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Author Topic: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk  (Read 333285 times)

Dohon

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Re: [0.34.11] GENESIS 4 MOD (ver. 4.11) - War shrine, library reworked.
« Reply #150 on: September 08, 2012, 09:38:09 am »

 :o

Sweet!
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Sprin

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Re: [0.34.11] GENESIS 4 MOD (ver. 4.11) - War shrine, library reworked.
« Reply #151 on: September 08, 2012, 09:50:16 am »

So...
Would it be posible to make pie in the mod?
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kingofthescots

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Re: [0.34.11] GENESIS 4 MOD (ver. 4.11) - War shrine, library reworked.
« Reply #152 on: September 08, 2012, 11:30:34 am »

Hi Deon,

I like how this mod is coming along. It appears that there is a typo in the reaction to make coke from compact peat. In reaction_smelter the line [REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:PEAT] should read [REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:COMPACT_PEAT]. Keep up all the cool religious tech tree stuff. It would be neat if we could make our dwarves into something like chaos dwarves from warhammer.
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Deon

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Re: [0.34.11] GENESIS 4 MOD (ver. 4.11) - War shrine, library reworked.
« Reply #153 on: September 08, 2012, 12:56:21 pm »

You will! Currently there's a way to summon a hell hound and stronger demons, but I will add weaker summonings soon which will summon the demons INSIDE of dwarves instead of replacing them, giving you dwarves with tentacles for an arm, with horns and other ugly features.

Thanks for the info about the typo.

So...
Would it be posible to make pie in the mod?
Yep, soon after I put in remaining religion buildings (nature, earth) and flesh out existing ones by adding more reactions and features, I will continue to work on other minor stuff like expanding cooking system in culinary shop.
« Last Edit: September 08, 2012, 12:58:27 pm by Deon »
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Tirion

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Re: [0.34.11] GENESIS 4 MOD (ver. 4.11) - War shrine, library reworked.
« Reply #154 on: September 08, 2012, 02:34:02 pm »

Oh, so there is a way to use blood bought from traders.
Which stockpile do they go into?
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TomiTapio

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Re: [0.34.11] GENESIS 4 MOD (ver. 4.11) - War shrine, library reworked.
« Reply #155 on: September 08, 2012, 04:57:58 pm »

Blood should be a liquid food ingredient, like beer. Food stockpile.

Trying 50 minutes of Gen4.11 adventuring. Phoebus tiles.
Platinum bolts(27) way too heavy for adventurer to carry. (pike and longsword didn't cause any speed drop however)
As dorf, killed some bandits, they dropped too-large leather wear.
(bandit boss got me)

2nd adventurer, dalesman:
clay loam looks too much like red blood.
no stabbing with longsword? But gazillion movies have that!
What should happen when you drink ent sap that has splattered all over you? You get slower and more durable?
clay loam walls in one town. Pretty. But I think it shouldn't be smoothable/buildingmat.
found "ant paste" in a lair. I have no idea.
drinking moon horror blood should be bad for you.
- make a few preset worldgens: icy + little bit temperate world. a mostly-deserts world with vry few rainfall & rivers.
(cedar treant got me, by wrestling my knee to bits.)
« Last Edit: September 08, 2012, 04:59:49 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

Ebullient

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Re: [0.34.11] GENESIS 4 MOD (ver. 4.11) - War shrine, library reworked.
« Reply #156 on: September 09, 2012, 08:19:50 am »

Okay, now I'm just confused.
I got the hang again, on 4.9 Phoebus. Merchants are already at the depot, the diplomat's about to converse. Few minutes after the merchants unpack, bam, DF hangs. Strangely, when I ran an almost vanilla fort (only some ores and metalworking) on another copy of DF, there's no hanging whatsoever.
Not sure if 4.11 fixed it though, will test tomorrow.
I actually got the save, if anyone's concerned. Just need a filehost.
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Raul

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Re: [0.34.11] GENESIS 4 MOD (ver. 4.11) - War shrine, library reworked.
« Reply #157 on: September 09, 2012, 09:14:28 am »

I actually got the save, if anyone's concerned. Just need a filehost.

Dwarf Fortress File Depot
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Deon

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Re: [0.34.11] GENESIS 4 MOD (ver. 4.11) - War shrine, library reworked.
« Reply #158 on: September 09, 2012, 09:41:17 am »

Quote
Platinum bolts(27) way too heavy for adventurer to carry.
That's how platinum is, bolts are pretty big.

Quote
no stabbing with longsword? But gazillion movies have that!
I agree that it's possible to stab with a sword like that:
Spoiler (click to show/hide)
In Genesis longswords are a bit bigger, but still it's possible to stab with a two-handed weapon. But cutting is much easier, so I didn't include stabbing for that reason, but I may as well add it.

Quote
What should happen when you drink ent sap that has splattered all over you? You get slower and more durable?
I will add a syndrome to treant sap, good idea.

Quote
clay loam walls in one town. Pretty. But I think it shouldn't be smoothable/buildingmat.
I think they do it because it's a clay material. It's not buildingmat.

Quote
found "ant paste" in a lair. I have no idea.
Some night creatures (vanilla) grind vermin into paste. Some of them grind bones.

Quote
drinking moon horror blood should be bad for you.
That's a vanilla randomly generated monster, so no luck changing that.



Quote from: Ebullient
-snip-
Please host. I am worried that it may be some creature entering the map, it's unlikely that it's traders because if they are already on the map, it's usually not them (DF already processed all their goods).

