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Author Topic: [47.05e] --Deon is porting-graphicsing OldGenesis to Steam ver--  (Read 176464 times)

TomiTapio

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[47.05e] --Deon is porting-graphicsing OldGenesis to Steam ver--
« on: February 04, 2016, 10:27:37 am »


--- OldGenesis is a Dwarf Fortress mod by Deon, with additions by TomiTapio. ---
Latest files on TomiTapio's DFFD page: http://dffd.bay12games.com/who.php?id=1538
Read "OldGenesis documentation.txt" for features and "OldGenesis notes.txt" for changelog and tips.

--------------------------------------------------------

It is around 83% by Deon, 16% by TomiTapio.
Creature graphics, civilizations, weapons, armors, workshops, reactions, plants, half the creatures by Deon.
Additional minerals, trees, many creatures, leather tiers, wood tiers, Finnish language file, fine-tuning, updating by TomiTapio.

Mod's roots go back to "DF Complete" by Deon, 2009. OldGenesis carried on Genesis 34.11 in fall 2012 while Deon went into an all-new Genesis 4.
No third party utilities are required to run the mod, keeping it vanilla-like. Just unzip to a directory of your 64bit Windows  and run.
Custom worldgen parameters and my own embark setup and init/config files are provided.

Genesis forum thread, 2010-2015: http://www.bay12forums.com/smf/index.php?topic=52988.0
Deon's uploads on DFFD: http://dffd.bay12games.com/who.php?id=22

hashtag #OldGenesis on Twitter: https://twitter.com/hashtag/oldgenesis?f=tweets&vertical=default&src=hash
TomiTapio's Twitter: https://twitter.com/Tomi_Tapio


----------------------------------------------------------------

General tips:
Spoiler (click to show/hide)

A few of the latest changelogs, for full details read "OldGenesis notes.txt".
Spoiler (click to show/hide)

Some documentation, slightly out of date:
Code: [Select]
_OldGenesis_ is a Dwarf Fortress mod by Deon, with loads of additions by TomiTapio.
Mod's roots go back to "DF Complete" by Deon, 2009. OldGenesis carried on Genesis 34.11 in fall 2012 while Deon went into an all-new Genesis 4.
No third party utilities are required to run the mod.
---
listing the stuff that's not in Vanilla DF.

- Adventurer crafting: just read reaction_wanderer.txt please.

- Our Workshops and their reactions:

Kiln: make a piece of an instrument, I guess from clay.

bonfire workshop by Warlord255: start a grassfire on purpose. Burn outdoor invaders! (or controlled soil-room of grass)
"Ignite large fire" very hot
"Ignite small fire"

train crutchwalking at its own workshop "Training Crutch".

Anatomical theater:
"train wound dressing"
"train suturing"
"train bone setting"
"train surgery"

Weight set:
train weights (shield)
train weights (armor)

Training dummy: sword, spear, axe, hammer, mace.

Swimming pool:
add ice (does nothing; just for fun)
Swim (swimming skill)

Play rockball at rockball field (throwing skill, they throw boulders for sport)

Obstacle course: train dodging

Philosopher's garden:
debate yourself(judging intent)
meditate(concentration)
perform a comedy (comedy skill)
perform a drama (console skill)

Screw press:
"melt ice to bucket" reaction by Malecus
"press water from plants", into bucket, reaction by Malecus
----
Kitchen:
"bake bread" from flour, needs BREAD_MAT plant-cheese.
"make candy", needs CANDY_MAT plant mill-product (sugarcane, sweet pod, crystal cane)
"feed meat to pets", for getting rid of excess tons of meat.
"feed fat to pets", just vanish it
"feed tallow to pets", just vanish it
----
Stonecutter/grinder:
Only the easily-workable stones EDGEDWEAPONROCK can be used for most of these.

"cheating rock pick", make a pick without metals. For emergencies.
"craft rock anvil"

"grind rock salt". Salt mineral into foodcomponent. (leaf of hidden plant 'saltfromminerals'.)
"grind non-economic rocks (10)" junk stones away, small chance of finding useful ore.

