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Author Topic: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk  (Read 333294 times)

Logrin

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Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
« Reply #60 on: June 29, 2012, 11:06:58 pm »

How did I not see this thread untill now!? Genesis from the ground up? Fantastic.

I just hope toady's next update can be easily intergrated, and expanded upon.

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What monstrosities would walk the streets, were peoples faces as unfinished as their minds.

TomiTapio

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Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
« Reply #61 on: July 01, 2012, 12:13:21 pm »

How did I not see this thread untill now!? Genesis from the ground up? Fantastic.
I just hope toady's next update can be easily intergrated, and expanded upon.
This Genesis 4 is still alpha and seems to crash more often than Gen 3.xx; stability will depend on Toady fixing reportted crash bugs.

Toady's next release is very likely to be easy to integrate, changing raws it not that difficult. Worst case it's 2-3 hours work for Deon.
Expanding on the new stuff, well, that depends on how much Toady has hardcoded things and how much new options or tags in the raws.
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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

TomiTapio

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Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
« Reply #62 on: July 08, 2012, 12:38:21 pm »


Fans of Genesis, I have released OldGenesis .34.11b today. See the superlong Genesis thread, or my sig.

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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

Meph

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Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
« Reply #63 on: July 08, 2012, 06:55:16 pm »

Deon is taking another break ?
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Dohon

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Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
« Reply #64 on: July 09, 2012, 05:33:50 am »

Deon is taking another break ?

...

I am learning C# to write a roguelike based on Metro 2033 series, so I am not modding for a while, but it doesn't mean that I don't want people to play my mods ;).

It's gonna be a while yet, gentledwarves.
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Meph

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Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
« Reply #65 on: July 09, 2012, 02:33:23 pm »

Thank you. Less a break and more being busy somewhere else then :)
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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 :::

Gavakis

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Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
« Reply #66 on: July 12, 2012, 02:54:41 pm »

Errmm... The Link broke.
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TomiTapio

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Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
« Reply #67 on: July 31, 2012, 05:33:03 am »

I message you Genesis fans (no not the band Genesis) with this: my variant OldGenesis .11c is out now.
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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 4 MOD (ver. 4.1)
« Reply #68 on: August 24, 2012, 05:23:04 pm »

The 4.1 version is out.

- Added dire wolves to cold regions. They are huge and ferocious predators, so beware.
- Added twilight cats to mountains. They are crepuscular gray mountain lions.
- The weapons have been tweaked. There're now short swords, broadswords, bastard swords and longswords which have different from vanilla attributes. There're also new hammers. "War hammer" is more of a hammer and less of an "iron beak" now, his old stats belong to a new weapon "crowbill".
- Armors have a "critical failure" chance, it means that even a plate mail can be penetrated by a dagger in a very rare case (it's approximately from 1 in 100 to 5 in 100 depending on armor or helmet type). It's there to reflex ability to hit weak spots and slits.
- Added fletcher's workshop. You can make bows and rocktip arrows/bolts there.
- Added potted plants (decorative workshop).
- Added alchemical workshop with transmutation reactions.
- Added anatomical theater, training crutch, scriptorium and library to train various skills.
- You can empty buckets which were "stuck" filled with water in kitchen now.
- Races get additional nobles.
- Nords can build tombs now. More noble types may be buried in tombs now.
- More info in the .xls manual.


To do:
- Next are plans to expand fantasy bestiary. I want to replace night creatures and bogeymen (as I've done before).
- Also a new smelting tree is ahead. Expect to see different metals with very specific uses (some hurt ghosts, some hurt werebeasts, some hurt undead, some hurt dragons etc.).
- Gems will be reworked. There will be less variety in gem types (a few different opals will be just "opals" etc), but there will appear magical gems and other things. I want to expand alchemy.
- Dragons will play a bigger part in the game. You will see what I mean once I'm done with it.
- A plains/desert race is about to come, a race of traders and tricksters, known for their carnivals, menageries and lies. They will be the ones who sell all types of animals, sulvans will be tranformed into a bit different race soon.

Enjoy and leave feedback please!
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Sprin

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Re: [0.34.11] GENESIS 4 MOD (ver. 4.1)
« Reply #69 on: August 24, 2012, 07:18:40 pm »

does this come in an ironhand tileset
plz pm
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Ebullient

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Re: [0.34.11] GENESIS 4 MOD (ver. 4.1)
« Reply #70 on: August 25, 2012, 06:44:24 am »

Sadly, no. You can always port it yourself, though.

Oh, and, welcome back Deon! Can we expect (somewhat) regular updates or are you still hampered by real life stuff?
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Deon

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Re: [0.34.11] GENESIS 4 MOD (ver. 4.1)
« Reply #71 on: August 25, 2012, 07:22:48 am »

does this come in an ironhand tileset
plz pm
This is pure ASCII for now, but once I make tiles for the new creatures, I will release Ironhand and Phoebus versions.

Sadly, no. You can always port it yourself, though.

Oh, and, welcome back Deon! Can we expect (somewhat) regular updates or are you still hampered by real life stuff?
Real life stuff doesn't disappear, but I will try to focus my free time on Genesis again, so you should expect updates pretty frequently :).
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Meph

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Re: [0.34.11] GENESIS 4 MOD (ver. 4.1)
« Reply #72 on: August 25, 2012, 05:42:48 pm »

The gem furniture from your royal carpenty will not be stockpiled, if I am not mistaken.   
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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 :::

Deon

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Re: [0.34.11] GENESIS 4 MOD (ver. 4.1)
« Reply #73 on: August 25, 2012, 07:03:30 pm »

I'll check it, thanks! If anything, I will make a replacement stone to fix it. I'm also almost done with graphical version. All those creatures, all those tiles... My head almost hurts :P. You know how it's hard to sort all graphical files in a proper order, copypasting and making new tiles on the go, Meph :). I decided to make it harder, making graphical files to follow the raw file structure, so yeah...
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✫ Cartographer's Lounge ✫ - a custom worldgen repository

Sprin

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Re: [0.34.11] GENESIS 4 MOD (ver. 4.1)
« Reply #74 on: August 25, 2012, 07:37:59 pm »

Deon I had a thought.
How about two orc races!
Feral orcs-seige
civil orcs-Trade goods
or something like that.
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Sprin is certifiably insane, but there is no denying his brilliance.
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