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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1246258 times)

TomiTapio

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have no idea what the difference in healing rate etc is between a a steel dwarf and a quick to heal jade dwarf.
jader with one step better than average is 1350 in recuperation (next up 1550). Average steeler has 3500. Steelers are just superheroes.

Having fun with my Brook Trolls, they're like a punch&wrestle kobold ambush squad, but they just won't flee! They keep harassing and must be dealt with.

Sure, but I just lost a lot of masterwork bins. Getting mephits as pets is very frustrating. Editing the raws to make them exotic pets should fix this right? And during a running game I will not get any new ones then right?
IRL rabbits and cats and whatnot can chew your tasty electrical and other cables... what would a pet elephant do in a furniture storage if it go spooked..
Yeah you make them pet_exotic and remove common_domestic. For your worlds.

One class of NoPain: skin,fat,muscle feels no pain, but the creature hurts and faints from organ & eye & hoof damage... well hearts and lungs get bruised quite often anyways.
« Last Edit: May 16, 2011, 10:31:49 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

soyweiser

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Sure, but I just lost a lot of masterwork bins. Getting mephits as pets is very frustrating. Editing the raws to make them exotic pets should fix this right? And during a running game I will not get any new ones then right?
IRL rabbits and cats and whatnot can chew your tasty electrical and other cables... what would a pet elephant do in a furniture storage if it go spooked..
Yeah you make them pet_exotic and remove common_domestic. For your worlds.

IRL rabbits and cats do not throw fireballs into my tasty electrical cables. Nor do they produce heat/cold by themselves. First forest fire was fun. Second not so much. Seeing that the pet didn't follow his adopted master so I could not even kill it made it horrible. (And while I type this I finally see where there weak spot is. The Master. Kill the master and the pet becomes uncontrolled, and can be butchered. Finally :D).

Edit Looking at the Raws, I think the ice mephits are the problem. They always cause temp drops around them. While the others just have dangerous attacks.
« Last Edit: May 16, 2011, 12:03:06 pm by soyweiser »
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Siquo

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oooh, an ascii version! Thanks Tomi!
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This one thread is mine. MIIIIINE!!! And it will remain a happy, friendly, encouraging place, whether you lot like it or not. 
will rena,eme sique to sique sxds-- siquo if sucessufil
(cant spel siqou a. every speling looks wroing (hate this))

FluidDynamite

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Something to keep in mind when dealing with mephits is that while pets cannot be pitted, they can be pastured. I just pasture all my mephits behind a door in a single tile, forbid the door and laugh at the combat reports. :P
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TomiTapio

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Something to keep in mind when dealing with mephits is that while pets cannot be pitted, they can be pastured. I just pasture all my mephits behind a door in a single tile, forbid the door and laugh at the combat reports. :P
Added to the tips section at http://df-genesis.wikidot.com/tips-and-advice
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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

Siquo

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Hm, I wasn't able to embark with either picks or anvils (using tomi's ascii mod). The caravan in fall did have them, luckily.

It sure made for a different play style than I used to have...
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This one thread is mine. MIIIIINE!!! And it will remain a happy, friendly, encouraging place, whether you lot like it or not. 
will rena,eme sique to sique sxds-- siquo if sucessufil
(cant spel siqou a. every speling looks wroing (hate this))

soyweiser

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Something to keep in mind when dealing with mephits is that while pets cannot be pitted, they can be pastured. I just pasture all my mephits behind a door in a single tile, forbid the door and laugh at the combat reports. :P

You are my hero! :)

Finally a way to assign guard animals without pesky chains etc. (This feels a bit like a bug).
« Last Edit: May 17, 2011, 05:15:06 am by soyweiser »
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TomiTapio

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Hm, I wasn't able to embark with either picks or anvils (using tomi's ascii mod). The caravan in fall did have them, luckily.
Parent civ didn't have copper or cobalt or iron? That's rare. Usually they have copper or cobalt. (Press "n" for new item, in the embark items selection, type search for "pick")

Finally a way to assign guard animals without pesky chains etc. (This feels a bit like a bug).
Chained animal can't flee from it's assigned post, pastured chicken can. It's like having the geese/yappyspaniels in your farm raise a ruckus when a stranger shows up.

Heh, there's a "Genesis game add-on" for Mass Effect 2, a comicbook backstory.
« Last Edit: May 17, 2011, 12:02:42 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

Siquo

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Parent civ didn't have copper or cobalt or iron? That's rare. Usually they have copper or cobalt. (Press "n" for new item, in the embark items selection, type search for "pick")
Nope, I've looked everywhere in there. Ahwell, 't was a challenge, which is a good thing :)
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This one thread is mine. MIIIIINE!!! And it will remain a happy, friendly, encouraging place, whether you lot like it or not. 
will rena,eme sique to sique sxds-- siquo if sucessufil
(cant spel siqou a. every speling looks wroing (hate this))

TomiTapio

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~~~~~ Here are my current raws in ASCII tiles: ~~~~~
http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_ASCII_Bonfires__newmineralsmore_May18.zip

funky new minerals, especially epidote, biotite (dark mica, iron mica, http://en.wikipedia.org/wiki/Annite ) and http://en.wikipedia.org/wiki/Rapakivi_granite are common
with less gem frequency
masked helm is 100% coverage, all others 85% (except kettle hat 60%)
robes and cloaks coverage nerfed as discussed earlier
bears fight better
giant badgers and badgermen finally have combat skills
and my new animals like the Nord Baldur Dwarf-Hating Monk, lynx, spirit raven and toughmaterials-farmable pekyt.

wood material "fairwood", intermediate between regular value 1 and goodwood value 3.
new trees which are popular IRL
Spoiler (click to show/hide)

Edit: also the domple caste and warrior caste.
« Last Edit: May 18, 2011, 05:43:02 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

vaderflag

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I quite like this mod so far.


Regarding gelatinous cubes. I like that they are difficult. However, I had one recently eliminate 40 adamantite-clad legendary dwarfs with various weapon types. Are they unkillable? I have yet to accomplish it -- merely wait for them to leave (and carry for adamantite weapons!). If they can be killed, please, someone share the secret recipe. (I am currently attempting to cage one to perform such an experiment)

It is true that gelatinous cubes are easily avoided -- by civilians. If any patrolling military dwarf happens upon one, though, they will simply die. This poses a problem for cavern patrols especially, as it will slowly pick them off without constant micromangement removal of the patrol entirely.


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TomiTapio

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Yeah they're stupidly difficult. Tougher than dragons, stone golems, level 15 wizards (void master) and bronze colossi.
It's the skin [RELATIVE_THICKNESS:5000] (normally 1-3). They're only 60kg (120 lbs). But Deon likes them in their current state.
I had one once in my main stairwell, between surface and home.
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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

Crux

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Pit a Gelatenous Cube against a Voidmaster in the arena, endless battle ensues.

Besides, can siegers riding cave swallows actually path to your fort when flying is the only possible way? Cause it never seems to happen that they fly over my walls.
But enemies riding toads take a dive and kill their riders.
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TheDarkBolt

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 :'( I have shrine an two Balor a little ways from my base...I didn't think you could embark on those
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Can't spell Slaughter without Laughter.

Garbles

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Currently melding Genesis with Fortress Defense and Monster Hunter Universe. I want to see if I can get my settlers killed by hostiles and giant flaming wyverns before they actually make it to the fort.
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