"craft rock axe"
"craft rock maul"
"craft rock mace"
"craft rock club"
"craft rock spear" a "crude spear" less-sharp weapon.
"craft rocktip bolts (50)" stone-age tech (uses ROCKTIP plant's wood)
"craft rocktip arrows (50)" stone-age tech (uses ROCKTIP plant's wood)

Craft rock animal trap
Craft rock chain
Craft rock crutch
Craft rock mechanism
Craft rock mechanism (magma safe)
Craft rock blocks (magma safe)
Craft cement blocks

Craft rock menacing spike
Craft rock serrated disc
Craft rock giant axe blade
Craft rock corkscrew, difficult
Craft rock spiked ball
Craft rock splint
Craft rock traction bench
Craft rock tube section

Craft rock vials
"craft rock bucket" (I've seen one on television, good for hot coals)
"craft rock flasks". It's like stone mugs, but flask/canteen shape.

Cut obsidian into gem
Cut large gem into gems

----

----

Charcoal furnace: convert cheap (value 1) wood into charcoal, convert nice wood into charcoal, convert best wood into charcoal.
"charcoal from cheap wood" 2 units of charcoal from 22-40 kg haulful of wood.
"charcoal from nice wood"
"charcoal from best wood"

Smelter:
iron ore into coarse iron, which needs further refining.
"make coke from peat"
"make coke from anthracite"
"make coke from bituminous coal"
"make coke from lignite"
"make brass bars (use ore)"
"make brass bars (use bars)"
"make bronze bars (use ore)"
"make bronze bars (use bars)"
"make pig iron bars" iron + coal -> pig iron
"make white bronze bars" CuNi, 3 copper 1 nickel -> 4 white bronze

Finishing forge:
"hammer coarse iron" pure_iron into weapons-grade iron (improve its carbon content).
"make steel bars (using pig iron)" iron+pigiron+coal -> steel

Crucible:
"make steel bars (crucible)"
"make black steel bars" ilmenite + coal + green glass -> black steel
Magma crucible: "make red steel bars (magma)" from steel and bauxite.

Blast furnace:
> Make batch of steel bars from ore
6 iron ore boulders +  3 flux stones + 4 coal -> 6 steel bars
Requires fuel
(Furnace operating)

> Make batch of steel bars from bars
6 iron bars +  3 flux stones + 4 coal -> 6 steel bars
Requires fuel
(Furnace operating)

Alchemy:
> Create artificial rubies
3 cut clear glass + gold bar = 3 cut rubies

> Create artificial star rubies
3 cut crystal glass + gold bar = 3 cut star rubies

> Transmute aluminum into mithril
aluminum bar + brimstone boulder = mithril bar + 75% brimstone boulder

> Transmute billon into tin (2 to 1)
2 billon bars + flux boulder = tin bar + 75% flux boulder

> Transmute brass into tin (2 to 1)
2 brass bars + flux boulder = tin bar + 75% flux boulder

> Transmute cobalt into iron (2 to 1)
2 cobalt bars + flux boulder = iron bar + 75% flux boulder

> Transmute copper into gold (2 to 1)
2 copper bars + flux boulder =  gold bar + 75% flux boulder

> Transmute gold into copper (2 to 1)
2 gold bars + flux boulder =  copper bar + 75% flux boulder

> Transmute gold into sun gold (2 to 1)
2 gold bars + orthoclase boulder =  sun gold bar + 75% orthoclase boulder

> Transmute lead into tin (2 to 1)
2 lead bars + flux boulder = tin bar + 75% flux boulder

> Transmute silver to moon silver (2 to 1)
2 silver bars + selenite boulder =  moon silver bar + 75% orthoclase boulder

> Transmute zinc into tin (2 to 1)
2 zinc bars + flux boulder = tin bar + 75% flux boulder

