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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1241825 times)

myrkul

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5460 on: February 27, 2011, 04:46:36 pm »

Are cats and ferrets the only catsplosion-type critters? or are there any other vermin-hunters?
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Eroing

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5461 on: February 27, 2011, 05:22:18 pm »

Read the changelog, it's changed in the 0.31.20.

Oh.. I'm sorry.. I'm still using .19 didn't notice the update.. :$

edit: there doesn't seem to be a .20 update yet.. probably why I didn't notice it.. (also.. I didn't look..)
« Last Edit: February 27, 2011, 05:35:10 pm by Eroing »
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Eroing

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5462 on: February 27, 2011, 05:47:00 pm »

btw.. Rancor description says "It's for legs....." instead four legs.. :)
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myrkul

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5463 on: February 27, 2011, 06:13:10 pm »

Read the changelog, it's changed in the 0.31.20.

Oh.. I'm sorry.. I'm still using .19 didn't notice the update.. :$

edit: there doesn't seem to be a .20 update yet.. probably why I didn't notice it.. (also.. I didn't look..)

There isn't, it's just that toady knows, and has fixed the problem with the knife/container thing (among others). Look for the actual fix to come out in .20
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Lamphare

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5464 on: February 27, 2011, 06:15:56 pm »

Read the changelog, it's changed in the 0.31.20.

Oh.. I'm sorry.. I'm still using .19 didn't notice the update.. :$

edit: there doesn't seem to be a .20 update yet.. probably why I didn't notice it.. (also.. I didn't look..)

i'm sure deon referred to this
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Qinetix

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5465 on: February 28, 2011, 07:59:19 am »

Hmm.. what about a new metal.... something like slade... very heavy that can be used perfectly for blunt weapons... and blast heads from the first swing... :3
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Lamphare

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5466 on: February 28, 2011, 09:33:53 am »

Hmm.. what about a new metal.... something like slade... very heavy that can be used perfectly for blunt weapons... and blast heads from the first swing... :3
if your dwarves could haul it to a workshop first, then to a stockpile, then equip the thing that may weight as much as a couple metric tons and actually move around with it.
you need a friendly ettin to do it.
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5467 on: February 28, 2011, 10:50:20 am »

Hmm.. what about a new metal.... something like slade... very heavy that can be used perfectly for blunt weapons... and blast heads from the first swing... :3
Feel free to put 5x density on your worlds' copper or cobalt, then you have it.

Here's a fortress log:
Spoiler (click to show/hide)
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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

Mechlin

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5468 on: February 28, 2011, 12:49:36 pm »

I have a stupid question but...

Are glass trap components still bugged in genesis?
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BigD145

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5469 on: February 28, 2011, 01:03:10 pm »

I have a stupid question but...

Are glass trap components still bugged in genesis Dwarf Fortress?
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myrkul

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5470 on: February 28, 2011, 01:09:13 pm »

I asked if that bug had been fixed, nobody said yes, so I assume it's still a bug.
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5471 on: February 28, 2011, 01:56:06 pm »

What is the bug exactly? I am pretty sure that glass has no edge though, so it's pretty pointless to make traps out of it.

P.S. Ah, I see. No, glass is not moddable so it's not possible to fix that bug.
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myrkul

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5472 on: February 28, 2011, 02:01:50 pm »

What is the bug exactly? I am pretty sure that glass has no edge though, so it's pretty pointless to make traps out of it.

P.S. Ah, I see. No, glass is not moddable so it's not possible to fix that bug.

Not possible for us to fix, relatively simple for toady to.
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EveryZig

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5473 on: February 28, 2011, 02:23:15 pm »

What is the bug exactly? I am pretty sure that glass has no edge though, so it's pretty pointless to make traps out of it.

P.S. Ah, I see. No, glass is not moddable so it's not possible to fix that bug.
It has no assigned edge so it actually gets a random edge.
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Soaplent green is goblins!

Torgan

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5474 on: February 28, 2011, 03:19:57 pm »

You could still use glass components to make weapon traps.  Build them on a path 1 square wide and when they hit the werewolves or whatever, the werewolf will eventually dodge sideways and fall off your walkway.  Alternatively it will work as a training room and by the time he makes it to your fort he will be a god among werewolves!

Though this always seemed like one of those exploity things to me so never tried it.
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