Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 123 124 [125] 126 127 ... 642

Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1242030 times)

Medicine Man

  • Bay Watcher
  • Pile the bodies, set them aflame.
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1860 on: June 28, 2010, 07:49:54 pm »

I have an idea!spitting raptor,like a regular raptor but larger with frills,green R instead of red and much stronger scales.Spits acid.
Logged

Medicine Man

  • Bay Watcher
  • Pile the bodies, set them aflame.
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1861 on: June 28, 2010, 07:55:28 pm »

Query: Can anything kill a God Brain Ganglion? I've pitted two against each other in arena mode. So far, both are alive. One's lost all it's limbs, but other than that it's fine.
Maybe a God Brain or Bronse Collosus?
Logged

Ghundio

  • Bay Watcher
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1862 on: June 29, 2010, 06:48:59 pm »

I'm really liking this mod but I'm having some trouble:
--I don't seem to have plump helmets as an option when embarking or ever during the actual game
--Weapons and Armors that my dwarfs have made don't seem to show up on the military screen.

Anyone else having issues like this, or is it simply something stupid that I did?
Logged
Go into your stocks menu. You'll see a masterwork adamantine sword of some kind. Zoom to its location and you'll be directed to the bottom of the curious structure.

Go now and claim what is rightly yours. And watch out for the zombies.

Organum

  • Bay Watcher
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1863 on: June 29, 2010, 10:08:02 pm »

Query: Can anything kill a God Brain Ganglion? I've pitted two against each other in arena mode. So far, both are alive. One's lost all it's limbs, but other than that it's fine.
Maybe a God Brain or Bronse Collosus?

I sent out, like, ten Bronze Collosii equipped with full slade armor and amazingtastic hammers and axes. They fought for IRL hours and no one died. God Brain Ganglions are not to be challenged.
Logged
If dwarves decided to live in trees like hippies, they'd still do it better than the elves.

Tilla

  • Bay Watcher
  • Slam with the best or jam with the rest
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1864 on: June 30, 2010, 12:59:26 am »

Just got into Genesis - so far I haven't explored the changes too much but I really like the idea of the Practice Dummy - something toady should think about borrowing from you :P
Logged

afoninv

  • Bay Watcher
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1865 on: June 30, 2010, 06:30:38 am »

I'm really liking this mod but I'm having some trouble:
--I don't seem to have plump helmets as an option when embarking or ever during the actual game
--Weapons and Armors that my dwarfs have made don't seem to show up on the military screen.

Anyone else having issues like this, or is it simply something stupid that I did?

1. Weird. Really. I have plump helmets all right. These are subterranean plants, and so it does not matter which biomes are available to your parent civ.
2. Ah, military... ;) Very bugged, but that's not Genesis issue.
Logged
-
V.

Griminald

  • Escaped Lunatic
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1866 on: June 30, 2010, 11:03:48 am »

Just showing some appreciation for Genesis. Really like what was done with it.

BTW, I struggled for a good night and a half to be able to play a Human civ (in this case the Wesmans) that could actually appoint nobles -- every time I modded it to make Wesmans playable (and I added in the extra buildings and reactions dwarves had too), no noble positions were available.

Turns out that it worked just fine if I used the *default* embark size. In fact, I changed the default embark block size to 8x8, and used that, and it was fine. But when I used the 4x4 default and increased it to 8x8 on the embark screen, no nobles. Weird.

Anyway, looking forward to seeing how well it works out. ;)
Logged

Medicine Man

  • Bay Watcher
  • Pile the bodies, set them aflame.
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1867 on: July 01, 2010, 12:11:02 am »

Query: Can anything kill a God Brain Ganglion? I've pitted two against each other in arena mode. So far, both are alive. One's lost all it's limbs, but other than that it's fine.
A Deep Crow has killed me when I played as a God Brain Ganglion but it was a lucky shot that sent me plummeting down about 30 floors in a cavern.
Logged

Organum

  • Bay Watcher
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1868 on: July 01, 2010, 04:00:31 pm »

A Deep Crow has killed me when I played as a God Brain Ganglion but it was a lucky shot that sent me plummeting down about 30 floors in a cavern.

Interesante...So, all I need to do to kill a God Brain Ganglion is dig a 30 z-level ditch and attack the illithing with a Deep Crow?
Logged
If dwarves decided to live in trees like hippies, they'd still do it better than the elves.

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1869 on: July 01, 2010, 04:35:06 pm »

Query: Can anything kill a God Brain Ganglion? I've pitted two against each other in arena mode. So far, both are alive. One's lost all it's limbs, but other than that it's fine.
A Deep Crow has killed me when I played as a God Brain Ganglion but it was a lucky shot that sent me plummeting down about 30 floors in a cavern.

Just delete God-Brain Ganglions as they are much over 70 tons and with force fields of heavystuff.
The Gold Dragon in Dungeons & Dragons is listed at max. 1 280 000 pounds, 580 000 kg, 24 feet high. The weakest good dragon, Brass Dragon at 160 000 pounds, 72 000 kg and 16 feet high.
Logged
==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

Organum

  • Bay Watcher
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1870 on: July 02, 2010, 02:49:12 am »

Query: Can anything kill a God Brain Ganglion? I've pitted two against each other in arena mode. So far, both are alive. One's lost all it's limbs, but other than that it's fine.
A Deep Crow has killed me when I played as a God Brain Ganglion but it was a lucky shot that sent me plummeting down about 30 floors in a cavern.

Just delete God-Brain Ganglions as they are much over 70 tons and with force fields of heavystuff.
The Gold Dragon in Dungeons & Dragons is listed at max. 1 280 000 pounds, 580 000 kg, 24 feet high. The weakest good dragon, Brass Dragon at 160 000 pounds, 72 000 kg and 16 feet high.


That would be cheating! It's like aborting your nemesis from time! Where is the adventure?
Logged
If dwarves decided to live in trees like hippies, they'd still do it better than the elves.

Chainlinc3

  • Bay Watcher
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1871 on: July 02, 2010, 07:52:27 am »

Umm... Does anyone know what the gateball field does?  Because I built one, and it has no actions, unlike the rockball courts.  >.>
Logged

NRN_R_Sumo1

  • Bay Watcher
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1872 on: July 02, 2010, 09:06:02 am »

Umm... Does anyone know what the gateball field does?  Because I built one, and it has no actions, unlike the rockball courts.  >.>
ignore it, it has no use currently, because wanted it to be used by 2 dwarves instead of 1 ;)
my guess though, is that it trained the kicking skill.
Logged
A dwarf is nothing but an alcohol powered beard.

Chainlinc3

  • Bay Watcher
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1873 on: July 02, 2010, 09:15:50 am »

Rofl, guess I'll just leave it there for looks.  I mean, I don't really need ANOTHER legendary dining hall.  >.<

Though, I could use it for a gaming room.  But lemme guess, chess boards and gaming tables don't work either, right?
Logged

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1874 on: July 02, 2010, 09:30:59 am »

(Delete 70 ton monster)
That would be cheating! It's like aborting your nemesis from time! Where is the adventure?

Using Genesis mod is cheating, with more trees and better arrows and steel-without-flux... and no helmets.
My plan is just as good as Deon's :)
The adventure is in you changing some of the goblin castes to have TrapAvoid.
Logged
==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
Pages: 1 ... 123 124 [125] 126 127 ... 642