----
Furniture workshop:
craft clear glass bed (b)
craft green glass bed (B)
craft crystal glass bed (Alt+b)
craft clear glass grate (g)
craft green glass grate (G)
craft crystal glass grate (Alt+g)
craft clear glass bin (i)
craft green glass bin (I)
craft crystal glass bin (Alt+i)
craft clear glass slab (s)
craft green glass slab (S)
craft crystal glass slab (Alt+s)
craft clear glass barrel (r)
craft green glass barrel (R)
craft crystal glass barrel (Alt+r)
craft rock bed (e) - cloth on top of rock.
craft rock bin (n)
craft leather bin (l) - lighter than most wooden bins.
craft wooden millstone (m)
craft wooden quern (q)
craft wooden staff - needed for Altar of Nature
craft wooden spear - deadly enough, on wildlife
craft wooden dagger
----
Kiln:
cremate bodyparts [might want to spin the animal hair into thread first]
cremate remains [vermin bodies]
----
Altar of nature:
"sac rat remains, seeds" sacrifice vermin
"sacrifice ashes, wood" might get cave wood logs
"sac horns&teeth, seeds" get rare seeds
"sac bodyparts, ash&copper"
"sac more parts, wood" needs seven pieces in.
"cheese grows fungiwood" edible or rotten cheese in.
"make ice with nether-cap" uses air moisture. usually melts right away. Useful in zero-water embark?
----
Altar of war:
"sacrifice copper weapon" 2% chance of legendary blacksteel weapon
"sacrifice iron weapon" 4% chance of legendary bronze weapon
"sacrifice steel weapon" 8% chance of legendary blacksteel weapon
----
Minerals:
Pentlandite ore.
at the stonecutter/grinder : make cement blocks, by combining certain stones with certain sands.
much price adjustments.

- Goethite, Apatite: Goethite as a low-iron ore, appears in swampy soil; apatite as a new layer rock, with two new lead ores appearing in it.
- New metals and ores: Cobalt, Goethite (iron ore found in soil), black steel, red steel.
- Coarse iron: The iron you get from the iron ores cannot be used for weapons/armor. You have to harden it in a finishing forge
- Charcoal furnace: An effective way to make coal.
- Blast Furnace: Suited for mass-smelting.



Metals:
meteorite (good rare steel)
sun gold, elf-only
ironwood (SPELLWOOD metal), elf-only
White Bronze (CuNi, seawater corrosion resistant)



Toys:
Shaman ring, needed for building Altar of War and Altar of Nature.

Food:



Plants:
glowstring grass makes valuable thread and paper.
Blueshroom, inedible, for dye.

Biome-specific grass:
Tundra:
- polar grass, moss.
- lichen - savage region.
Not freezing:
- sparkly grass, transparent grass - good regions.
- wormy tendril, oily grass - evil regions.
- thorny grass - savage region.
- fungal eyestalks - savage evil region.

Grassland: meadow grass.
Forest: forest grass.
Savanna: savanna grass.
Swamp, marsh: swamp grass.
Mountains: highland grass.
Desert/badlands: pebble plant.

Caverns 1: cave moss, floor fungi.
Caverns 2: red moss, purple moss.
Caverns 3: crystal lichens, glassy moss.


Trees by TomiTapio:


Animals:
Pekyt, sort of cave sheep that can be farmed for ToughLeather.
Giant Floater by Vorthon


Monsters:
Bronze Statue (tough, small, slow)
Tangparral monk (adventuring melee human)
X monk (adventuring melee human)
Z monk (adventuring melee human)


Dwarf castes:
Stone Clan: Stone Clan dwarves are the most frequent caste of the mountain dwellers. They have thick skin and muscles and they almost lack pain receptors in these tissues. Also their bones are hard and heal quickly, so the frequent cave-ins they cause is not a big deal for them.
Jade Clan: Jade Clan dwarves has announced their caste by themselves. They do not possess magical powers or twisted bodies, actually they are common dwarves. But their learning abilities and mental stats make other dwarves' to look like idiots. They carefully pick new members of their caste and share their knowledge and secrets with them. They often take roles of nobles and scholars.
Obsidian Clan: Obsidian Clan dwarves possess a fire spirit of an ancient origin. They are great metalsmiths and furnace operators.
Shroom Clan: It is said that if you eat too many mushrooms and drink too much mushroom wine, your baby will be a Mushroom dwarf. These guys are extremely cheerful, sometimes even maniacal and crazy. They cannot learn as fast as other dwarves, but they can give births to multiple babies and they mature very fast. Their lowered vision doesn't stop them from trying to get anywhere you do not want them, just to see what's up with that place.
Moss Clan: It is said that Moss Clan dwarves can live anywhere. While it's not totally true, they can be good settlers in savage areas. They do not catch diseases as easy as other dwarves and their flesh heals at a lightning speed, making them easier to survive in location with a constant outside threat.
Steel Clan: Steel Clan dwarves are rarely born to a family which was blessed by a god. They take longer to mature, but they always become great heroes and strong leaders. Nobody saw a sick steel dwarf either, it looks like they just ignore any disease they encounter. Their body emanates power, and even deep wounds regenerate magically fast.
Aspid Clan: It's unknown what caused the appearance of Aspid Clan dwarven caste. Some say they were some cultists worshipping a great snake god, some say they were affected by a forgotten beasts' poison. In any case, nowadays it's possible to meet dwarves which bear the mark of the snake.
Deep Clan: It is said that Deep Clan are born to a family which was cursed by a god or an ancestor spirit. These bold beardless dark skinned abominations are paranoid and malevolent. Their body is weaker than of a dwarf, but they cannot conduct a disease. They rarely make friends and are doomed to be outcasts of the dwarven society. However they are usually good wood-, bone- and stonecrafters.
Shield Clan: The combatant mindset of Shield Clan dwarves lets them learn the ins and outs of combat quicker than their fellows. Their legs however can never be as swift as the fastest of other castes.
Domple Clan: Unfortunately, some dwarves will never realize the glory of metalworking or stonecrafting. They are slow of mind, haphazard of beard, and childlike in thought. Their blades will never strike true and even the goats will laugh at them. Learning is not for them, but they don't get distracted from their hauling duty. They are addressed as a "clan" by others with humor.
« Last Edit: December 11, 2022, 11:02:55 am 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

