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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1228987 times)

CapnKorin

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.01 ϟ] - a few more critters
« Reply #2490 on: August 14, 2010, 10:57:06 pm »

Desert elf prince has [COMMANDER:WINDWALKER:ALL] when desert elves don't have windwalkers listed, they have dunespeakers.


What exactly do the "special" skills do? IE Human Paladin, something Windwalker, Osman's Windsword or something.

WTF are they for?
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.01 ϟ] - a few more critters
« Reply #2491 on: August 15, 2010, 06:59:38 am »

What exactly do the "special" skills do? IE Human Paladin, something Windwalker, Osman's Windsword or something.
WTF are they for?
They're not skills, they're job titles for swordsman, maceman, hammerman etc.
They confuse me too, hard to remember which is carrying the dangerous weapon (axe, sword, vanilla plate-piercing whip).


Hmm the Genesis docs wiki at http://df-genesis.wikidot.com/ needs account creation and Deon enabling your_account for editing the pages... why can't we have just a sub-page in the DF wiki, like
http://df.magmawiki.com/index.php/User:Deon
http://df.magmawiki.com/index.php/User:TomiTapio
that way anyone could edit without account creation.

This was probably answered before but what races and creatures that ambush/seige you are trap immune?
Also, how much better are war mastiff and war bulldogs better then normal wardogs? (and how do war boars fit in there?)
No ambush/siege civs have trap-avoid. Some ambush-predator spiders/raptors, I can't remember. Anyways I fine-tune lots of thing for my worlds.
I have a minimal FAQ of Genesis at http://df.magmawiki.com/index.php/User:TomiTapio
and I guess boars were 90kg, so around mastiff size, They Can Rip Heads Off With Bite And Shake.
« Last Edit: August 15, 2010, 07:29:56 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

LordShotGun

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.01 ϟ] - a few more critters
« Reply #2492 on: August 15, 2010, 07:23:08 am »

This was probably answered before but what races and creatures that ambush/seige you are trap immune?

Also, how much better are war mastiff and war bulldogs better then normal wardogs? (and how do war boars fit in there?)
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.01 ϟ] - a few more critters
« Reply #2493 on: August 15, 2010, 08:01:45 am »

Quote
huh, sasquatches are called giantesses. Fixed.
My bad. Copy-pasting problems :).

I love most of your changes, TomiTapio. I will release 3.02 soon with ghosts, mimics and these changes.
Desert elf prince has [COMMANDER:WINDWALKER:ALL] when desert elves don't have windwalkers listed, they have dunespeakers.
Thank you, again some old problem I didn't notice. I will fix it

So things are going well. However, after starting some engraving, I come back to find this.

Spoiler (click to show/hide)

I haven't changed anything, this is directly from the graphics pack install. Anything I engrave turns into that horrible mess.

I probably forgot init settings. Engravings may look like symbols, but it's a mess so better have them obscured.

I haven't changed anything, this is directly from the graphics pack install. Anything I engrave turns into that horrible mess.

You'll need to change the 'Engravings Start Engraved' setting in the init file, that'll stop that from happening in the future. To switch those back, there's an option in the mass designations menu (d > b > ?, I think?). Do that before engraving anymore, it toggles all engravings in the area.
"Engravings start obscured".

It's [ENGRAVINGS_START_OBSCURED:YES] instead of NO in the d_init.txt.

  Is there a prepackaged version for this? I might want to try it at some time and I am absolutely no good at installing mods.
Both versions are prepackaged. I plan to make soundtrack into a separate download soon though.

Quote
What exactly do the "special" skills do? IE Human Paladin, something Windwalker, Osman's Windsword or something.
They are just "flavorful" names for races' professions. Windswords are swordsmen, paladins are macemen etc.

This was probably answered before but what races and creatures that ambush/seige you are trap immune?

Also, how much better are war mastiff and war bulldogs better then normal wardogs? (and how do war boars fit in there?)
I think kobolds only,  I shoud check it.

Bulldogs and mastiffs are better than dogs because they are much larger, especially mastiffs. 1 mastiff is somewhere near twice better than 1 dog.



Sorry for a bit random way of answering. I'm just back from a loooong walk with my wife. We started it yesterday and we walked around the city for the whole night and morning. Lots of beer, Martini, dancing in clubs, sea-shore walking, jumping in river etc. :) Sometimes an old man like me needs a shake like that hehe.

So I will take a nap for 30 min. or so and then I will fix the problems.
« Last Edit: August 15, 2010, 08:03:31 am by Deon »
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Medicine Man

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.01 ϟ] - a few more critters
« Reply #2494 on: August 15, 2010, 08:03:19 am »

I just have a question,Is it possible to tame zombies?I have a zombie draltha in a cage.And is it possible to tame ghouls?
« Last Edit: August 15, 2010, 08:29:31 am by Dwarf mc dwarf »
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.01 ϟ] - a few more critters
« Reply #2495 on: August 15, 2010, 09:27:56 am »

I don't think you can tame zombies. And you can't tame ghouls.

