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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1232556 times)

SirAaronIII

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25g ϟ] - ASCII, more creature updates
« Reply #7815 on: September 01, 2011, 05:37:59 pm »

oh my gaw i just cannot handle all these choices
Should I get the ASCII version or a graphical one? Because I can't play Fort mode with graphics but I can't play Adventure with ASCII. Well, I could, but it helps to have graphics in Adventure while in Fort, I'm used to ASCII.

I could probably get used to either, but I feel like I should be getting both.
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Dynastia

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25g ϟ] - ASCII, more creature updates
« Reply #7816 on: September 01, 2011, 05:51:08 pm »

So, my adventurer got zapped by Beholder gas. A few days later she's constantly drowsy, dizzy, retching and often gets 'fever' and 'in pain'. I had her sleep for about a week, and when that didn't work, retired her for a year and it's still happening.

Is this affliction permanent, or does it just refuse to wear off during fast travel/sleep/retirement and the solution is to walk her around for a long long time?
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Kromgar

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25g ϟ] - ASCII, more creature updates
« Reply #7817 on: September 01, 2011, 05:57:43 pm »

oh my gaw i just cannot handle all these choices
Should I get the ASCII version or a graphical one? Because I can't play Fort mode with graphics but I can't play Adventure with ASCII. Well, I could, but it helps to have graphics in Adventure while in Fort, I'm used to ASCII.

I could probably get used to either, but I feel like I should be getting both.
You can't play fortress mode with graphics? That seems odd.
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Kromgar

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25g ϟ] - ASCII, more creature updates
« Reply #7818 on: September 01, 2011, 07:20:03 pm »

Ok so after editing the Init from the rar/7zip i can't get it to open it just crashes. Also i will assume lazy newb pack crashes Genesis as well?

I am using the Phoebus pack i downloaded unzipped and started it worked fine then i edited the init now it wont open. (I can't play ascii i mean i dont really care about graphics but looking at ASCII makes my eyes bleed.)


Heres the Init           
 What did i do wrong?
Spoiler (click to show/hide)

I really hope i can get this resolved.
« Last Edit: September 01, 2011, 07:54:39 pm by Kromgar »
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25g ϟ] - ASCII, more creature updates
« Reply #7819 on: September 02, 2011, 02:12:18 am »

deon, what do you need! since i have no idea what you want, im going to find you some mythological cool metals, artifact weapons, and possible megabeasts.
We already have artifact weapons, they come from the altar of war.
I think the current megabeasts are plenty, although I have a "Megaparrot" POLLY WANTS A HIPPO! in my to-do list.

If you want to create something, maybe... the eat-raw plants of Chinese kitchen? And the eat-only-after-cooking ones.
Cabbages, chives(the smallest onion),
http://en.wikipedia.org/wiki/List_of_Chinese_dishes
http://en.wikipedia.org/wiki/Buddha%27s_delight
http://www.evergreenseeds.com/asveglis.html
http://www.homemade-chinese-soups.com/asian-vegetables.html
http://en.wikipedia.org/wiki/List_of_culinary_vegetables  . . pignut? salsify?

I know Deon won't like adding more plants to confuse newbies.

Everytime i start it it automatically crashes. All i do is extract it from the rar and start dwarf fortress exe in the folder and it crashes
This is Phoebus version.
Hmm, probably some DLLs are missing. Does my older ascii version work? http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_ASCII_READYTOPLAY_NoWere_NoFlay_July11.zip
Try disabling sounds in the ini, in case your set-up can't handle Ogg Vorbis files.

I could probably get used to either, but I feel like I should be getting both.
The current Ironhand version should come within a week. And of course get both, since you have such preferences.

So, my adventurer got zapped by Beholder gas. A few days later she's constantly drowsy, dizzy, retching and often gets 'fever' and 'in pain'. I had her sleep for about a week, and when that
In my sub-releases the effects last 1500 time-ticks, don't know how long in two-months-old versions.

