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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1229380 times)

Medicine Man

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What?!

Yes I went to wrestle one and broke its right leg and then wrestled it again and broke its other right leg,then I thought "What the fuck?did I just break the same leg twice?"and then (l)ooked at it and saw that it had 2 right legs,It must have teleported from Wasteland.
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TomiTapio

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Deon, would you like to make an alternate
[BODY:HUMANOID_ARMLESS], a tiny-legged model for chickens (RUL: 100 RLL: 100 RF: 50)?
Really would like for the combat on birds to hit their torso more often, instead of bolt to the toe! bolt to the other toe! bolt to the knee!

Also QUADRUPED could use two small-legs versions, for marmots, rabbits, and other plump critters who don't have horse type legs.
Hippo. Gators. Otter. Ferret. Lasse-seal. Giant Toad. Walrus? Giant rat. Hedgehog.
Moledogs, are they rat-shaped?


EDIT: I'm done with V0.95 on the Finnish-for-DF! Now to test in in actual fort mode, and correct any stupidities.
« Last Edit: August 01, 2010, 09:45:41 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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Here is the Tolkien-loved Finnish language, v1.0 for DF:
http://dffd.wimbli.com/file.php?id=2870


Best way to test it is to have [TRANSLATION:FINNISH] in every civ in entity_default.txt and roll a new world.
You probably want to replace ä with a, ö with o for graphical use. But the "rear vowels" are integral in Finnish (and Germanic languages). I'll just edit my Ironhand tileset.

Spoiler (click to show/hide)
« Last Edit: August 01, 2010, 12:04:06 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

Thoth

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Heh, another marvellous mod Dean, rather prolific aren't you :P. I had this in summer of year 2, and somehow I've managed to embark somewhere were the sea and all ponds are frozen every season except summer, but i have rather constant snow storms :P. So although I've mined a large area, I've not really got that much wealth, poxy FB's lost 2 wardogs, several random animals and at least 4 dorfs. Oh nearly forgot strange cavern system seems to be about 60+z levels and waters at -2 and my entrance is up on 103. top that i can see is 57z bottom that i can see atm is -8, but not fully explored, there's 20+z level drops in places :D.


Spoiler (click to show/hide)
« Last Edit: August 01, 2010, 07:53:12 pm by Thoth »
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"Do not offend the chair leg of Truth. It is wise and terrible" - (Urist) Spider Jerusalem

Prepaid Lenin

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Well I'm off to go try out the Civilization Forge mod, but I've carried over the Dwarven Castes from Genesis. They add some excellent character to a fort.
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Lupusater

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Well, I'm playing with this mod for the first time, and I've discovered the hard way that, in a forest, having an obsidian dwarf on hunting duty is a BAD idea. Lost three dwarves, incuding the hunter, to the massive fire that has't stopped spreading.
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kilakan

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wait so obsidian dwarves aren't immune to fire...... well then.
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Nom nom nom

TomiTapio

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I removed the dwarven breath attacks the moment an Aspid killed 20 of our dogs while fighting a FB.
It's cool when an orc starts a forest fire and we have to hide indoors. Too bad ramps/slopes and walls-with-cagetraps block the forest fire.
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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

bobbens

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I removed the dwarven breath attacks the moment an Aspid killed 20 of our dogs while fighting a FB.
It's cool when an orc starts a forest fire and we have to hide indoors. Too bad ramps/slopes and walls-with-cagetraps block the forest fire.

The fire itself isn't really deadly. I've seen elven merchants just walk through it and also sent some of my soldiers through it and nothing bad happened. It's a bit sad that way. The only thing the obsidian dwarves really do as far as I've seen is give unhappy "choked on smoke underground" thoughts. Aspid dwarves however are pretty awesome if you can get a squad of them. They can insta-paralyze a forgotten beast and destroy it before it's moving again. I still think however that the only good soldiers are steel dwarves that become ridiculously uber if you take good care of them (train early, train a lot and full masterwork sun gold).
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dennislp3

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yeah steel dwarves are pretty damn uber....I wish i had the time and skill to change all the castes into separate civs....I personally think that would be pretty sweet...I would obviously be a nation of steel dwarves and make everyone my enemy just to see how epic things could get...
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Frelock

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Hey, more of a general modding question here.

I really like some of the buildings in Genesis, so I wanted to just put those in my game.  I downloaded Genesis, then just copy-pasted the building_healthcare, building_training, building_entertainment, building_altar, and building_display files along with the reaction_healthcare, reaction_training, and reaction_altar(it looked like reaction_training has all the stuff for entertainment buildings).  However, I can't seem to build any of the custom buildings in-game.  What am I doing wrong?
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All generalizations are false....including this one.

McBeer

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What am I doing wrong?

entity_default.txt determines, if you can build sth, or not. compare both, copy, paste..recreate world, voila.
« Last Edit: August 05, 2010, 06:42:17 pm by McBeer »
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fun is for rich men, i assume.
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My axe is sharp and my beard is strong.

Frelock

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Ah, many thanks.
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All generalizations are false....including this one.

dennislp3

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how do I know what materials (bone in particular) are better then metals...I killed a red dragon and I am planning on making a great axe for my steel dwarf....he has a crucible steel battleaxe and I am not sure which one will be stronger....
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McBeer

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how do I know what materials (bone in particular) are better then metals...I killed a red dragon and I am planning on making a great axe for my steel dwarf....he has a crucible steel battleaxe and I am not sure which one will be stronger....

As thankful user of Genesis i dare to ask for same thing(being too lazy to look into raws..).

crucible steel, steel, wrought iron...what's what?
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fun is for rich men, i assume.
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My axe is sharp and my beard is strong.
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