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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1227549 times)

Ladde

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How do you apply posion? Just a random thing?
And bite-combat, do I always have to use Shift+a to attack? even if I latch on?
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Deon

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No, just attack and select the posibility to bite.
Note that it's not in 17e yet (for aspid dwarves which are now doom dwarves).
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Ladde

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No, just attack and select the posibility to bite.
Note that it's not in 17e yet (for aspid dwarves which are now doom dwarves).
But to select the posibility to bite, I have to use Shift+A. If I just attack (moves towards an enemy) I attack with my hands/Feets/Weapons, instead.
Are the posion in for any creatures? I tried to play as a Blie Demon, but I never got a posion message.
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dennislp3

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when you just move into an enemy the AI picks the "best" attack...and that could very well be bite....but not all that often (if you level bite up above other weapon skills it will be used more often then the rest usually).

once you are latched on you can just move towards and it will automatically shake them (unless you have a weapon in hand that can do something better based on the AI)
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Ladde

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Oh I see.
Thanks.
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iceball3

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Hey Deon, how should i post my additions as? Should i add it to the raws already available or should I put them as a separate file so that you can compile it later?
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Deon

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A plain text should work.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

dbfuru

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Would I need to generate a new world if I just copied the raws over to my 3.17d game?
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Deon

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You will miss the new books, but otherwise no.
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Fleeb

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Just for fun, here's orcs, edited eye hair and skin colors, to be more orcy.

Spoiler (click to show/hide)
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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

TomiTapio

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Adventuring notes:
- bogey punched me in the eye through my leather robe. So robe protects face.
- kill one monster spouse, recruit two peasants.
- peasant's iron slicing knice lowerbody-severed a Monster of Shadow Child. One companion is more powerful than any item that you can wield/wear.
- spellwood staff vs. jaguar, shatter skull 4-8 times, it still lives. I'll change that for my worlds. More bleeding from bones (shatter nearby tissues and veins) and brain.

Adventurer image to explain to my friend
Spoiler (click to show/hide)
« Last Edit: November 14, 2010, 05:49:04 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

arghy

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I'm not sure how many cavern dwelling races there are but is it possible to have a few cavern races send sieges/ambushes through the caverns? I always wanted to completely abandon the above ground world and move purely underground.
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Deon

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Just for fun, here's orcs, edited eye hair and skin colors, to be more orcy.
Did I forget to give them proper skin color and fangs again? (Head->Desk)
Thank you very much Fleeb. It was a big time between updates so I forgot some stuff I wanted to change.

I'm not sure how many cavern dwelling races there are but is it possible to have a few cavern races send sieges/ambushes through the caverns? I always wanted to completely abandon the above ground world and move purely underground.
It would be awesome, but the game doesn't do it yet.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

TomiTapio

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I'm not sure how many cavern dwelling races there are but is it possible to have a few cavern races send sieges/ambushes through the caverns? I always wanted to completely abandon the above ground world and move purely underground.
It is not possible yet, or we would have it in Genesis already.
You can simulate cave-sieges by having a rare underground animal, like an Ogre, that always comes in packs of 15-30... or 30-50 ghouls... big trouble usually. Or 5 cave dragons show up.
Isn't it cool to be able to change the game!

For example, take cave dragon's
   [UNDERGROUND_DEPTH:3:3]
   [POPULATION_NUMBER:2:5][DIFFICULTY:10]
   [CLUSTER_NUMBER:1:1]
   [FREQUENCY:5]
and change it to
   [UNDERGROUND_DEPTH:2:3]
   [POPULATION_NUMBER:20:90][DIFFICULTY:10]
   [CLUSTER_NUMBER:4:15]
   [FREQUENCY:7]

ps. don't use disc-traps, they are way too powerful, they cut megabeasts up I think.
« Last Edit: November 14, 2010, 06:25:37 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

Halconnen

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As a random suggestion:

Wouldn't it make more sense if higher Illithids had Force-fields as relatively quickly-healing tissue layer made of force on top of skin, rather than as strange attachments all over their body which act as seperate bodyparts and can be lopped off/gouged out/other strange cases?
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