TomiTapio

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Small graphical example of Ironhand tiles:
Spoiler (click to show/hide)
« Last Edit: April 08, 2018, 10:11:07 am 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

Arbinire

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sweet, will be giving this a go after the latest fort I built.

Curious about this though:
- goblins and groblins to BABYSNATCHER, to guarantee hostilities. goblines' hostility is from ethics.

Does that mean no more goblin bards showing up at forts?
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SalmonGod

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Ptw
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In the land of twilight, under the moon
We dance for the idiots
As the end will come so soon
In the land of twilight

Maybe people should love for the sake of loving, and not with all of these optimization conditions.

TomiTapio

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At the moment, goblins are three different species, two of them babysnatchers, and goblines not, just evil ethics. More goblins means more hostiles, right? I want more sieges.

One might get gobline bards and such visiting. One might try welcoming them in a grassy-mossy cave room, where a bonfire_workshop sits... and an 'accidental' grassfire might burn the gobline guests.
If some monsters or civs seem to weak, drop me a line, I might give 'em a bit more fighting skills.
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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

melmarkian

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Hey, I have noticed you set different TISSUE properties for the dwarven castes. I think you always override  them on a creature level and end up with the values of the last defined caste for the entire creature class.
I tried to give a caste iron skin and ended up a whole ironskinned race.

Thanks for your great mod
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vjmdhzgr

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Hey, I have noticed you set different TISSUE properties for the dwarven castes. I think you always override  them on a creature level and end up with the values of the last defined caste for the entire creature class.
I tried to give a caste iron skin and ended up a whole ironskinned race.

Thanks for your great mod
No. Almost every single token can be applied to only one caste. The only ones that aren't are things like [NAME:] or something.
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Its a feature. Impregnating booze is a planned tech tree for dwarves and this is a sneak peek at it.
Unless you're past reproductive age. Then you're pretty much an extension of your kids' genitalia

melmarkian

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No. Almost every single token can be applied to only one caste. The only ones that aren't are things like [NAME:] or something.

Hi, I have tested it. I have set the values of the Tissues of the female domple, the last one defined in the creature_dwarf file to healing 1:
Spoiler (click to show/hide)

And a quick test in the arena shows that every dwarf, regardless of caste heals lightning fast when the selected tissues get hurt. Here is a thread talking about it. http://www.bay12forums.com/smf/index.php?topic=102433.5 As far as I know it was changed in some version. Maybe the original mod was before the change?
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TomiTapio

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Thanks for reporting the issue!

thread said: "0.34 made materials creature-level, so defining or modifying a material at caste level doesn't work anymore. "
hmm.
I guess the main workaround is "only caste X has bodypart Y, and bodypart Y uses a special tissue and material. No other caste has this bodypart."

Yeah OldGenesis is based on Genesis 34.11, mid-2012. Guess I gotta remove the materials-for-castes.
You reckon [CREATURE_CLASS:NO_POISON] is creature-level now? (Wiki says it's caste-level)

Ok I removed all select_tissue stuff from dwarf castes, what else would be related to this issue? Thanks again melmarkian for finding this out.

