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Author Topic: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk  (Read 332425 times)

Meph

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Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
« Reply #480 on: December 25, 2012, 06:33:42 pm »

That has probably nothing to do with the mod. Since toady enabled historical figures to immigrate, you get a lot of complete families, bringing a lot more children, since v.31.

I personally modded them to grow up faster, and some have natural skills to do at least some kind of work...
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TomiTapio

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Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
« Reply #481 on: December 26, 2012, 05:08:02 am »

To avoid kids simply keep your dwarves busy. No friends means no relationships means no kids. You still get some from immigration. I usually ignore/kill them.
I like using [BABY_CHILD_CAP:4:8] in d_init. Seems to work.

To circumvent the "stupid dorfs can't carry crossbow AND dagger", use this bayonet-including crossbow in your worlds:
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.
47.05e 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: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
« Reply #482 on: December 26, 2012, 05:55:45 am »

The crossbows already have bayonets, Tomi.

Alright, so I made a test fortress to try using marksdwarves, as my first fort was ruined 8 years in by about 180 Merfolk bowmen, but when I was attacked int he first year and assigned the marksdwarves to go stand in the war room, right in front of the main gate, they grabbed everything but their ammunition, and proceeded to get the ever living crap beat out of them in less than five seconds.  Then, the 39 children that had come all at once in the last migrant wave, were slaughtered mercilessly and I raged for five minutes.
Is any of this a bug?  Particularly, the ammunition part, since that has destroyed my fortresses multiple times, but even the children was annoying.  What am I supposed to do with 39 kids?
It's not a bug, make sure you give them quivers, assign ammo and do not give them too much of handheld stuff so they can shoot.
« Last Edit: December 26, 2012, 06:03:17 am by Deon »
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Deon

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Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
« Reply #483 on: December 27, 2012, 02:07:46 pm »

Just a had a crash from a TRANSFORMATION. Werebeast infected a dorf victim.
Log:
Spoiler (click to show/hide)
There must have been something out-of-order, maybe even some weird vanilla bug (most likely).

Transformations work fine, here's an example: http://www.youtube.com/watch?v=zn-QEKnndqk , a werebeasts comes and leaves.

By the way, I should finish some of my work tonight and I plan to release a graphical patch with all creatures included. Let's hope I don't fall asleep at PC :P.
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CaptainArchmage

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Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
« Reply #484 on: December 28, 2012, 05:56:03 pm »

Bug report Deon.

I started my new Genesis fortress partly in the desert and partly on forest, about a few days into the embark, I have three dead hellbats in my units list; there are none on my map. It seems like they must have blown themselves up.

About performance, this time the FPS is around 170-200 (its a 4x4 embark), which is pretty good. The fortress is planned on "how it goes", which is to say there's no particular plan.
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Putnam

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Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
« Reply #485 on: December 28, 2012, 06:05:54 pm »

That's not a Genesis bug, nor is it a bug; dead creatures tend to show up if they died anywhere, even in places you haven't found yet.

CaptainArchmage

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Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
« Reply #486 on: December 28, 2012, 07:35:35 pm »

That's not a Genesis bug, nor is it a bug; dead creatures tend to show up if they died anywhere, even in places you haven't found yet.

Correction: I believe the hellbats are destroying themselves somehow, which might count as a bug. The name suggests they might be permahot, so a bug such as the bats not being heat resistant would result in their deaths.
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Meph

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Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
« Reply #487 on: December 28, 2012, 08:07:46 pm »

Deon, the crash about the werebeast was not the werebeast itself, but the infected dwarf citizen turning into one. It might have to do with the description and/or appearance modifiers... but this should only trigger a crash if the creature description is viewed. Honestly I dont think so, and hope it was just a random occurence.
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::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

TomiTapio

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Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
« Reply #488 on: December 29, 2012, 07:08:32 am »

Reminder to Deon, because update coming soon; my observations from quick testing
Spoiler (click to show/hide)
also, was the "one tree to two charcoal" supposed to be in?
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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

Sergei_Andropov

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Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
« Reply #489 on: December 30, 2012, 03:19:19 am »

My adventurer has been drinking vampire blood at every opportunity (it's quite tasty), but still won't turn into one.  I'll drink the blood, knock out some poor ungulate somewhere, and hit the "e" key, but the option to feast on my victim's blood isn't there like it is in vanilla, and (until I became a necromancer) I continued to get hungry and thirsty as normal.  Is this a bug, or am I just doing something wrong?
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Meph

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Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
« Reply #490 on: December 30, 2012, 09:26:30 am »

Your companoin order plugin seems to pop up in fortress mode, changing keybinding and adding Ctrl-C@dungeonmode gui/companion-order will fix this. Warmist told me that, because I had the same problem with a couple of plugins.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Dutchling

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Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
« Reply #491 on: December 30, 2012, 10:36:21 am »

I am preparing an embark and I just noticed that one one of my starting seven has 'speardwarf', 'fisherdwarf', etc as possible skills. The others just have the generic 'spearman' and 'fisherman' skill names.
It's not his caste or gender (male stoneclan) as I have another male stoneclandwarf who has human skillnames.
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Deon

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Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
« Reply #492 on: December 31, 2012, 01:01:35 pm »

I will check that and fix that, thanks.

Happy new year!
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Rumrusher

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Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
« Reply #493 on: December 31, 2012, 04:42:31 pm »

Your companoin order plugin seems to pop up in fortress mode, changing keybinding and adding Ctrl-C@dungeonmode gui/companion-order will fix this. Warmist told me that, because I had the same problem with a couple of plugins.
I can see Companion order having work in Fort mode if you sent your adventurer to your fort.
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Deon

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Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
« Reply #494 on: January 01, 2013, 04:34:35 am »

The New Year celebration went awesome, although I will have to sleep a few dozen hours now :P.

I've fixed language files and some minor stuff, and after I checked Meph's masterwork thread I reworked blood arena.
You won't have reactions with weird syndromes simulating "a fight" now, you will have to transform special animals into enemies now. There will be a "fluff" creature which is like a ball of fur, it's fat, hairy and nice. You will have to sacrifice those to please Armok. Basically you will have a big arena with an arena operator hidden in a small room, then you will pasture fluff in it and pull the lever... And they will transform into monsters your dwarves can actually fight.

You also get a new metal "titanite", processed from rutile and/or ilmenite. It can be alloyed with iron to get lightweight steel-grade metal for lighter armor or used as it is for heavier weapons (I know it makes no sense, it's for gameplay reason, it's fantasy after all). It will take some more input for a user to use (like, you will need copper for rutile but only coke for ilmenite) and there may be some intermediate processes.

I've added shimmering, bloodred and dark crystals as gems, they replace current gems in altar reactions, and you can also get them as gizzard stones from specific creatures (from good, savage and evil animals appropriately). They will be used for alchemy and religious reactions.

I still think about a proper name for a dwarfmas tree. I've already added "Hungry Festal Tree", "Gala Tower-Cap" and "Occult Arcade", they are all christmas tree replacements for savage, good and evil themes. You will be able to feed vermin to hungry festal tree to get presents, or put gems/ore under gala tower cap to get some surprise. I am not sure about Occult Arcade yet, but I will think of something.
« Last Edit: January 01, 2013, 04:39:20 am by Deon »
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