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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1249106 times)

Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.2 ϟ]
« Reply #300 on: April 16, 2010, 05:50:58 am »

1.2 is out
- V. 1.2: adds new workshops; graphical fixes (graphics for vultures and buzzards; abberrations' graphics are fixed); dark dwarves as an underground race; also ground/trees/plants/stones/gems tiles are reworked and are accompanied with an appropriate character set for better visual experience.

PLEASE NOTE that there's a soundtrack now; the DL link is in the first post, under the mod DL link

Also hurray. 550+ downloads :P.
« Last Edit: April 16, 2010, 05:52:40 am by Deon »
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Akjosch

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.2 ϟ]
« Reply #301 on: April 16, 2010, 06:31:29 am »

Whoa, great!

However, packaging your own data\init\init.txt is not the best idea, I think - at least not under this name. If someone unpacks it directly, he or she will replace all of their settings with whatever you put in there.
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.2 ϟ]
« Reply #302 on: April 16, 2010, 06:41:26 am »

That's supposed to work on the clean install, so I don't see a problem.

Also if a person knows how to work with init.txt, he will be able to fix it with a few changes within a few seconds. If he doesn't know how to work with init.txt, he won't be able to install the character set properly anyway. That's the logic.
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Akjosch

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.2 ϟ]
« Reply #303 on: April 16, 2010, 06:52:37 am »

It's not like all your changes are related to the character set. Specifically, your init file changes all those lines:

Code: [Select]
[WINDOWEDX:1280]
[WINDOWEDY:800]
[FONT:Phoebus_16x16.bmp]
[FULLFONT:Phoebus_16x16.bmp]
[BLACK_SPACE:YES]
[GRAPHICS:YES]
[GRAPHICS_WINDOWEDY:800]
[GRAPHICS_FONT:Phoebus_16x16.bmp]
[GRAPHICS_FULLSCREENY:1024]
[GRAPHICS_FULLFONT:Phoebus_16x16.bmp]
[GRID:80:50]
[PARTIAL_PRINT:YES:2]
[COMPRESSED_SAVES:NO]
[EMBARK_WARNING_ALWAYS:YES]
[SHOW_EMBARK_TUNNEL:ALWAYS]
[LOG_MAP_REJECTS:YES]
[COFFIN_NO_PETS_DEFAULT:YES]
[ENGRAVINGS_START_OBSCURED:YES]

The ones needed for the graphic set is a lot smaller, however:

Code: [Select]
[GRAPHICS:YES]
[GRAPHICS_FONT:Phoebus_16x16.bmp]
[GRAPHICS_FULLFONT:Phoebus_16x16.bmp]
[PARTIAL_PRINT:YES:2]
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jayseesee

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.2 ϟ]
« Reply #304 on: April 16, 2010, 07:01:30 am »

I've noticed that my dwarves like hauling the item that the doctor uses in the anatomical workshop.  Is there any way to fix that so he doesn't, you know, yell that we don't have daggers because someone else is moving it? =P
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I'd do that, but I don't think dwarves have words for "fair" or "logical".

Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.2 ϟ]
« Reply #305 on: April 16, 2010, 08:13:55 am »

Eh, I didn't think about hauling... Well, you could use burrows to avoid that :).
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Gontro

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.2 ϟ]
« Reply #306 on: April 16, 2010, 09:09:48 am »

Hey Deon, great mod.. been having lots of fun with it :).  I was wondering if it would be possible for you to package a version of your mod with the Gold Plated (http://www.bay12games.com/forum/index.php?topic=49479.0) tileset?  Though I think Phoebus did a great job with his, I prefer the subtlety of DrD_Avel's.  If you have time, it would be greatly appreciated!
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.2 ϟ]
« Reply #307 on: April 16, 2010, 09:25:00 am »

I can do it, but later. You see, I remapped most tiles, so it would take a lot of time to remap stuff again :).

Right now I make a test version of a Wasteland mod, but I can make the Gold Plated version later (probably this weekend).
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jayseesee

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.2 ϟ]
« Reply #308 on: April 16, 2010, 11:03:22 am »

Eh, I didn't think about hauling... Well, you could use burrows to avoid that :).
Except for that burrow, you would have to have a burrow for everywhere except that room, and everyone would have to be assigned other than the DOctor! :(
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I'd do that, but I don't think dwarves have words for "fair" or "logical".

Lancensis

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.2 ϟ]
« Reply #309 on: April 16, 2010, 11:38:12 am »

Just put a specialised stockpile next to the workshop, no?
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.2 ϟ]
« Reply #310 on: April 16, 2010, 12:22:26 pm »

That's how I make it in my fort.
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Lazureus

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.2 ϟ]
« Reply #311 on: April 16, 2010, 01:14:17 pm »

It is nice to see something that I make, that is even remotely useful, make it into an awesome mod.
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Current modding project:Tyranids 2010
Past modding projects:
DF2010: Crematorium
40d: ‼TYRANIDS‼
Quote from: Dark Pegasus
Just when I thought I couldn't despise him any more... He finds a whole new and undiscovered way!!

Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.2 ϟ]
« Reply #312 on: April 16, 2010, 01:39:22 pm »

I think I wouldn't come up with a crematory idea but myself, at least for now. You helped a lot :).

Now, I plan to include in in my Fallout mod which I actively develop right now too.
Do you have ideas for other futuristic workshops? If so, I would like to hear them in my Wasteland mod thread please.
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Vattic

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.2 ϟ]
« Reply #313 on: April 16, 2010, 01:56:06 pm »

There's certainly some cool stuff in this mod. I won't be using it wholesale but I am using some of your custom workshop stuff. Having gone through some of your raws I notice that the additional training weapons have different [SIZE:], [TWO_HANDED:], [MINIMUM_SIZE:], [MATERIAL_SIZE:] and [ATTACK:] tokens from their non training counterparts. I just wondered if this was for any particular reason?
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6 out of 7 dwarves aren't Happy.
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MUAHAA THE FRENCH

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.2 ϟ]
« Reply #314 on: April 16, 2010, 02:34:05 pm »

probably asked before but i kind of want to use this with pheobus's graphics pack, how do i merge?
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