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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1198081 times)

Isher

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Hey tomi, I see I can't make a sword out of a dragon fang, but is a dragon bone sword alright, as in sharp? I can't tell the difference so far between it and black steel but I've had limited experience and It'd take a lot more tests.

Also, is dragon bone good for armor or just... ok. Same with dragon scale cloaks, compared to, say, sun gold chainmail.
« Last Edit: July 11, 2011, 11:18:03 pm by Isher »
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TomiTapio

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Sorry, but bone weapons, even from 2x or 4x toughness bones, are awful. Toughbone armor might be decent if you only have copper. Dragon scales lose to copper also.
Actually Oak and Mahogany and other goodwood spears are better weapons than toughbone spears. 2500 edge vs 2000 edge. Default stone has 1000.

http://df-genesis.wikidot.com/tips-and-advice
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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

greycat

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This is a copper mail shirt.
On the item is a rendition of a superiorly designed image of mittens.  The image is the symbol of The Unkempt Alchemy-Sin, a serpentfolk civilization.  It is made from wax opal.

Awww... they're just so proud of actually having hands!
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Hell, if nobody's suffocated because of it, it hardly counts as a bug! -- StLeibowitz

Isher

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Is there a way to switch off the monks?

I tend to start out as a peasant and throw away my weapons, shirk companions and buying stuff, and make my own crappy stone/bone/leather weapons/armor til I find better. It's hard enough (I restart all the time) but a monk surprise is an immediate death sentence. Add to that the first quests often send you after animals, and since the monk is an animal I can't get a local quest that doesn't require that I defeat something that moves 5x faster than me and is both untouchable and immediately lethal.

Don't want to sound like I'm whining, it's just that the monk really limits starting options as he's a universal presence.
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Sirdrake

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Is there a way to switch off the monks?

I tend to start out as a peasant and throw away my weapons, shirk companions and buying stuff, and make my own crappy stone/bone/leather weapons/armor til I find better. It's hard enough (I restart all the time) but a monk surprise is an immediate death sentence. Add to that the first quests often send you after animals, and since the monk is an animal I can't get a local quest that doesn't require that I defeat something that moves 5x faster than me and is both untouchable and immediately lethal.

Don't want to sound like I'm whining, it's just that the monk really limits starting options as he's a universal presence.

Probaly just remove it from, the RAW files
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Isher

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Probaly just remove it from, the RAW files

I know the bogeymen can't be removed without doing a world without night creatures (at least this is what everyone says) so I figured maybe that's not a way to do it.

If it IS that's great. Would one have to restart the game to make this work?

And I wanted to add, I've fought monks with much better people and still gotten demolished (except one time I got a lucky bolt throw to the brain); with an advanced guy the fight is pretty fun and it is awesome how the monks actually use wrestling well (and nice to still face a threat in the game at an advanced stage) - I like them in the game, but it's been a point of aggravation.
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TomiTapio

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Probaly just remove it from, the RAW files
If it IS that's great. Would one have to restart the game to make this work?
And I wanted to add, I've fought monks with much better people and still gotten demolished (except one time I got a lucky bolt throw to the brain); with an advanced guy the fight is pretty fun and it is awesome how the monks actually use wrestling well (and nice to still face a threat in the game at an advanced stage) - I like them in the game, but it's been a point of aggravation.
Probably can't delete them from save's raws. Easy to nerf them in an existing world: set their speed to 1200 or 1400. Or put natural skills to zero or two. They're [SPEED:650] by design, so they're mightier than minotaurs when they come to one's fort. The three types of monks have different biomes. They're in creature_custom_tt.txt, where some of my critters reside.
Hmm perhaps they are a little too tough for adventurers, I haven't probably encountered them enough.
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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

Jackledead

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Tomi, it has come to my attention that during the "plan carefully" embark screen, the miner profession is listed twice, once at the top, and once at the start of the military skills.
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More like a Limberjack
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frodo0800

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is it possible to use the newest version of phoebus with this mode ? because i've downloaded the one on the front page,and when i try to stall the newest versions of phoebus i that one dwarf civ disapear and i can only play as elfs.
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Phoebus

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is it possible to use the newest version of phoebus with this mode ? because i've downloaded the one on the front page,and when i try to stall the newest versions of phoebus i that one dwarf civ disapear and i can only play as elfs.
No, the two mods are not compatible.
The way the modding system works, the definition of what something looks like is located in the same file as it's gameplay properties.
So when you install a graphic mod over a gameplay mod, a large number of gameplay modifications end up being overwritten in the process; it breaks the game.

The graphic modification need to be merged with the gameplay modifications.
In itself that isn't such a big problem, but Genesis and it's variants add a lot of new content, and that new content also needs to modded graphically.
TomiTapio and Deon are playing using the Ironhand tileset (I presume), so they're modding their new creations for the Ironhand tileset as they go.
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TomiTapio

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Tomi, it has come to my attention that during the "plan carefully" embark screen, the miner profession is listed twice, once at the top, and once at the start of the military skills.
Hmm, so it is. Probably because there's two weapons that use the mining skill. Just a DF quirk.

ps. bought "Dwarfs!?" on Steam since it was only 2 euros. trailer: http://www.youtube.com/watch?v=XIMarlHF7Pk
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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

Sirdrake

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ps. bought "Dwarfs!?" on Steam since it was only 2 euros. trailer: http://www.youtube.com/watch?v=XIMarlHF7Pk
DIGGY DIGGY HOLE!!!!!! lol ment to be a good game
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Befenismor

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I was wondering if there's a list of genesis prefstrings somewhere?
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Deon

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Good news, I am back to modding (somewhat). I am still limited in time, but I will get my PC back this weekend and finish the dev version of Genesis.

Right now I am modding Cataclysm the roguelike :).
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Sirdrake

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Good news, I am back to modding (somewhat). I am still limited in time, but I will get my PC back this weekend and finish the dev version of Genesis.

Right now I am modding Cataclysm the roguelike :).

WELCOME BACK :D
I need to start playing df again been awhile :-[
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