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Author Topic: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk  (Read 333221 times)

fred1248

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Re: [MOD] GENESIS [5.1] - Bandits, voidwalkers and the Void.
« Reply #240 on: October 27, 2012, 01:11:59 pm »

I aboslutelty adore the lore, it's great, I mean, it fits the gameplay of dwarf fortress perfectly while maintaining that distinctively unique theme.
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How do you deliberately crutch a dwarf who seems to have no urge to go to the hospital and be diagnosed with "walklessness?"
Break his other leg.

Rumrusher

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Re: [MOD] GENESIS [5.1] - Bandits, voidwalkers and the Void.
« Reply #241 on: October 27, 2012, 01:35:11 pm »

Shift over? Where to? :)
I'm playing 4.8 the void race seems like a good time to jump over and play them.
though currently they don't have any adventure selection.
Also I see the Adventurer race was taken out. Shame I kinda like having some type of creature with interactions from the start.

oh I see you had to do a hard reboot on the mod due to reports of crashing. I don't know if doing this logical.
edit: Ok so I walk into a town as a voidmaster hunted down the vampire in the keep. while I was walking out I saw a small bodypart scurry away. I thought hey that's weird and walk over to find that marketplace was completely slaughtered by the fallen.
Spoiler (click to show/hide)
thanks deon for throwing in events like these to human towns.
« Last Edit: October 27, 2012, 02:28:44 pm by Rumrusher »
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

Slax

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Re: [MOD] GENESIS [5.1] - Bandits, voidwalkers and the Void.
« Reply #242 on: October 29, 2012, 07:13:42 pm »

Sending you a vat of Finnish vodka via the dream world, Deon.
You magical worldmaker you!
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Deon

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Re: [MOD] GENESIS [5.1] - Bandits, voidwalkers and the Void.
« Reply #243 on: October 29, 2012, 11:36:19 pm »

Wow, that's a nice picture of undead apocalypse, Rumrusher!
Thank you, Slax. I will try to push an update today before I go to work.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Rumrusher

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Re: [MOD] GENESIS [5.1] - Bandits, voidwalkers and the Void.
« Reply #244 on: October 30, 2012, 09:46:53 am »

I kinda hope to find some bogeymen to kickstart the second chapter of the F_W saga though so far haven't got alot success from the night.
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

Deon

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Re: [MOD] GENESIS [5.1] - Bandits, voidwalkers and the Void.
« Reply #245 on: October 30, 2012, 10:05:50 am »

I've found some problems with tanning reactions and altars which are easy to fix.

I will upload a new version soon, working on it right now.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Sprin

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Re: [MOD] GENESIS [5.1] - Bandits, voidwalkers and the Void.
« Reply #246 on: October 30, 2012, 02:44:34 pm »

OOO cant wait!!
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Quote from: Karnewarrior
HOW DID YOU KNOW I WAS LOOKING UP RULE 34 OF D*CKS?
Sprin is certifiably insane, but there is no denying his brilliance.

Deon

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Re: [MOD] GENESIS [5.2] - Druids, bronze centurions, copper spiders and fixes.
« Reply #247 on: October 30, 2012, 03:43:42 pm »

I'm still working on the graphical version, there's many creatures to map, but here's a version with fixes and some additions so you don't play a broken version.


5.2
- Fixed problems with altar summoning/blood rituals not working.
- Fixed tanning reactions for both adventure and fortress mode.
- Added fletcher and rocktip arrow/bolt making.
- Added shroom shrine and occult grove with rituals.
- Added chance to become druid by performing rituals in occult grove.
- Milkweed is now "silkweed", with proper seeds.
- Added bronze centurion and utility spider. Both are expensive pets which do not breed. Utility spiders are dog-sized copper constructs who can clean dwarves and hunt vermin.
- Temporary added dogs (they will be replaced with different breeds soon).
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Meph

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Re: [MOD] GENESIS [5.2] - Druids, bronze centurions, copper spiders and fixes.
« Reply #248 on: October 30, 2012, 07:17:16 pm »

Quote
who can clean dwarves

Genius ^^ I am laughing so hard right now... I also cant see how any dwarf I know would be clever enough to invent something like that, but damn, that is a nice idea ^^
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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Tsuchigumo550

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Re: [MOD] GENESIS [5.2] - Druids, bronze centurions, copper spiders and fixes.
« Reply #249 on: October 30, 2012, 08:53:59 pm »

I imagine dwarves are sort of like humans, but more extreme: every once in a while you'll get the Einstein, but 99% of the ones that came to YOUR fortress in the middle of nowhere have just enough brain cells to rub together to think "Hey. I want a break. Let's take one!"
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There are words that make the booze plant possible. Just not those words.
Alright you two. Attempt to murder each other. Last one standing gets to participate in the next test.
DIRK: Pelvic thrusts will be my exclamation points.

Deon

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Re: [MOD] GENESIS [5.2] - Druids, bronze centurions, copper spiders and fixes.
« Reply #250 on: October 30, 2012, 11:04:52 pm »

I imagine dwarves are sort of like humans, but more extreme: every once in a while you'll get the Einstein, but 99% of the ones that came to YOUR fortress in the middle of nowhere have just enough brain cells to rub together to think "Hey. I want a break. Let's take one!"
That sounds exactly like humans here. Even me :P.
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✫ Cartographer's Lounge ✫ - a custom worldgen repository

fire1666

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Re: [MOD] GENESIS [5.2] - Druids, bronze centurions, copper spiders and fixes.
« Reply #251 on: October 31, 2012, 02:53:50 am »

Hai deon.
Have you heard of a youtuber called Revocane?
Anyways hes planning on starting a new DF series with you mod but is waiting for graphical *i told him about the voidwalkers and he got excited XD*
probs is now since your addign voidwalkers i now have 3 mods i would like to make a mod to expand them on XD
anyways stellar work so far deon like most of your work, im looking foward to the graphical tileset :D
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Deon

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Re: [MOD] GENESIS [5.2] - Druids, bronze centurions, copper spiders and fixes.
« Reply #252 on: October 31, 2012, 04:00:30 am »

Of course I know him, have you been to his streams?? I am there most of the time.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

fire1666

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Re: [MOD] GENESIS [5.2] - Druids, bronze centurions, copper spiders and fixes.
« Reply #253 on: October 31, 2012, 04:37:12 am »

Of course I know him, have you been to his streams?? I am there most of the time.
cool beans i watch them too :D
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Rumrusher

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Re: [MOD] GENESIS [5.2] - Druids, bronze centurions, copper spiders and fixes.
« Reply #254 on: October 31, 2012, 01:59:53 pm »

really having an issue with getting bogeymen to pop up. also you might want to get dfhack for the built in Df therapist among other things.
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes
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