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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1246957 times)

jetex1911

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I like this mod, it adds all new creatures to kill. now, where did i leave my longsword?
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Put into this light, Dr. Robotnik and Armok could easily have been roommates.


Known as That_Kobold on BYOND

Fleeb

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I just got a "hunting peasant" migrant... can't assign tasks or anything.

::edit:: woops, just noticed this mod's for 31.13 not .14, sorry. apparently the bug is fixed in .14.
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"If you push something hard enough, it will fall over" -Fudds First Law of Opposition
"If it goes in, it must come out" -Teslicles Deviant to Fudds Law

Deon

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Yeah, I've only updated ASCII version, sorry :P. I should upload graphics soon.
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Flaede

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Yeah, I've only updated ASCII version, sorry :P. I should upload graphics soon.

Thanks for saying that. Link still says 0.31.13, but goes to .14. :D
I use ASCII, and was skipping .13 due to weirdness.
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

Medicine Man

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I have a question. Will there be any more magic in Genesis? If there is then a magic reaction to turn rock into metal (bar) and a spell to turn a metal bar into an object would be great.
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isabuea

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There's not so much a spell to turn rock into metal bars, but you could create a workshop called "magic whatever" and have a reaction to use one rock in order to produce one metal bar though it would only be useful in fortress mode.

I'm sure there's a tutorial inside the modding forum somewhere that can explain how to do this.
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]: At last :P
« Reply #3291 on: September 29, 2010, 09:56:03 am »

I just feel that it's too "cheap" to turn rock straight into metal, with all the amount of ore avaliable.

I will make alchemy later when I find out a good working system.
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Medicine Man

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]: At last :P
« Reply #3292 on: September 29, 2010, 10:27:38 am »

I'm talking about in adventurer mode.
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Flaede

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]: At last :P
« Reply #3293 on: September 29, 2010, 03:40:58 pm »

I am finding that with this mod in the latest DF release, worldgen crashes rather frequently if I have it run for even 100 years. This is a big problem because civs have literally NOTHING until at least the 25 year mark.

In year 5, my kobold thief has found tjhat the only things he can steal are the Black face masks of the Orks' Emperors and generals. No one else even has clothing!
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]: At last :P
« Reply #3294 on: September 30, 2010, 02:11:44 am »

Well, there's no errors with the mod, so it's a DF bug of some kind, probably introduced to the new versions (.13/.14). Maybe a sprawl of too many civs cannot interact properly. Try to reduce sprawl. I always start with small sprawl and never get crashes (I usually generate 500 years).

And wow, what's up with the clothing? They were generated at start before.
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Flaede

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]: At last :P
« Reply #3295 on: September 30, 2010, 05:37:28 am »

Yeah, the oddness of the worldgen crashing forced me to learn new things about the dawn of time.
Honest. The entire Orc civ is naked. So's the next one over.
No stores to steal from.
No actual TOWNS, just farming outposts.
Poor guy had one stone amulet he found outside his cave, and that seems to be the only piece of jewelery in the entire world. I've been making bling out of various bits of the world ever since (like the Teeth of the Emperor necklace), so Schlongus the kobold is the richest guy in the world. Also the most infamous.

As for the crash itself, it happened really early on in worldgen, but doesn't happen with the vanilla version. (and didn't happen in the .12 version. I had lots of Fun with that one.) I think it's the number of civs the mod generates that made for the craziness. It was a Large Island world. How do you set sprawl?
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]: At last :P
« Reply #3296 on: September 30, 2010, 06:52:43 am »

Quote
No actual TOWNS, just farming outposts.

There're no towns at all, and no mountain halls, and no dark towers :P. They are all gone.

Quote
How do you set sprawl?
Make sure you play through "Create new world!", it's more stable.

"Maximum number of sites" set to low makes it good.
« Last Edit: September 30, 2010, 06:54:16 am by Deon »
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Prepaid Lenin

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]: At last :P
« Reply #3297 on: September 30, 2010, 11:49:31 am »

I've heard that invasions are bugged and don't happen in the latest version.

I've played about 2 years in a fort in the latest version of Genesis and I've seen nothing more vicious than some bog frogs. Can anyone else confirm or deny that Genesis has the same problem?
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darkflagrance

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]: At last :P
« Reply #3298 on: September 30, 2010, 06:32:51 pm »

Genesis has this problem, because it is a generic problem with the current versions of DF itself.
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...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod

Zaerosz

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.12b/14ϟ]: At last :P
« Reply #3299 on: September 30, 2010, 08:24:32 pm »

Just a quick question: where does cobalt stand in the equipment hierarchy?
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くコ:彡
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