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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1246723 times)

Tilla

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2625 on: August 22, 2010, 06:25:49 pm »

PlumpHelmetPunk has started Lets Playing this mod on the Youtubes :D
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Z1000000m

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2626 on: August 22, 2010, 07:37:19 pm »

Heavy manufacture of coke will solve all your problems!
WOOOO!!! DRUGS!..... wait wrong type of coke.

Actually, I was wondering why none though about making a df comic about dwarfs that discovered a vein of coal and got blacklung few weeks later.
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omglazers

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2627 on: August 22, 2010, 09:40:38 pm »

In forges, 'Forge dagger' appears twice. Not sure if it's just magma forges.
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Tarran

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2628 on: August 22, 2010, 09:50:43 pm »

In forges, 'Forge dagger' appears twice. Not sure if it's just magma forges.
Same here.

Oh, but I found out why: Large Daggers and Daggers (both found in item_weapon.txt) both use "Dagger(s)" as their name.

If you can't understand what I mean, here's the copied raws with the mistakes bolded:
Spoiler (click to show/hide)

If you want to fix it before the next update, just add "large" to the front of the Large Dagger's raw name, like so:
Quote
[NAME:large dagger:large daggers]
« Last Edit: August 22, 2010, 09:53:01 pm by Tarran »
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Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

omglazers

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2629 on: August 23, 2010, 12:19:39 am »

Isn't a large dagger just a short sword?

:)
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Medicine Man

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2630 on: August 23, 2010, 12:24:43 am »

Isn't a large dagger just a short sword?

:)

No, it is a medium lightsaber.

Anyway Deon does this mod have temprature turned on?
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Tarran

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2631 on: August 23, 2010, 12:45:48 am »

Anyway Deon does this mod have temprature turned on?
Why does it matter? You can change it on/off at will you know.
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Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

Medicine Man

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2632 on: August 23, 2010, 01:21:29 am »

How do I do that?
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Tarran

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2633 on: August 23, 2010, 01:29:20 am »

How do I do that?
In the d_init.txt, change the setting [TEMPERATURE:(YES or NO)].
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Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2634 on: August 23, 2010, 05:54:46 am »

It should be on.

Also, with the daggers, [ADJECTIVE:large]. Don't miss it. With your proposed change you would have "large iron large daggers". It's just the forge interface problem.

And anyway, for the next version there's just one type of dagger because I tweaked all weapons.
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2635 on: August 23, 2010, 07:40:40 am »

And anyway, for the next version there's just one type of dagger because I tweaked all weapons.
Would be interesting to hear what kind of testing you did with the weapons, was there leather cloaks and robes involved, or just bronze and copper mails.
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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 3.03 ϟ] - ents
« Reply #2636 on: August 23, 2010, 10:45:24 am »

There were two types of suits involved:
1) Leather shirt+trousers+cap+gloves+shoes
2) iron mail+leggings+helm+gauntlets+low boots

I will see what's going on with robes though. They protect a big area of body.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Tilla

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2637 on: August 23, 2010, 12:19:19 pm »

Oh boy, just 'completed' my first fortress. I forgot to set up water reserves and when year 2 came to winter time, we ran out of drink and could not produce more fast enough.

Dwarves started to die left and right at an increasing rate (down from about 60) until the big thaw of Spring was approaching, a mere 16 Dwarfs still clinging half heartedly to life.

That is when the demon ambush happened.
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omglazers

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2638 on: August 23, 2010, 12:43:12 pm »

That is when the demon ambush happened.

It's been two years and my fort's population is stuck at 21 it seems. I am hoping to get more, but until then, I've had to turn off invaders due to the insane size and frequency of invaders.

I guess when you add in a ton of evil civs, they all decide to attack.
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2639 on: August 23, 2010, 01:24:03 pm »

It's been two years and my fort's population is stuck at 21 it seems. I am hoping to get more, but until then, I've had to turn off invaders due to the insane size and frequency of invaders.
attack.

You can try to fine-tune by putting higher numbers (attack requirements) into the entity's
   [PROGRESS_TRIGGER_POPULATION:3]
   [PROGRESS_TRIGGER_PRODUCTION:4]
   [PROGRESS_TRIGGER_TRADE:4]
   [PROGRESS_TRIGGER_POP_SIEGE:4]
   [PROGRESS_TRIGGER_PROD_SIEGE:4]
   [PROGRESS_TRIGGER_TRADE_SIEGE:4]
so that eg. goblins come earlier than flayers.
And do they come siege you because of population count, grand metalworks wealth, or trading said wealth.
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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
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