit like those in dogs — are called eye teeth because the pair in the upper jaw lie directly below the eyes."

[BODY:GENERIC_TEETH_WITH_LARGE_EYE_TEETH]
   [BP:TOOTH:tooth:teeth][CONTYPE:HEAD][CATEGORY:TOOTH][NUMBER:28][SOCKET][SMALL]
      [DEFAULT_RELSIZE:1]
   [BP:R_EYE_TOOTH:right eye tooth:right eye teeth][CONTYPE:HEAD][CATEGORY:TOOTH][SOCKET][SMALL]
      [DEFAULT_RELSIZE:15]
   [BP:L_EYE_TOOTH:left eye tooth:left eye teeth][CONTYPE:HEAD][CATEGORY:TOOTH][SOCKET][SMALL]
      [DEFAULT_RELSIZE:15]
heck, 15-fold size is a bit large. a rib is 30 or 20 size.
« Last Edit: July 29, 2019, 10:02:36 am by TomiTapio »
Logged
==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

Korgoth

  • Bay Watcher
    • View Profile

yeah! i was doing a litlle  search of my on about it since even the vanilla Df has it, so I was thinking that it couldn't be just a bug. Since my native language is not english i dindt know that eye tooth is another name for a canine tooth or fang. sorry for that  ::)
« Last Edit: July 29, 2019, 10:38:14 am by Korgoth »
Logged

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos

I'm splitting the furniture workshop into
Wood furniture workshop and Advanced furniture shop.
Too many reactions in one shop because of all the metal and glass beds, and brass and silver weapons.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Wood furni shop, looks better now:
« Last Edit: July 31, 2019, 04:42:09 am by TomiTapio »
Logged
==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

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: [44.12e] OldGenesis mod - unravel clothes, suede/fur/bark choosy reactions
« Reply #199 on: August 07, 2019, 04:53:10 am »

Ironhand and ASCII tiles versions are almost ready for the next release.

Ironhand tiles version has been uploaded:

and upload has been removed, because I'm fixing the SKULLBONE tissue stuff that has been on to-do list for ages.
« Last Edit: August 09, 2019, 02:44:24 pm by TomiTapio »
Logged
==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

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: [44.12e] OldGenesis mod - unravel clothes, suede/fur/bark choosy reactions
« Reply #200 on: August 09, 2019, 04:42:26 am »

Hey, can anyone detect which tree leaf or fruit is blank-named? worth 5€ and weighs under one gamma, like hazel nuts.

Embark profile: ultimate 3800 points caveboys, with broken lay pewter TOY lamp line and two hand axes (needed for the two furniture workshops)

Code: [Select]
[PROFILE]
[TITLE:ULTIMATE 3800 CAVEBOYS]
[SKILL:1:MASONRY:1]
[SKILL:1:STONECRAFT:1]
[SKILL:1:BONECARVE:1]
[SKILL:1:AXE:1]
[SKILL:1:SHIELD:2]
[SKILL:1:MELEE_COMBAT:1]
[SKILL:1:DODGING:2]
[SKILL:2:WOODCUTTING:1]
[SKILL:2:WOODCRAFT:1]
[SKILL:2:STONECRAFT:1]
[SKILL:2:BONECARVE:1]
[SKILL:2:APPRAISAL:1]
[SKILL:2:ORGANIZATION:1]
[SKILL:2:RECORD_KEEPING:1]
[SKILL:2:MELEE_COMBAT:1]
[SKILL:2:DODGING:2]
[SKILL:3:MASONRY:1]
[SKILL:3:BREWING:1]
[SKILL:3:CLOTHESMAKING:1]
[SKILL:3:GLASSMAKER:1]
[SKILL:3:DIAGNOSE:1]
[SKILL:3:APPRAISAL:1]
[SKILL:3:ORGANIZATION:1]
[SKILL:3:RECORD_KEEPING:1]
[SKILL:3:DODGING:1]
[SKILL:3:MECHANICS:1]
[SKILL:4:CARPENTRY:1]
[SKILL:4:LEATHERWORK:3]
[SKILL:4:SPINNING:1]
[SKILL:4:MELEE_COMBAT:1]
[SKILL:4:DODGING:1]
[SKILL:5:FORGE_WEAPON:3]
[SKILL:5:FORGE_ARMOR:2]
[SKILL:5:SHIELD:1]
[SKILL:5:MELEE_COMBAT:1]
[SKILL:5:DODGING:2]
[SKILL:5:MECHANICS:1]
[SKILL:6:CLOTHESMAKING:2]
[SKILL:6:PROCESSPLANTS:1]
[SKILL:6:HERBALISM:1]
[SKILL:6:SHIELD:1]
[SKILL:6:CARPENTRY:1]
[SKILL:6:DESIGNBUILDING:1]
[SKILL:6:MELEE_COMBAT:1]
[SKILL:6:DODGING:2]
[SKILL:7:DIAGNOSE:2]
[SKILL:7:SURGERY:3]
[SKILL:7:SET_BONE:2]
[SKILL:7:SUTURE:1]
[SKILL:7:DODGING:2]
[ITEM:3:WEAPON:ITEM_WEAPON_PICK:INORGANIC:COPPER]
[ITEM:17:SEEDS:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED]
[ITEM:17:SEEDS:NONE:PLANT_MAT:GRASS_TAIL_PIG:SEED]
[ITEM:15:SEEDS:NONE:PLANT_MAT:BUSH_QUARRY:SEED]
[ITEM:1:CLOTH:NONE:CREATURE_MAT:SHEEP:HAIR]
[ITEM:11:DRINK:NONE:PLANT_MAT:GRASS_TAIL_PIG:DRINK]
[ITEM:3:POWDER_MISC:NONE:INORGANIC:PLASTER]
[ITEM:9:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK]
[ITEM:1:CHAIN:NONE:CREATURE_MAT:SHEEP:HAIR]
[ITEM:13:SEEDS:NONE:PLANT_MAT:gray lichen:SEED]
[ITEM:24:WOOD:NONE:PLANT_MAT:BIRCH_SILVER:WOOD]
[ITEM:17:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]
[ITEM:1:THREAD:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]
[ITEM:3:BOULDER:NONE:INORGANIC:GRANITE_RED]
[ITEM:10:BOULDER:NONE:INORGANIC:MARBLE]
[ITEM:12:BOULDER:NONE:INORGANIC:BRIMSTONE]
[ITEM:12:LIQUID_MISC:NONE:LYE:NONE]
[ITEM:9:POWDER_MISC:NONE:INORGANIC:SAND_WHITE]
[ITEM:13:BOULDER:NONE:INORGANIC:ORTHOCLASE]
[ITEM:13:BOULDER:NONE:INORGANIC:SELENITE]
[ITEM:1:POWDER_MISC:NONE:INORGANIC:QUICKLIME]
[ITEM:4:BOULDER:NONE:INORGANIC:MARBLE_FINE]
[ITEM:10:BOULDER:NONE:INORGANIC:FIRE_CLAY]
[ITEM:23:WOOD:NONE:PLANT_MAT:TOWER_CAP:WOOD]
[ITEM:2:WEAPON:ITEM_WEAPON_DAGGER:INORGANIC:COPPER]
[ITEM:1:ANVIL:NONE:INORGANIC:COPPER]
[ITEM:10:SEEDS:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:SEED]
[ITEM:5:BOULDER:NONE:INORGANIC:BAUXITE]
[ITEM:1:CHAIN:NONE:CREATURE_MAT:ALPACA:HAIR]
[ITEM:10:BAR:NONE:INORGANIC:COPPER]
[ITEM:18:WOOD:NONE:PLANT_MAT:CONIFER_PINE_BLACK:WOOD]
[ITEM:8:THREAD:NONE:CREATURE_MAT:SHEEP:HAIR]
[ITEM:2:WEAPON:ITEM_WEAPON_SPEAR:INORGANIC:COPPER]
[ITEM:3:WEAPON:ITEM_WEAPON_DAGGER:INORGANIC:COBALT]
[ITEM:30:WOOD:NONE:PLANT_MAT:PINE:WOOD]
[ITEM:1:TOY:NONE:INORGANIC:PEWTER_LAY]
[ITEM:2:WEAPON:ITEM_WEAPON_AXE_HAND:INORGANIC:COPPER]
[PET:1:SHEEP:MALE:STANDARD]
[PET:2:SHEEP:FEMALE:STANDARD]
[PET:2:RABBIT:FEMALE:STANDARD]
[PET:2:RABBIT:MALE:STANDARD]

« Last Edit: August 09, 2019, 04:56:35 am by TomiTapio »
Logged
==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

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: [44.12e] OldGenesis mod - unravel clothes, suede/fur/bark choosy reactions
« Reply #201 on: August 10, 2019, 11:40:05 am »

=== Complete your bone chair* and golem mask collection today! OldGenesis 44.12f is here! ===

all my uploads: http://dffd.bay12games.com/who.php?id=1538

* advanced furniture workshop: glass, metal, bone, leather crafts. I split the furniture workshop into wood stuff shop and advanced furniture shop.

44.12f changelog:

Spoiler (click to show/hide)
Logged
==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

Korgoth

  • Bay Watcher
    • View Profile
Re: [44.12f] OldGenesis mod August release - more and more tuning!
« Reply #202 on: August 11, 2019, 02:54:27 pm »

Hello! first of all thank your for all your effort on the Old Genesis mod! I love it! I've bein triyng to put some magic in the game by messing with the interaction raws but i can't see to make them work properly.
 I've created two separeted interation files for this, one being "interaction_new_secret" for the secrets and how to get them like major curses and the other one "interaction_new_spell" for the spells. For what I can see on the legends mod people are being tranformeted in plague mages like the one I design on the interaction_new_secret text raw, but what I'm failling to make it work is the spells, like the effects of the speel is not working.
For example the charm spell
first how the speel is on the interaction_new_secret:
Code: [Select]
                        [CE_CAN_DO_INTERACTION:START:0]
                [CDI:ADV_NAME:Charm]
                [CDI:USAGE_HINT:ATTACK]
                [CDI:INTERACTION:CHARM]
                [CDI:TARGET:A:LINE_OF_SIGHT]
                [CDI:TARGET_RANGE:A:7]
                [CDI:VERB:charm beings around you:charms beings:NA]
                [CDI:TARGET_VERB:feel sluggish:looks sluggish]
                [CDI:MAX_TARGET_NUMBER:A:5]
                [CDI:WAIT_PERIOD:100]

and how the spell is on "interaction_new_spell"
Code: [Select]
[INTERACTION:CHARM]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_MANUAL_INPUT:creature]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:charming]
[CE_NUMBNESS:SEV:20:PROB:100:START:0:END:150:BP:BY_CATEGORY:ALL:MUSCULAR_ONLY]
[CE_DIZZINESS:SEV:1000:PROB:100:START:0:PEAK:30:END:480]
[CE_UNCONSCIOUSNESS:SEV:1000:PROB:100:START:0:PEAK:30:END:480]
                        [CE_PARALYSIS:SEV:10000:PROB:100:RESISTABLE:MUSCULAR_ONLY:START:0:END:60]
but the spell is not making any effect on any creature. can you help? do you know what i'm doing wrong?
« Last Edit: August 11, 2019, 02:56:27 pm by Korgoth »
Logged

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: [44.12f] OldGenesis mod August release - more and more tuning!
« Reply #203 on: August 11, 2019, 04:33:08 pm »

Hmm.. perhaps this:
remove RESISTABLE:MUSCULAR_ONLY from paralysis. (lung paralysis for X ticks is death; is lungs a muscle?)
best to ask in the main creature modding thread, where the eight Master Modders are.

Interaction syndromes and "Venom" syndromes are different. Venom syndromes are given in doses. Interactions act like they are being given by the smallest creature
Someone did testing on the paralysis syndrome with interactions, 8999 and lower just makes avg size creatures "numb" where as 9000 + is full body paralysis. I would also throw in a CE_ADD_TAG:NOBREATHE in too so target doesn't soffocate, unless that is your plan
Ah, thanks for that.  I just tried [CE_PARALYSIS:SEV:10000:PROB:100:START:0] in the arena and it worked.

ps. Fantasy music for one's fortressing:
https://www.youtube.com/watch?v=9XTL-9ss31M
https://www.youtube.com/watch?v=vSKGsmjbq2w
« Last Edit: August 12, 2019, 01:33:25 am by TomiTapio »
Logged
==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

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: [44.12f] OldGenesis mod August release - more and more tuning!
« Reply #204 on: August 15, 2019, 05:47:25 am »

An odd invader squad, demon demon demon orc gobline. Huh.
Nearly unkillable 350kg demon in iron armor and with shield skill and morningstar. We lost 20+ citizens. We didn't have proper trap corridor or bronze armor team.
« Last Edit: August 17, 2019, 07:18:22 pm by TomiTapio »
Logged
==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

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: [44.12f] OldGenesis mod August release - more and more tuning!
« Reply #205 on: August 17, 2019, 07:17:39 pm »


Thanks, loyal OldGenesis'ers! 40 to 46 users have downloaded the latest version.
http://dffd.bay12games.com/who.php?id=1538
Anyone playing the adventurer mode?

Bit too much dwarf-stress in my current crap settlement, I mean FILTH_B settlement, from corpses, miasma, blood spatter. That means my tunings are working, gotta give them the good vodka and rooms and silk bloomers and separate them from the fisticuffs.

« Last Edit: August 17, 2019, 07:21:53 pm by TomiTapio »
Logged
==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

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: [44.12f] OldGenesis mod August release - more and more tuning!
« Reply #206 on: August 21, 2019, 03:14:04 am »

WHAT ARE THE RACCOONS UP TO?

Code: [Select]
`Udi crimi', Fishery Worker is aware of his surroundings again.
Tulon Adiluzar, Metalsmith cancels Pen/Pasture Stray Rabbit Pup (Tame): Dangerous terrain.
The metalsmith flounders in the water!
The weather has cleared.

`Etu hurt', Mason cancels Charcoal from cheap wood: Handling dangerous creature.
Degel Kosothuker, Miner cancels Give Food: No food available.
Ber Zulbanturel, Miner cancels Give Food: No food available.
Ast Zonsazir, bookkeeper cancels Give Food: No food available.

`Sta crip', Butcher is stricken by melancholy!
The Stray Rabbit (Tame) has been slaughtered.
`Udi crimi', Fishery Worker has slipped into depression...

`Udi crimi', Fishery Worker cancels Fish: Too depressed.

Farmer's Workshop toppled by Bull.

A raccoon has stolen a *elm crude spear*!
A raccoon has stolen a *walnut crude spear*!
A raccoon has stolen a +elm crude spear+!
A raccoon has stolen a +walnut crude spear+!
The Stray Rabbit (Tame) has been slaughtered.

Trade Depot destroyed by Bull.
Logged
==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

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: [44.12f] OldGenesis mod August release - more and more tuning!
« Reply #207 on: August 29, 2019, 05:52:57 am »

*shakes fist at all Yetis*

Trade Depot destroyed by Nique Sladaashi, Yeti Scholar.
Stonecutter's Workshop toppled by Nique Sladaashi, Yeti Scholar.
Craftsdwarf's Workshop toppled by Nique Sladaashi, Yeti Scholar.
Craftsdwarf's Workshop toppled by Nique Sladaashi, Yeti Scholar.
Butcher's Shop toppled by Nique Sladaashi, Yeti Scholar.
Tanner's Shop toppled by Nique Sladaashi, Yeti Scholar.
 Carpenter's Workshop toppled by Nique Sladaashi, Yeti Scholar.
Carpenter's Workshop toppled by Nique Sladaashi, Yeti Scholar.
Wood furniture shop toppled by Nique Sladaashi, Yeti Scholar.
Charcoal Furnace destroyed by Nique Sladaashi, Yeti Scholar.
 Smelter destroyed by Nique Sladaashi, Yeti Scholar.
 Smelter destroyed by Nique Sladaashi, Yeti Scholar.
 Charcoal Furnace destroyed by Nique Sladaashi, Yeti Scholar.
 Metalsmith's Forge toppled by Nique Sladaashi, Yeti Scholar.
 Metalsmith's Forge toppled by Nique Sladaashi, Yeti Scholar.
 Leather Works toppled by Nique Sladaashi, Yeti Scholar.
 silver birch Chest destroyed by Nique Sladaashi, Yeti Scholar.
 Bed destroyed by Nique Sladaashi, Yeti Scholar.
 Bed destroyed by Nique Sladaashi, Yeti Scholar.
 Bed destroyed by Nique Sladaashi, Yeti Scholar.
 Bed destroyed by Nique Sladaashi, Yeti Scholar.
 Loom toppled by Nique Sladaashi, Yeti Scholar.
 gray granite Coffer destroyed by Nique Sladaashi, Yeti Scholar.
Logged
==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

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: [44.12f] OldGenesis mod August release - more and more tuning!
« Reply #208 on: September 01, 2019, 06:21:13 am »

ehh really, sandstorm killing half of the people who were in the trade depot??

Spoiler (click to show/hide)
Logged
==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

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: [44.12f] OldGenesis mod August release - more and more tuning!
« Reply #209 on: September 02, 2019, 10:01:59 am »

in this town we export tar and turpentine!



Spoiler (click to show/hide)

ps. about 101 users have downloaded the August release of OldGenesis. Thanks for enjoying our mod!

pps.
Spoiler (click to show/hide)

ppps.
This is a spruce barrel. It is full of Goblin Adventurer tears.
« Last Edit: September 14, 2019, 04:37:14 am by TomiTapio »
Logged
==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
Pages: 1 ... 12 13 [14] 15 16 ... 30