Ok so after editing the Init from the rar/7zip i can't get it to open it just crashes. Also i will assume lazy newb pack crashes Genesis as well?
I am using the Phoebus pack i downloaded unzipped and started it worked fine then i edited the init now it wont open. (I can't play ascii i mean i dont really care about graphics but looking at ASCII makes my eyes bleed.)
You must not install Phoebus or LazyNewb on top of Genesis. Or Genesis on top of them. (or any graphical pack that touches the raws. all of those assume it goes on top of vanilla DF.)
Your init settings seem to be fine. Want to ask in the LNP thread if that crashes on you?
« Last Edit: September 02, 2011, 02:24:04 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

Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25g ϟ] - ASCII, more creature updates
« Reply #7820 on: September 02, 2011, 02:23:21 am »

Yeah, make sure you don't get RAWs from another mod/vanilla, otherwise it won't work.
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25h ϟ] - ASCII, grass update
« Reply #7821 on: September 02, 2011, 06:53:23 am »

> Download <

** 3.25h
* More creature sorting
* Added Mechanixm's reactions to the furniture workshop (more glass/rock items, wooden quern, metal beds)
* Added locusts (grasstrampling vermin), TomiTapio's idea.

* Grass reworked (now in many cases you can identify the biome by grass names)
- Common grass: short grass, thorny grass (savage)
- Tundra: tundra grass, moss, lichens (savage)
- Grassland: meadow grass
- Savanna: savanna grass
- Desert: desert plants
- Mountain: highland grass
- Forest: forest grass
- Wetland: swamp grass
- Good grass: sparkly grass, transparent grass
- Evil grass: fungal eyestalks, oily grass, wormy tendrils

* Fix: blood is red, skin gets scars.
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TheFlail

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25h ϟ] - ASCII, grass update
« Reply #7822 on: September 02, 2011, 12:52:48 pm »

Long Time Lurker, first time poster here.

I must say i really enjoy your mod Deon, not only does it massively enhance Fortressmode but it also makes Adventuremode about 10x more fun.
I especially like the Illithids both as enemies and while playing one.

I was wondering however if there was a way to make them able to talk, because eventhough anihilating hamlets and random monsters is fun it would be nice to get a few followers so i can finally take out the Titans roaming the lands.
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25h ϟ] - ASCII, grass update
« Reply #7823 on: September 02, 2011, 01:23:03 pm »

Open /raw/objects/creature_civilized.txt and add [CAN_SPEAK] under the illithid creature title ([CREATURE:ILLITHID_EMPIRE]).
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Mechanixm

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25h ϟ] - ASCII, grass update
« Reply #7824 on: September 02, 2011, 02:03:05 pm »

We still have so many more reactions for all the other workshops to go over.  I don't think version h is going to be very long lived.  :)

Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25h ϟ] - ASCII, grass update
« Reply #7825 on: September 02, 2011, 02:38:38 pm »

Yep, thank you for your contributions :D.
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25h ϟ] - ASCII, grass update
« Reply #7826 on: September 02, 2011, 03:33:34 pm »

New creatures in the work, so you would understand what awaits you in evil-savage areas in the future:



I've completed only two castes for now (infectors and roaches), but more are in the work and they are totally unique.
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25h ϟ] - ASCII, grass update
« Reply #7827 on: September 02, 2011, 04:18:29 pm »

Oops, there's some weird stuff with some of the files - some of the new creature files are not read by the game (probably some hidden symbols/file properties), I will upload a fix soon.
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Deon

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> DOWNLOAD <

** 3.25i
* Fixed creature files (now ALL of them are read by the game)
* New creature: xen (just the first caste)
- Xen infector caste
* New trees:
- evil: antiaris, black pine, blackwood, hangman tree, hairy palm, spiny cactus.
- good: crystal fir, faraway tree, golden oak, vallenwood tree.
* Mechanixm's reactions expanded stonecutter's workshop's usage greatly:
- Craft rocktip arrows (50), Craft rocktip bolts (50), Grind non-economic rocks, Craft rock animal trap,
Craft rock anvil, Craft rock axe, Craft rock bucket, Craft rock chain, Craft rock crutch, Craft rock enormous
corkscrew, Craft rock giant axe blade, Craft rock maul, Craft rock mechanism, Craft rock mechanism (magma safe),
Craft rock menacing spike, Craft rock pick, Craft rock serrated disc, Craft rock spear, Craft rock spiked ball,
Craft rock splint, Craft rock traction bench, Craft rock tube section, Craft rock vials, Cut obsidian into gem,
Cut large gem into gems.
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DeadRed88

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Dude, Deon, you are on it man. How many hours a day do you spend working on this mod? I'm really sure all the people here appreciate your dedication. I know I do.
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