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Author Topic: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk  (Read 333620 times)

TomiTapio

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Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
« Reply #1605 on: January 15, 2015, 06:42:50 am »

with both the factions on the war.it would be awesome to see civilizations with solid political situations, i am tired of seeing human armies marching on the same civilization territory because of petty conflicts inbetween the site governments groups.

I have no real experience with modding and idk the actual limits to modding DF, but i would love to see lords and powerfull ppl acting rationaly.
Yeah we can't mod anything armies or politics related really. We can rename, delete, add new leadership positions, and change a civ's ethics. All the leadership thinking code is in Toady's hands.
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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: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
« Reply #1606 on: March 16, 2015, 04:17:41 am »

Crosspost for profit! Genesis Reborn is still dead, alas.
 
~´´~ Vomit fruit bits at my white granite table? OldGenesis 40.24 has come! ~´´~
Ironhand tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_24_OldGen_Ironhand.zip
Phoebus tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_24_OldGen_Phoebus.zip
ascii tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_24_OldGen_ascii.zip

2015-03-16:
- updated to the mighty shiny DF 0.40.24. Took a lot of hours, since new error messages revealed loads of HAIR and FAT nagging.
- trying [USE_MATERIAL_TEMPLATE:HAIR:HAIR_YARNABLE_TEMPLATE] on the wool / yarn creatures.
So there's two HAIR material now, common non-threadmaking (too short or fragile hairs), and rare yarnable on a few animals.
- added [USE_MATERIAL_TEMPLATE:GIZZARD:GIZZARD_TEMPLATE] to all creatures that don't use a prepackaged body mat list. stupid nagging. They don't have gizzards. Do they use a standard tissue list.
- much GELDABLE. Go go gadget unicorn gelder!
- since chitin is used in forgotten beasts, they lack TANNED_CHITIN and the game nags.
I split chitin into vanilla chitin for FBs and TANNED_CHITIN_TEMPLATE (which outputs and requires TANNED_CHITIN) for OldGen critters.
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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

Oxidus

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Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
« Reply #1607 on: May 01, 2016, 05:31:58 am »

Why this mod doesnt have like old Genesis genitals , breasts , testicles ?
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Oxidus

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Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
« Reply #1608 on: May 01, 2016, 05:32:42 am »

Also why there is no option for me during adventure mode combat to do quick / heavy attack but only options if i slice , stab etc. ?
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vjmdhzgr

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Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
« Reply #1609 on: May 01, 2016, 10:09:26 am »

Why this mod doesnt have like old Genesis genitals , breasts , testicles ?
Because Deon didn't want to put them in. I remember something being said about distracting from the focus of the mod, but I can't find it.

Also why there is no option for me during adventure mode combat to do quick / heavy attack but only options if i slice , stab etc. ?
Because this hasn't been updated to the most recent version. It's still for 0.34.11 where those didn't exist. Also if you post something, then have something else you wanted to say but already posted the message, you can edit it, there's a modify button in the top right.
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Asin

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Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
« Reply #1610 on: December 10, 2016, 09:25:17 pm »

Sorry for necroing, but could somebody update this to 43.05? I mean, Deon doesn't seem to be working on this anymore, so...

Edit: Hello?
« Last Edit: December 16, 2016, 05:59:22 pm by Asin »
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TheCspl

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Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
« Reply #1611 on: September 22, 2018, 01:08:25 am »

Huh, yeah, this needs an update. 
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Xantalos

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Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
« Reply #1612 on: September 22, 2018, 02:34:27 am »

Those necro skills are worthy of Deon himself!
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George_Chickens

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Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
« Reply #1613 on: September 22, 2018, 02:54:50 am »

Whatever happened to Deon? His mods were hands down the best for DF. Especially his Fallout mod, that was so good.
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TomiTapio

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Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
« Reply #1614 on: September 22, 2018, 07:29:53 am »

He's got no time for DF and modding and icon drawing, I reckon.
Latest forum posts on his profile: http://www.bay12forums.com/smf/index.php?action=profile;area=showposts;u=12326
I keep the 2010-Genesis alive and improving, under the name OldGenesis.

Probably would take 18 to 23 hours to update an old mod to 40.0x version.
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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

Enemy post

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Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
« Reply #1615 on: September 30, 2018, 11:04:59 am »

I looked at my old notes for what needs to happen to update a 34.11 mod to a modern version. Among other things:

All the creatures need to be given gaits and [ATTACK_PREPARE_AND_RECOVER:3:3] tokens to replace the old SPEED system. The appropriate male creatures will need geldable flags in their castes, and you'll want to give certain creatures LOCAL_POPS_CONTROLLABLE and LOCAL_POPS_PRODUCE_HEROES for beastman adventurers and OUTSIDER_CONTROLLABLE for civilized races with outsiders.

INDIV_CONTROLLABLE can be removed from the entity files. It used to be how outsiders were generated.

Civs need the new values, instrument raws, and the various scholars. They also should have mercenaries.

The bodies need to be switched from HUMANOID and QUADRUPED to HUMANOID_NECK and QUADRUPED_NECK.

Smells and vision arcs might be nice, but aren't essential. On a similar note, you won't have demons or vaults if no civ has Dark Fortress sites. Like before, it's not strictly needed, but it's nice to have.

STRANGE_MOODS must be added to at least the playable civ or you won't have any artifacts or, well, strange moods.

ALL_MAIN_POPS_CONTROLLABLE should replace ADVENTURE_TIER.

SELECT_SYMBOL needs to be adjusted to deal with libraries.

You'll probably want to put NO_ARTIFACT_CLAIMS on any kobold-derived civs.

I know plants and trees will need to be reworked, but I've never really dealt with them.
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TomiTapio

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Re: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk
« Reply #1616 on: September 30, 2018, 09:30:44 pm »

I looked at my old notes for what needs to happen to update a 34.11 mod to a modern version. Among other things:
My notes on the upgrading are at http://dffd.bay12games.com/file.php?id=12296 , 17kB. It's a real chore.
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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
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