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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1228432 times)

TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5550 on: March 07, 2011, 12:05:44 pm »

Outdoor never-dig fort. FUN. (and better fps due to less pathing)
Deon: small request, heavy wild animals like cow, elephant should not be able to outrun 90% of militia dorfs. Small speed reduction please. And they run real fast while bleeding, too.

Spoiler (click to show/hide)

Screenshot:
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

Dutchling

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5551 on: March 07, 2011, 12:46:20 pm »

@TomiTapio, do you play an older version of genesis? I've never seen Werewolves attacking with mounts?
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5552 on: March 07, 2011, 01:39:34 pm »

I have Genesis .19a4 with .20 exe and today changed to .21 exe. And a few tweaks to mineral avalaibility and critter speeds.

I guess it's hardcoded in the sieging code that on 2nd or 3rd siege they bring mounts.
They don't have use good/evil animals tag but they have [AT_PEACE_WITH_WILDLIFE] as per Genesis.

Edit:
"2 cavern layers (zero digging)" How?
"still zero drink! All barrels go to crap meat." you can reserve barrels
init/world_gen.txt can put [CAVERN_LAYER_COUNT:2].
Edit2: Haven't seen or opened the caves, but they still affect fps (flows, cave people's food stocks).
I have no idea how to command "use barrels only for brew". So I dumped 30+ meals and 30+ plants and brewing started.
« Last Edit: March 07, 2011, 02:30:48 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

Kogut

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5553 on: March 07, 2011, 02:04:18 pm »

"2 cavern layers (zero digging)" How?

"still zero drink! All barrels go to crap meat." you can reserve barrels
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The worst bug - 34.11 poll
Tired of going decades without goblin sieges? Try The Fortress Defense Mod
Kogut, the Bugfixes apostle of Bay12forum. Every posts he makes he preaches about the evil of Bugs.

BigD145

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5554 on: March 07, 2011, 02:26:11 pm »

"2 cavern layers (zero digging)" How?

Cave with beast, maybe. That may or may not get you into the top layer.
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5555 on: March 07, 2011, 03:21:41 pm »

And the final months of no-digging Copper-whatevers.

(Haven't seen or opened the caves, but they still affect fps (flows, cave people's food stocks). So cavern count is mentioned on the fps-data line.)

Spoiler (click to show/hide)
« Last Edit: March 07, 2011, 03:26:33 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

guale

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5556 on: March 07, 2011, 08:30:43 pm »

I've got a request to go in with the install options coming up. I want to play a more slow paced game, with skill rates slowed down and grow duration for crops raised to be multi-seasonal. I'm in the process of doing a quick and dirty version for myself but it would be nice not to have to do it for each version and I'm sure you would be able to balance the numbers better.
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Qinetix

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5557 on: March 08, 2011, 05:01:34 am »

Err... it seems like you want more of a challange...
But there must be more like you to support this if you really want it
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Desu

Nat

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5558 on: March 08, 2011, 06:47:12 am »

So I took a bit of a break from Dwarf Fortress... and now I have 118 pages of this thread to catch up on :D
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Jeoshua

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5559 on: March 08, 2011, 10:05:09 am »

Did I do something wrong here? I installed 31.21 manually, seeing all the changes in the raws that had been made and updating my files manually.  Then I dropped the graphics folder in and genned a new world.  Everything went great until I started adventure mode as a Nord.

My nord is a normal, if blue, human looking graphics tile.

But all the people in the vilages are rendered as bones.  Different colored bones.  I opened up the graphics folder and the nords are deffinitely in there, along with Osmen and Delves and all that stuff (I modified my file to turn orcs back into osmen, mainly a cosmetic touch and never caused problems in prior versions.  I just couldn't stand orcs that spoke chinese.  Weird)
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I like fortresses because they are still underground.

TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5560 on: March 08, 2011, 11:44:37 am »

Did I do something wrong here? I installed 31.21 manually, seeing all the changes in the raws that had been made and updating my files manually.  Then I dropped the graphics folder in and genned a new world.
But all the people in the vilages are rendered as bones.
So do you have vanilla .21 with genesis graphics folder dropped in, or Genesis .19a4 with .21 exe? I recommend you go with genesis install and then put the .21 exe and required "data/index".

Oh and renaming the civ, did you do matching renaming inside graphics definitions? In graphics_example.txt around [CREATURE_GRAPHICS:ORC]
« Last Edit: March 08, 2011, 11:47:06 am 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

Jeoshua

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5561 on: March 08, 2011, 11:50:23 am »

Actually there were separate files for Orcs and Osmen already in the graphics folder.  Changing every occurance of ":ORC" with ":OSMAN" even seemed to catch even the graphics files and change them to the human, rather than orcine, graphics file.

But they work just fine.

The problem is the Nords... and I'm having trouble seeing that there is even any mention of the Nords in these text files I got here.

For the record, it's all 31.21 here baby... From the exe to the raws... well the raws are hand edited and so I think I made a mistake somewhere, but from what I can tell about the graphics stuff, it's not contained in the raws/objects folder at all, which other than the orc->osman change is the only place I ever touched.
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I like fortresses because they are still underground.

TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5562 on: March 08, 2011, 04:01:08 pm »

The problem is the Nords... and I'm having trouble seeing that there is even any mention of the Nords in these text files I got here.
For the record, it's all 31.21 here baby... From the exe to the raws... well the raws are hand edited

Crimson Editor's "find in files" function with "nord" tells me that [TILE_PAGE:NORDS] and [CREATURE_GRAPHICS:NORD] are in the graphics_example.txt, lines 740-960 -ish. Sure you got those copied?
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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

Jeoshua

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5563 on: March 08, 2011, 04:22:45 pm »

... a file which is completely empty for me...  :-\ My disk must have messed up somehow and wiped the file...

I wonder how many other files are empty, now... :-[

edit: Redownloaded, copied the graphics folder back in, started the adventure back up.

I see Nords.
« Last Edit: March 08, 2011, 05:58:59 pm by Jeoshua »
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I like fortresses because they are still underground.

arghy

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5564 on: March 08, 2011, 05:50:52 pm »

Jesus is there a summary of all the new changes from 3.18e? i mean in terms of vanilla DF cause the whole vein thing surprised me and now theres talk of fucking feeding animals and a shitton of other stuff. I swear you look away for 1 week and DF has evolved into a completely new game.
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