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Author Topic: [MOD] DF Genesis 40d16 (2.01 ver)  (Read 22148 times)

Deon

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Re: [MOD] DF Genesis 40d16 (2.01 ver)
« Reply #30 on: October 08, 2009, 08:36:09 am »

Well, these are not supposed to be eyes, but a marker. I thought of "ear" symbol :).
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Urist mcJesus

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Re: [MOD] DF Genesis 40d16 (2.01 ver)
« Reply #31 on: November 08, 2009, 10:26:34 pm »

This mod is pretty kick-ass.

Also, necromancy.
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Deon

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Re: [MOD] DF Genesis 40d16 (2.01 ver)
« Reply #32 on: November 08, 2009, 10:39:44 pm »

Hehe, thanks. I've stopped to work on it for a while, but I may add ear markers to all craetures or something like that.
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Urist mcJesus

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Re: [MOD] DF Genesis 40d16 (2.01 ver)
« Reply #33 on: November 09, 2009, 03:04:59 am »

If I may suggest something, I have an idea for armor you could assign to the Ahrabim; lamellar armor, and mirror armor, instead of platemail and such. I think you should make your desert-dwellers a mix of crusader-era turks, persians and saracens. If only there was a way to make them only worship one god...  :'(
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Deon

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Re: [MOD] DF Genesis 40d16 (2.01 ver)
« Reply #34 on: November 09, 2009, 05:03:19 am »

Hello, Urist mcJesus. Thank you for your feedback, I've already made a lamellar armor, but currently only nippon use it. I will add them to arahbim too, thanks for the tip :).

Also, how could I forget mirror armor (disc armor)! Hehe, thank you very much.

I will patch up a new version soon, I have other ideas as well (including the implementation of buyable immigrants).
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Jirou

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Re: [MOD] DF Genesis - install.exe version
« Reply #35 on: November 09, 2009, 12:31:53 pm »

I mean, I don't know if people would react as warmly to you making an "Afrika" race whose graphics gave them pitch-black skin and big red lips, but it's essentially the same thing, no?

I'd play this.
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Deon

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Re: [MOD] DF Genesis 40d16 (2.01 ver)
« Reply #36 on: November 09, 2009, 12:35:08 pm »

I honestly don't get G-Flex's point. All I have is a race which dwells in warm areas and has dark colored skin. Nothing to do with big lips or whatever. Also I like big lips if that matters, and I don't consider this to be any problem.
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Urist mcJesus

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Re: [MOD] DF Genesis 40d16 (2.01 ver)
« Reply #37 on: November 09, 2009, 02:28:51 pm »

Are you adding any new subraces? Because I was thinking you could make a byzantine/roman subrace. They could be either human or elvish, and could live in cities along the coasts, mostly in tropical biomes, and send merchant princes. (Speaking of merchant nobility, giving them to the Theutons seems like an odd choice, I don't generally think of merchant princes when I think of medieval central-western europe.)

And if the arc that lets you ride horses in adventure mode ever comes out, you could add steppe-dwelling horse nomads. Come to think of it, I could see that working with elves or orcs, just as well as with humans.
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Deon

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Re: [MOD] DF Genesis 40d16 (2.01 ver)
« Reply #38 on: November 09, 2009, 03:02:30 pm »

Quote
Speaking of merchant nobility, giving them to the Theutons seems like an odd choice, I don't generally think of merchant princes when I think of medieval central-western europe
Actually it's more like I forgot to take it out. It should stay for Ahrabim though.

Also I planned to add centaurs and gnolls in the next release but it was postponed.
Speaking of horsemen, centaurs are horsemen :D.

Also currently every human race will ride horses if they live in any biome with horses.

Roman-looking people (let's call them imperials or something like that) could be cool. Also I thought about druid-like humans who'd live in forests, excessively use bows and would be brave warriors, something like "bretons". However I am afraid they'd kill off all the elves. Maybe that's what happened in the real world :D.
« Last Edit: November 09, 2009, 03:04:37 pm by Deon »
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Urist mcJesus

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Re: [MOD] DF Genesis 40d16 (2.01 ver)
« Reply #39 on: November 09, 2009, 06:29:31 pm »

Oh yeah, I completely forgot about celts! I'd perhaps call them Bretnacha, which is basically 'bretons' or 'britons' in old irish gaelic. They could go without armor, but make up for it with damblock and trances, to simulate 'battle frenzy'. On the same note, you could make the elves more faerie-like to keep them from getting wiped out. You could give the elves more powerful weapons and armor, make them not sleep, give them really high emotionality, let them inhabit ruins, maybe up their speed and allow them to use pixies and such in battle. Wasn't there a fair-folk mod some time ago?

Also, good point about centaurs. :)

Edit: Oh, and you could give the elves the babysnatcher tag.
« Last Edit: November 09, 2009, 06:57:49 pm by Urist mcJesus »
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Deon

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Re: [MOD] DF Genesis 40d16 (2.01 ver)
« Reply #40 on: November 09, 2009, 07:07:58 pm »

Quote
Edit: Oh, and you could give the elves the babysnatcher tag.
It means WAR and SIEGES from them as from goblins.
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Urist mcJesus

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Re: [MOD] DF Genesis 40d16 (2.01 ver)
« Reply #41 on: November 10, 2009, 04:07:26 pm »

I made a language file for the nords, in case you want to use it for the next update.

old germanic language

(It's kind of half-assed, because I gave up about 2/3 of the way through, but it works IMO.)

(Who am I kidding? I gave up barely halfway through.)

EDIT: Wow, the language file needs more work than I thought.
« Last Edit: November 10, 2009, 05:06:06 pm by Urist mcJesus »
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Meanmelter

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Re: [MOD] DF Genesis 40d16 (2.01 ver)
« Reply #42 on: November 10, 2009, 04:43:56 pm »

I have a complaint, when i build a town in the desert, with wood, the game alwase crashes and i have to start over.
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Deon

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Re: [MOD] DF Genesis 40d16 (2.01 ver)
« Reply #43 on: November 10, 2009, 06:12:01 pm »

OK it's weird, because it's not plant biome problem (all plants are at place).

Can you tell me (if it's alwase) at which point does the crash occurs? I am going to investigate it.

Urist mcJesus, thank you, I will definitely use it.
« Last Edit: November 10, 2009, 06:13:35 pm by Deon »
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Meanmelter

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Re: [MOD] DF Genesis 40d16 (2.01 ver)
« Reply #44 on: November 10, 2009, 09:54:46 pm »

OK it's weird, because it's not plant biome problem (all plants are at place).

Can you tell me (if it's alwase) at which point does the crash occurs? I am going to investigate it.

Urist mcJesus, thank you, I will definitely use it.
i first start off by Building a 20x20 stockpile next to the river (meh i use wood hack so maybe you need this
Spoiler (click to show/hide)
)
and in the middle of it it will crash and i got to start all over, it only happens when i play on medium sized worlds (no lizardmen, numidian and some others)
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huh. took a bunch of sleeping pills and slept in a pharmacist, wake up, i am now albino. 
Story of my life.
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