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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1228379 times)

Deon

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Nathail, grab the /data/speech, /data/art, /data/init, and /raw folders, and replace them with the vanilla ones in the MAC version.

TomiTapio, I am halfway done through sorting vanilla mundane creatures. Soon I will move on fantasy ones.

About crossbows, I plan to remove arrow/bolt difference (maybe). Too often people mix bowdwarves and crossbowdwarves in one squad and end up with mixed ammo.

Regarding weapon types, it will be:
Code: [Select]
bow->composite bow->singing bow
   ->razor bow

crossbow->heavy crossbow->arbalest
        ->axebow
Those are the upgrade paths.
You will be able to upgrade basic ranged weapons to more dangerous in melee versions immediately, or walk the longer path to get more dangerous ranged weapons.

I also work on minor additions while I sort creatures to stop me from getting mad from repetition. I've modded in "royal carpentry" which can make fancy/noble/royal beds/chairs/tables. The reagents determine the output. You need cheap wood for fancy, common wood for noble and red wood for royal furniture. Also other reagents are cloth for bed/chair and decorative rock (new class of rocks) for the table. The result will be a wooden piece of furniture decorated with another reagent.
« Last Edit: April 21, 2012, 06:59:50 pm by Deon »
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Deon

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Regarding animals, this is what I've got so far:
Spoiler (click to show/hide)
I just sorted vanilla creatures and separated them by biomes. As you see, a lot of biome swapping/balanced is needed to keep all biomes with herbivores/omnivore/predators. I will start working on that as soon as I finish with sorting vanilla creatures (by sorting I don't mean "copy-pasting", I go through and organize all of their raws).
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

TomiTapio

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I'd like Reindeer and Hyena there.
Also, Moose and Elk like the temperate parts too.
Seems you needs many swamp/marsh animals there.
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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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I already have a lot, I've progressed forward since then. And I don't want cross-temperature animals, I want to have unique creatures for arctic/temperate/tropical/desert biomes. I have enough to fill all the places :).
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Logrin

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It's statements like that Deon that make me think this will -always- be my favorite mod.
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What monstrosities would walk the streets, were peoples faces as unfinished as their minds.

hobbles

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Deon this is an amazing mod and have been using it for a while now, keep it up. I do have a question though I got the latest Genesis mod and the Iron Hand engravings are not the same as the engravings for regular fortress. I'm getting a whole bunch of little picture of chairs, tables, and dead dwarves. