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Author Topic: [47.05e] OldGenesis mod August small tuning  (Read 127225 times)

axemangeorge

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Re: [47.05e] OldGenesis mod August small tuning
« Reply #405 on: November 07, 2021, 09:24:28 pm »

Okay, so the whole rotgut/narcolepsy thing turned out to be a problem after all... I lost about a dozen citizens who passed out in the main entrance and fell onto weapon traps. Lesson learned!

I just witnessed an absolutely epic battle with a wyvern. Managed to get nearly everyone safely underground, closed the gates, and watched in awe as two full squads of experienced crossbow dwarves hit it with about 700 rocktip, bone, and copper bolts. Nearly every shot "glanced away" though they knocked off two of its toe-claws. So I deployed my Plan B: two captured deamon invaders and five large horses, all sprung from cages simultaneously. The first deamon stepped into a weapon trap and disembowelled himself. The second deamon managed to land two or three solid hits before the wyvern ripped it apart. Unfortunately, the crossbow squaddies massacred the large horses before they could do much more than panic.

Well, now the wyvern's at least slightly injured, surely some of the crossbow bolts will surely strike home? Like Bard's Black Arrow taking down Smaug, right? Well, another 250 or so bolts smacked into the wyvern -- only now instead of "glanced away" they're "fracturing the skin." (Meanwhile the manager's down in the metalworks screaming at the weaponsmiths, "Steel bolts! Lots, thousands, right now!")

The wyvern laid waste to our alpaca pens and survived the hundreds of "fracturing the skin," sort of like papercuts I guess? Eventually I gave up and sent in the Wrecking Crew, battle-hardened weaponsmasters one and all. They finally, FINALLY slew it after four pages of grievous wounds, dodging among the whizzing -large horse bone bolt-s. None of

We butchered it, preserved the hide. It must look like a sieve.
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TomiTapio

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Re: [47.05e] OldGenesis mod August small tuning
« Reply #406 on: November 13, 2021, 08:05:35 am »

Yeah, our dragons don't have no Garbage Skin! They got Dragonskin! (barkstrips-fur-suede-cowleather-hide-demonskin-dragonskin leathers)
And some huge ones have been tagged trap-avoid, weapon trap too puny for them.

---------------

Got 1.3 million wealth, 100pop, finally a 15 beastman army comes. Their 2nd invasion force.
They kill one of our geese. The Goose God gets angry! A lightning bolt starts a grassfire.
Wooden cages burned. Frogman hops free. The beastmen slay the now-freed frogmen.

Siege is long. Main stairwell blocked by a burning Vile Scorpion carcass. We dig a new stairwell to the surface. Send 2.5 squads. Blood everywhere in the new dirt stairs.
We are victorious, but we lost 9 squad members.
« Last Edit: November 13, 2021, 08:53:42 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05d 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

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Re: [47.05e] OldGenesis mod August small tuning
« Reply #407 on: November 29, 2021, 01:46:24 am »

next release changelog so far

Spoiler (click to show/hide)
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05d 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

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Re: [47.05e] OldGenesis mod August small tuning
« Reply #408 on: January 04, 2022, 09:26:13 am »

Hehehe, a "lizardfolk salamander thief" causes much trouble, because her firebreath starts a grassfire.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05d 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

axemangeorge

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Re: [47.05e] OldGenesis mod August small tuning
« Reply #409 on: January 09, 2022, 11:15:56 am »

Speaking of grassfires, I keep running into random bonfires on the surface. Almost as though s sneaky adversary is trying to sabotage my peach brandy industry… Specifically the material “bonfire” rather than the workshop. Dropped my panicked merchants perhaps?

In other news, I now understand why illithid are feared and loathed. I just watched 40 legendary and well-equipped squaddies succumb to a single outpost overseer. Half of them died in the fight. The other half managed to make it back into the fortress so at least they didn’t die under the Great Emptiness Above. 
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TomiTapio

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Re: [47.05e] OldGenesis mod August small tuning
« Reply #410 on: January 18, 2022, 09:35:52 am »

Speaking of grassfires, I keep running into random bonfires on the surface.
It's a feature -- certain wildlife has rare castes with itemcorpse: bonfire logs. To simulate randomstart grassfires and ANGRY GOOSE GODS.
Can dig anti-firespread ditches.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05d 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
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