I've tested all creatures in arena and they worked, but I'd better double check. BRB.


[EDIT]
Nope, all creatures work without crashes, I need your save to find out the problem.
« Last Edit: September 09, 2012, 09:58:54 am by Deon »
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Deon

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Re: [0.34.11] GENESIS 4 MOD (ver. 4.11) - War shrine, library reworked.
« Reply #159 on: September 09, 2012, 02:13:58 pm »

4.12
- Graphics: Gremlin and kobold graphical tiles.
- Graphics: Returned hamlet icon in graphical version.
- Graphics: Replaced bug/ant icon with wheelbarrow icon, to make maps look better with actual hamlet icons. Insect vermin are dots now.
- Creature: Megabeasts avoid traps and are immune to pain.
- Body tissues: More pain receptors to muscles, adjusted bleeding rates of organs (heart wound is almost 100% bleed out death).
- Body tissues: Removed pain receptors and bleeding from fat. Spears are a bit deadlier now (internal organs bleed more), swords are a bit less deadly now (fat cutting is no longer a swift pass-out from pain).
- Interactions: Many new evil rain types.
- Interactions: Many new evil cloud types.
- Interactions: Sandstorms in deserts.
- Interactions: New evil region interactions which raise sentient humanoid corpses only.
- Worldgen: New worldgen parameters to go with new interactions, demons, secrets and curses.

Generate with new "detailed" worldgen options to get the new interactions, curses and other stuff (like more megabeasts and semimegabeasts).
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Deon

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Re: [0.34.11] GENESIS: Winter is Coming (4.13)
« Reply #160 on: September 10, 2012, 03:06:57 pm »

4.13
- Body tissues: Adjusted bleeding just about right. 1 cut off limb = fainting but living, 2 cut off limbs = bleeding to death.
- Entity tweaks: Dalesmen and elves get hairstyles!
- Creature tweaks: Added generic sounds for civilized creatures. Much more sounds to come to liven up the adventure mode.
- Creature tweaks: Added missing spheres to demons.
- Creature tweaks: Renamed rock goat to shaggy goat.
- Creature tweaks: Added size to creature description for better size/combat prowess evaluation by player.
- Creature tweaks: ncreased size of wolves and dogs a bit.
- New creatures: Added bogeymen: white walkers, trickster's lanterns and phantoms.
- New creatures: White walkers are covered by frosting humanoids in armor which blends into surroundings, they can become invisible.
- New creatures: Trickster's lanterns are glowing balls of light which will evade you.
- New creatures: Phantoms are weak but have some nasty spells which may harm you.
- New creatures: Added sandworms to savage deserts.
- New creatures: Added bronze centurions, big bronze golems with a sharp wristblade which you can buy on embark or from dwarven caravans.
- Reactions fixes: Fixed compact peat to coke reaction.
- Worldgen: tweaked worldgen custom settings to get rid of long wait time during generation due to bad low attitude settings in Region map generation code.
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TomiTapio

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Re: [0.34.11] GENESIS: Winter is Coming (4.13)
« Reply #161 on: September 10, 2012, 04:54:06 pm »

Did a test fort: Gen 4.13 Phoebus.

tiles V,o,n,1,2 have background color, bah.
dwarf ang gob/orc language have gfx tiles as some letters, needs fixing.
War Shrine needs no building materials?? I'd like metals, maybe metal shields. Definitely an expensive anvil. Four statues of high quality.
Duck slaughter yielded nothing but skulls??
DF froze when was done hauling stuff to depot and tried to trade. had one raw-ada tablet. Dorfs were also storing much stuff in hospital.

I think I'll add a wooden dagger to OldGenesis. Let the dorfs have more fun with cave monsters.


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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

Deon

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Re: [0.34.11] GENESIS: Winter is Coming (4.13)
« Reply #162 on: September 10, 2012, 10:25:44 pm »

Quote
War Shrine needs no building materials??
Dawwww. Screw me, I forgot about that, it was only to test it with different reaction outcomes. I will fix it

Quote
DF froze when was done hauling stuff to depot and tried to trade. had one raw-ada tablet. Dorfs were also storing much stuff in hospital.
Now that's interesting. A few other people reported freezing with traders. It's really hard to understand what causes it, which is really sad.
Do you remember which race was that? Did they try to talk to you through a diplomat or something at the time of freezing? That's the only idea I have.
« Last Edit: September 10, 2012, 10:32:00 pm by Deon »
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Deon

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Re: [0.34.11] GENESIS: Winter is Coming (4.13c)
« Reply #163 on: September 10, 2012, 10:40:44 pm »

Here's the patch.


4.13c
- Fixed language files for real.
4.13b
- Fixed "no requirements for war shrine".
- Fixed language files to exclude graphical tiles.
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Ebullient

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Re: [0.34.11] GENESIS: Winter is Coming (4.13c)
« Reply #164 on: September 10, 2012, 11:33:16 pm »

Quote
DF froze when was done hauling stuff to depot and tried to trade. had one raw-ada tablet. Dorfs were also storing much stuff in hospital.
Now that's interesting. A few other people reported freezing with traders. It's really hard to understand what causes it, which is really sad.
Do you remember which race was that? Did they try to talk to you through a diplomat or something at the time of freezing? That's the only idea I have.

In my case, it was at the first dwarven merchants. The diplomat can actually resolve his stuff and go away before DF froze. I remember that I successfully resolved trade, unpaused, and a few seconds later DF froze.
For the save, it appears that DFFD refused to let me upload for some reason. I'll try to upload later on a different connection.
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