.06 version any day now, once I get around to it.
« Last Edit: February 13, 2016, 12:36:48 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

melmarkian

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Hey,
I´m glad I can help. I have test the CREATURE_CLASS-Tag and it still works on different castes. To get different tissues in a single creature I had to define a body with different materials and templates for every caste.
Something like:
CASTE
Spoiler (click to show/hide)

BODY DETAIL PLAN
Spoiler (click to show/hide)

TISSUE TEMPLATE (With the Properties of the actual skin)
Spoiler (click to show/hide)

MATERIAL TEMPLATE
Spoiler (click to show/hide)

This should work. Maybe you can do it less complicated, but thats how it worked for me. Most of the stuff you can just copy-paste and give it a different name.

« Last Edit: February 13, 2016, 01:14:57 pm by melmarkian »
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melmarkian

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Doublepost  ;)

I have discovered a reason for a lot of crashes in worldgen! In the entity files for the beastmen and the serpentfolk you have [GENERATE_DANCE_FORMS] or other music tags but not the required [GENERATE_MUSICAL_FORMS]. After removing the tags from both files, it did no longer crash when genning a world. Tried around 10 times now.
And what should the darkdwarf entity accomplish? They just generate pantheons, but I have not seen a single creature in the legend files.
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TomiTapio

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~-~ All dwarven flesh is the same! OldGenesis 0.42.06 update  ~-~

Phoebus: http://dffd.bay12games.com/file.php?id=11589
Ironhand: http://dffd.bay12games.com/file.php?id=11588
ascii: http://dffd.bay12games.com/file.php?id=11593

2016-02-14: updated to 0.42.06

- vanilla: some bone-carving reactions, make specific crafts, carve bone gem. The reactions are adventure-mode enabled.
   the new reactions require an edged tool: [REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]

- dwarf caste tissue commands changed all dwarves, as tissues are creature-level stuff since 2012. Caste-specific tissue boosts REMOVED now. Thanks fly out to melmarkian.
- several creatures got:  [LOCAL_POPS_PRODUCE_HEROES] --new with 0.42.xx: wild creature can join a civilization.
- "Nightmare" demon horse boosted from 500kg to 1500kg and dodges more now
- worldgen should crash less, now that Beastmen and Serpentfolk are danceless and musicless. They were dance-only in earlier OldGenesises. Thanks again melmarkian.
« Last Edit: February 14, 2016, 01:08:59 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

TomiTapio

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I have discovered a reason for a lot of crashes in worldgen! In the entity files for the beastmen and the serpentfolk you have [GENERATE_DANCE_FORMS] or other music tags but not the required [GENERATE_MUSICAL_FORMS]. After removing the tags from both files, it did no longer crash when genning a world. Tried around 10 times now.
And what should the darkdwarf entity accomplish? They just generate pantheons, but I have not seen a single creature in the legend files.
Thanks for testing!
Weeks ago, I tried removing entities (including the ones you mentioned) but it still crashed.
Really, those tags are the culprit? Hmm. *sighs and reuploads all three OldGen archives*

Dwarf tissues, it's not that important that they heal at different rates or that their skin/fat feels less pain. I'll leave the flesh differences out, they have learning speeds, personalities, physical and mental attribute ranges, social skill learning speeds, poison immunity, viewrange(that creature level? no.) and domples can't ever swim.

Dark Dwarves are flavor, and I guess a lack of vanilla features relating to subterranean civilizations makes them not appear.
« Last Edit: February 14, 2016, 01:13:12 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

Deon

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I rewrote the crafting into category menus in DF Wanderer mod. Please feel free to reuse the reaction trees for the adventure mode crafting if you have time to integrate it.
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

TomiTapio

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Trying a Phoebus gfx fort.
Encountered some dark dwarves, see 'em melmarkian :-)
Spoiler (click to show/hide)

They slew a Reacher.
They fight a lot of things. A Goblin Wrestler comes to visit our inn.
A beholder torments two crippled Dark Dwarves forever, beneath our settlement. The rest of the DDs are dead.
Later we go loot the DDs killings. We lose many dorfs.

Ooh, two Petitions! Two foreigners want to _soldier_ here.
9 of 16 citizens in the hospital, including 3 children, because we opened the path to caves-2 or caves-3... Shoulda had some traps to protect the settlement.
« Last Edit: February 17, 2016, 01:19:15 am 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
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