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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1249288 times)

Tiruin

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Thanks for the info on the & Tomi, I thought you added something special that goes with the "cave-in" package.

How do I transfer my edited raws (weapon names changed, some minerals edited. In short, I made Genesis harder for me  :P ) into a new patch?

Or at least from the Ironhand version into the ASCII one?
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TomiTapio

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Thanks for the info on the & Tomi, I thought you added something special that goes with the "cave-in" package.
How do I transfer my edited raws (weapon names changed, some minerals edited. In short, I made Genesis harder for me  :P ) into a new patch?
Or at least from the Ironhand version into the ASCII one?
What cave-in package? I have no clue. Only renamed soil's liquid state to "soilmagma".

For merging code (DF raws) into other code, I use WinMerge. http://winmerge.org/downloads/  or a more trusted download from CNET: http://download.cnet.com/WinMerge/3000-2216_4-10874082.html
There are many other "code comparison" tools also.

. . Edit at 20:53: phew, finished going through all the creatures (except fish) and assigning the new "thin skin, becomes thin suede leather" to about half of them.
« Last Edit: August 20, 2011, 12:55:02 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

Tiruin

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What I meant was that it was really strange seeing dust + ice + fire together. I only thought that the freezing clouds and boiling mist were added in the genesis mod - explaining the Frost Wyrms and such.

And thanks again for the speedy reply  :D
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Rhazak

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What about dagger dwarfs Tomi? :<
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TomiTapio

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Looks like there is no profession name in the graphics definitions for the dagger users, what we have is:
Spoiler (click to show/hide)
The black cloak sneaky icons are for babysnatcher and thief AFAIK.
Magmawiki says: "Knife users are skilled in the use of daggers. Dwarves won't make daggers, but thieves will carry them onto your map."


Edit: made skin and leather mark 4 and 5 now. Which creatures should get them...
[MATERIAL_TEMPLATE:LEATHERFOUR_TEMPLATE] -- made from x. "leather mark 4", better than copper. Demon and troll class.
[MATERIAL_TEMPLATE:LEATHERFIVE_TEMPLATE] -- made from x. "leather mark 5", slightly better than iron. Dragon and high demon class.

Before these, dragon leather was the same as elephant and rhino leather, but renamed.

Edit2: 40 minutes later, the bad-asses have got their mark 4 and 5 skins. Now to roll a world, and later today start a test fort. CYAN isn't valid, using CERULEAN instead... of course the "mythskin boots" and "deephide boots" should be a different color from regular leather and toughleather(hide).

Brook trolls ate my speardwarf. You may test my current ascii raws: http://dl.dropbox.com/u/8967397/tomis%20ascii%20for%20quick%20testing%20-%20raws.zip
there are more minor things to do before I "approve of this sub-release".
« Last Edit: August 21, 2011, 06:38:34 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

LordLynxx

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Help me pls.. Furnace operators doesn't want to make charcoals. Also ambushers never leave my fort perimeter, because  i made it inaccessible :S

Im playing with Genesis mod with phoebus tileset. Any ideas?
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TomiTapio

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Help me pls.. Furnace operators doesn't want to make charcoals. Also ambushers never leave my fort perimeter, because  i made it inaccessible :S
if making fuel from bituminous coal or lignite, MUST have one fuel to start with. Try making charcoal at the basic wood furnace (need logs, dismantle a bed or cabinet for firewood if desperate, at the furniture workshop). Un-forbid your logs in "z" stocks screen if they're forbidden.
Make the area accessible, by removing a wall or digging a tunnel.
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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

Roses

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I am currently creating a very extensive creatures mod (current plan is to add most species of animals present in our world, I currently only have about 150 species done though so we shall see if I keep my steam going) and since I play your mod almost exclusively I have been balancing the creatures around your modifications. I was wondering if I could publish it to the community if I give you and Tomi credit for your work on the creatures.
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LordLynxx