Also I forgot to add "animated armor" body to the graphical version... Daww... It's ok guys, I'm working on the fix right now :). It will be out soon.
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.01 ϟ] - a few more critters
« Reply #2496 on: August 15, 2010, 09:28:13 am »

I just have a question,Is it possible to tame zombies?I have a zombie draltha in a cage.And is it possible to tame ghouls?
No, it's not possible. The undead do not have PET or PET_EXOTIC. Ghouls don't have pet tags either. It's part of the world's design.
Have fun in your evil region! And build magma smelters above the -32 level magma sea.
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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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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.01 ϟ] - a few more critters
« Reply #2497 on: August 15, 2010, 09:35:26 am »

Okay, I've just noticed that SCALE doesn't have TAN_MAT product... So you couldn't get dragonscale armors.

Now you can, as a part of the fix:



P.S. Omg, I don't know how did it get there (last line) O_O.
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Medicine Man

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.01 ϟ] - a few more critters
« Reply #2498 on: August 15, 2010, 09:38:23 am »

I have another question,if I release the zombies and ghouls in a siege,ambush etc will they kill the enemies or just my dwarfs?
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.01 ϟ] - a few more critters
« Reply #2499 on: August 15, 2010, 10:10:27 am »

Wildlife attacks siegers too, so you can make them a "defence mechanism".

I've added giant sandworms (ambushpredators).

Quote
balor's attack verb quite strange. "your"
It's used in 1st person for adventure mode only, so it relates to "you" (adventurer).

Quote
Errorlog is full of armorman problems.
I forgot to add armorman body definitions to the graphical version. It's fixed for 3.02

Quote
I think those category tags either do nothing
They determine the tissues.

Most of your suggestions/tweaks/fixes are incorporated (like 90%). You're REALLY helpful, this mod wouldn't be as good/correct as it is without you, thank you :).
« Last Edit: August 15, 2010, 10:47:58 am by Deon »
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.02 ϟ] - the bugs are squished
« Reply #2500 on: August 15, 2010, 11:08:59 am »

Okay, it's done.

Say great thanks to TomiTapio, everyone.

- 3.02

* new "giant sandworm" savage desert huge predator (hiding).
* dragons, sea serpent and hydra get "dragonscale" which can be tanned and is twice stronger than a leather.
* animated armor for graphical version has its body fixed.
* ironwood density 100-600, feather tree 100-200.
* lady's fingers plant -> okra plant.
* cocoa tree adjective: "cocoa tree wood" -> "cocoa tree".
* sandstone and conglomerate aren't "aquifery".
* no training weapons on other civs.
* goblins get bronze.
* cave crocodiles and alligators get NOPAIN.
* fire imps are dog-sized and have horns.
* kobold fix to attr_rates.
* dread trolls and ogres get tough materials, lower frequency for ogres.
* sasquatches' caste names fixed.
* dragons and hydra get higher speed (780).
* giant tigers live in temperate forests and taiga and get higher petvalue.
* desert scorpion and cave tortoise description tweaks.
* tigermen speed is increased.
* fixed double "NATURAL" on some vermin.
* floating guts are no longer a pet.
* cave crawler & cave ogre & manera & cavedragon & rutherer get tough materials.
* flying hungry head gets 600 speed and tough materials.
* giant earthworm gets [LARGE_ROAMING][BENIGN][MEANDERER] and 1,5 million size.
* reacher gets LARGE_PREDATOR and tough materials.
* black bears are no longer in wetlands
* bluefin shark double cluster size is fixed.
* fixed body size on monitor lizard and double MOUNT.
* sand cobra lives only in deserts.
* rock lion is not a mount now.
* dire wolf gets NOFEAR, LIKES_FIGHTING.
* giant eagle and eagle get 40 tiles view range.
* albatross, turkey and wild turkey size is increased.
* pelican no longer lives near all rivers.
* ostrich becomes bigger and gets longer legs.
* swamp troll is more agressive and gets tough materials.
* tweaks to domestic animals' sizes and milk names.
* dwarven skill rates are increased.
* seal description fix.
* horned beasts like minotaurs get tough horns.
* genitals' size is lowered.
* ezrakim elf prince now commands dunespeakers instead of windwalkers (as he should do).
* d_init tweaks to make engravings to start obscured.

** great thanks to TomiTapio for totally awesome bughunting **.
« Last Edit: August 15, 2010, 11:11:02 am by Deon »
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McBeer

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.02 ϟ] - the bugs are squished
« Reply #2501 on: August 15, 2010, 11:20:41 am »

Awesome job, TomiTapio. Real betatesting.
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LordShotGun

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.02 ϟ] - the bugs are squished
« Reply #2502 on: August 15, 2010, 01:03:34 pm »

* dwarven skill rates are increased.

What does this mean?
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daemoria

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.02 ϟ] - the bugs are squished
« Reply #2503 on: August 15, 2010, 01:09:19 pm »

I just had a random brainfart of an idea. I remember back ages ago editing a creatures alt tile, some sort of snake or something so that it looked like it wriggled around.

Any idea if you are going to do anything with alttiles to add some ambient animation?
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.02 ϟ] - the bugs are squished
« Reply #2504 on: August 15, 2010, 01:28:35 pm »

It's possible for ASCII version only :).

And soon we will get multitiled creatures and animated dwarves, so I would just wait.
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