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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1249853 times)

Girlinhat

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5715 on: March 22, 2011, 11:10:37 am »

Well, this is Dwarf Fortress.  Everything is more horrific by default.  I'm cool with this.

Daff

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5716 on: March 22, 2011, 11:16:46 am »

- Panda people replace orcs (theme with asian swords, language file).

- Goblinoids and barghests split from demonic race; two greenskin races: goblinoids vs orcs (goblinoids are mischievous and evil; orcs are proud and aggressive yet possible to lead a diplomacy with).
- Demonic union is a pure demon race; I want them to look like "inferno" from HOMM. They will have various castes, mostly "demons of *", with a rare "demons of fire" caste.

Sounds absolutely awesome, I've been wanting to crack orcskulls for some time now and a pure demon race sounds like loads of fun.

Sounds good, except I'd leave the pandamen out and have the Quickling race (four times human speed halflings/brownies.) http://dungeons.wikia.com/wiki/Quickling_%283.5e_Race%29

The relentless ANTMAN civilization, they might be a threat. They care not if a few sieges they sent got wiped out

No, panda's are awesome we've got enough vermin with the goblins and elves and all that. Ofcourse I'd be happy with having both of them.

I'd also leave the antmen off as a proper civ untill it's possible to have them siege from underground.

What'd you guys think of the cavejellies?

The cavejellies could be pretty cool, just maybe restrict them to the 2nd and 3rd cavern layers or just to the 3rd depending on how horrific poisons we're talking about


PS. Been lurking for a long time as a guest, absolutely love genesis, great job Deon.
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Vorthon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5717 on: March 22, 2011, 11:19:13 am »

I posted their code on the previous page... they're restricted to the third level of the caverns...
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Daff

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5718 on: March 22, 2011, 11:28:07 am »

Sorry missed the code earlier. After taking a look at it and with my rudimentary understanding of such things I'd say they could be pretty fun. Oh and I like the poison, nasty but not anything that eats your face, maybe add PET_EXOTIC? :D
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Vorthon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5719 on: March 22, 2011, 11:31:13 am »

The only problem with it is that it refuses to recognize the colour for the 'flesh' of the creature... it always says "its jelly is amber". (Pretty sure that's a bug with DF in general... I've seen it with vanilla DF creatures, as well.)

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Girlinhat

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5720 on: March 22, 2011, 11:31:42 am »

What do you want it to say?

Vorthon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5721 on: March 22, 2011, 11:37:28 am »

Take the 'its jelly is amber', and replace 'amber' with 'crimson'.

It's weird, because I don't usually have problems with this kind of thing...
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Daff

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5722 on: March 22, 2011, 11:38:41 am »

Where in Armok's name is it even getting that amber colour from? I mean the code says crimson and there's no mention of amber anywhere in the limbs or any of the other stuff either  ???
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Girlinhat

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5723 on: March 22, 2011, 11:40:05 am »

Yeah, the raws from 2 pages back doesn't even have AMBER as an option.  Have you changed something?

Vorthon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5724 on: March 22, 2011, 11:42:14 am »

It's a bug.

And I haven't changed anything.
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Girlinhat

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5725 on: March 22, 2011, 11:43:53 am »

A bug for what?  The jelly tissue type?

Vorthon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5726 on: March 22, 2011, 11:56:24 am »

Actually, it happens with vanilla DF critters, too.

I have no idea what causes it.
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Girlinhat

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5727 on: March 22, 2011, 11:59:07 am »

Well, Amber is the first color entry in the raws.  Sort of like the old bug "the toads have decided to name this creature" because toads are the first creature located in creature_amphibian.  It's acting like it can't find a color, so it's defaulting to the first available one.

Vorthon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5728 on: March 22, 2011, 12:04:37 pm »

That thought (that it defaults to amber because amber is the first colour in the raws) had crossed my mind...
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5729 on: March 22, 2011, 01:45:02 pm »

I'm working through the skill-having creatures, about 45% done.
Gave skills to Leapers. Adjusted some felines to be more frequent than "9". Changed some descriptions.

I plan to add a big horse creature, since world record horse has been 1500kg, 1.5 tons. (230-580 kg average horses)

What, grizzly bear freq is currently 2! That means ultra-rare, gotta fix that! Black bear was 5, and deer had BODY in genders and after that.

Made giant pandas freq 12 instead of default 50, and they're pet & trainable (Toady's version has pet and mount exotic but no DM fix yet)

And what's with Toady's new creature and grass names having space and comma in them. "PANDA, GIGANTIC" instead of "PANDA_GIANT".

Cave dragons and blind cave bears and blind cave ogres are now fierce bastards, just like chimps and gorillas. Bonobos & orangs are more chilltaxed.
« Last Edit: March 22, 2011, 02:53:46 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
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