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Help me pls.. Furnace operators doesn't want to make charcoals. Also ambushers never leave my fort perimeter, because  i made it inaccessible :S
if making fuel from bituminous coal or lignite, MUST have one fuel to start with. Try making charcoal at the basic wood furnace (need logs, dismantle a bed or cabinet for firewood if desperate, at the furniture workshop). Un-forbid your logs in "z" stocks screen if they're forbidden.
Make the area accessible, by removing a wall or digging a tunnel.
Thanks for the quick help. I have many logs stockpiled, cut down and bought from caravans. The problem is that my furnace operators are ignoring the command either from manager menu or manually checked at the furnace, which is right next to the stockpile, ready to use. Which wood furnace should I try to use, because I have the original and the one included in the mod. (I've been trying both tho.)

Anyways I'll keep trying, i can buy charcoal every year, but the problem is that my map is very low on other mineable fuels.
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Tiruin

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^ Use the Modded furnace, quote "Trees are HUGE. Two fuel for one tree!"
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LordLynxx

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Ok, I upload my savefile so, you can relieve me i'm not retarded or something. I can't understand why it doesn't work.

lynxx.uw.hu/region2.zip
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TomiTapio

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No modding today. Maybe tomorrow copy my latest improvements to Ironhand side.

I am currently creating a very extensive creatures mod (current plan is to add most species of animals present in our world, I currently only have about 150 species done though so we shall see if I keep my steam going) and since I play your mod almost exclusively I have been balancing the creatures around your modifications. I was wondering if I could publish it to the community if I give you and Tomi credit for your work on the creatures.
Sounds like a proper project.
Keep in mind that Toady is adding 50+ animals in the next DF version.
I guess you're using genitalia tissue, the genitals, and my tuned-for-combat tissue bleeding & pain numbers?
Do you have a master chart of animal movement speeds, with birds at the top? Weight(size) and littersize and clustersize are easy compared to assigning a single speed to a species.
How detailed animal bodypart colors are you doing?
« Last Edit: August 22, 2011, 04:10:28 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

Roses

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Sounds like a proper project.
Keep in mind that Toady is adding 50+ animals in the next DF version.
I guess you're using genitalia tissue, the genitals, and my tuned-for-combat tissue bleeding & pain numbers?
Do you have a master chart of animal movement speeds, with birds at the top? Weight(size) and littersize and clustersize are easy compared to assigning a single speed to a species.
How detailed animal bodypart colors are you doing?
[/quote]

I know Toady is adding a lot of animals, and I will probably use some of them as basis, but right now I'm trying to get as many different species as I can in the game (grouping them by Class, Order, Family, and Genus). I am planning on doing a couple different run throughs of the creatures, my first is giving them accurate descriptions, biomes, speeds, sizes, and littersizes. My next run through will be giving them proper clustersizes, population numbers, and any unique traits that may fit that particular species, and finally giving them properly colored body parts (snow leopards different from clouded leopards different from normal leopards etc...) with the proper ratios for genetic variants (white lions, black jaguars, etc...)

Currently I am done with my first run through of the Mammalia of the Carnivora order (felines, canines, bears, weasels, seals, etc...) which is about 140 species or so (I dropped all animals with great in their name so that I can create great variants later that are actually great in size, and I dropped all animals that are named after people, like the Geoffrey's cat, and all animals that are named after places, like the Iriomote cat, and changed the ones I could, like the Chinese Mountain Cat, became the Mountain Cat).

Right now I can get about 20 to 30 species done with the first run through a day, which means it will only take me about 10 years to get all the species done!
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Jactus Cack

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Not sure if this is a bug but I generated a new region since my previous two had all fortresses inhabited only by animals, and now my new region has the fortress problem fixed and I can play as a bronze colossus outsider. I have to say I really love this mod right now!  :D
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UltraValican

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Not sure if this is a bug but I generated a new region since my previous two had all fortresses inhabited only by animals, and now my new region has the fortress problem fixed and I can play as a bronze colossus outsider. I have to say I really love this mod right now!  :D
Thats not a bug, If a fortress fell in legends it will be populated by animals(implying that it is now a ruin)
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