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Author Topic: [MOD] DF Genesis 40d16 (2.01 ver)  (Read 22154 times)

Roses

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Re: [MOD] DF Genesis - install.exe version
« Reply #15 on: August 29, 2009, 02:37:27 am »

Ok, I'm a little new to Legends mode and such, but the third post on the OP link has a list of all the active and fallen civilization as well as the numbers of creatures in the world. Can anyone tell me how to do that? I have gotten a list of the number of creatures per area and a detailed list of all the civilizations but can't find out how they got the basic ones.
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3

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Re: [MOD] DF Genesis - install.exe version
« Reply #16 on: August 29, 2009, 02:40:58 am »

Legends mode -> p. The game should export a map of the world, plus a couple of text files relating to the population and such. If that doesn't work, try again in fullscreen.
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TomiTapio

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Re: [MOD] DF Genesis - install.exe version
« Reply #17 on: September 05, 2009, 06:52:49 am »

+nippon, norse, ahrabim, nubians,lizardmen,outlaws
My adventurer saw nords wearing "stout Flax sandals" and the rest of their clothes was "stout" prefixed too. I put this in the wiki's
http://dwarffortresswiki.net/index.php/Talk:Creature_token talk page too.
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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

Meanmelter

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Re: [MOD] DF Genesis - install.exe version
« Reply #18 on: September 16, 2009, 03:44:10 pm »

umm,after about 5 minutes,mine keeps crashing,i can only play the .winrar ones
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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.

TomiTapio

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Re: [MOD] DF Genesis - install.exe version
« Reply #19 on: September 16, 2009, 07:15:51 pm »

umm,after about 5 minutes,mine keeps crashing,i can only play the .winrar ones
If in Vista, try running it as admin and in WinXP SP2 compatibility mode. Or there could be something funky about the area you embarked in (what kinds of animals) that makes it crash; embark elsewhere. Or might try renaming away the MSVCR90.DLL (which is in my crash reports).
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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

Meanmelter

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Re: [MOD] DF Genesis - install.exe version
« Reply #20 on: September 25, 2009, 01:50:20 pm »

wow,I have a hard time building a fort with lizard men sieging me every second
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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.

Deon

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Re: [MOD] DF Genesis - install.exe version
« Reply #21 on: September 26, 2009, 06:51:18 am »

They are nothing in comparison to ubergoblins or orcs from other mods :). But they are much more numerous.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Meanmelter

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Re: [MOD] DF Genesis - install.exe version
« Reply #22 on: September 26, 2009, 10:29:33 am »

Well,I can take them down, I just need a wave of "dwarven shields" so my marksman can shoot em down.

Besides my immagrents are alwase "dwarven shields." If they live,they proven worthy to stay and get a name!
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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.

killaconcarnage

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Re: [MOD] DF Genesis - install.exe version
« Reply #23 on: September 27, 2009, 01:20:10 am »

errr can we make frost blades
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CaptApollo12

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Re: [MOD] DF Genesis - install.exe version
« Reply #24 on: September 28, 2009, 05:24:11 pm »

Does anyone know how to get my interface back to normal and not have all this "+-" crap inconvenience. If toady does it on the upcoming release i will be ok with it.
 Its just a     to relearn everything.  :D?
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"MONTARON!  You are so AGGRAVATING!   'Tis disturbing to my demeanor..."

Deon

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Re: [MOD] DF Genesis - install.exe version
« Reply #25 on: September 28, 2009, 05:48:10 pm »

\data\init\interface.txt

All the binds are there.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

CaptApollo12

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Re: [MOD] DF Genesis - install.exe version
« Reply #26 on: September 28, 2009, 06:08:54 pm »

\data\init\interface.txt

All the binds are there.

Can I have both up down right left and 8462?

BTW nice mod. Animals so far acted right. My hoards of dogs i bought at startup chased a giant wasp away :)
-CAPTIN
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"MONTARON!  You are so AGGRAVATING!   'Tis disturbing to my demeanor..."

Deon

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Re: [MOD] DF Genesis - install.exe version
« Reply #27 on: October 03, 2009, 12:47:11 pm »

I've made a new version, it doesn't have a lot, just a few tweaks to bodies (wings and necks may be broken via wrestling), the hammerpick is finally fixed (a weapon only) and there're 2 things I want you to test. Also dwarves now have a proper BEARD bodypart which can be cut off.

1) Stonedwarves as enemies. I've observed no errors so far, so they should siege you as goblins. They have a racegloss of stone and are quite hardy. Still I want someone to playtest if they siege properly and are there any strange behaviours.

2) Here's an adventure mode change which uses "glowtile". Basically before only a few creatures had "glowing eyes in the dark". I thought that it could be a workaround for "hearing", because often you see "someone kicks someone" but it's hard as hell to find them in the dark. Now I used a round dot to show all the creatures outside of view.
Spoiler (click to show/hide)
You can see 2 more wolves there, in the fog of war. If you like this feature, i will implement it to other creatures. Now there're just a few wolves using it and maybe someone else. It just requires a lot of work to change every creature from the hundreds we have here. But if you like this "hearing" part I will implement it (and skip for some "ethereal" or "quiet" creatures; and mark megabeasts/semimegabeasts in a special way).
« Last Edit: October 03, 2009, 12:50:11 pm by Deon »
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Deon

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Re: [MOD] DF Genesis 40d16 (2.01 ver)
« Reply #28 on: October 07, 2009, 04:36:13 am »

Ahem, any feedback?
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

CaptApollo12

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Re: [MOD] DF Genesis 40d16 (2.01 ver)
« Reply #29 on: October 07, 2009, 10:25:21 pm »

I haven't tried it, but wouldn't two circles look better?
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"MONTARON!  You are so AGGRAVATING!   'Tis disturbing to my demeanor..."
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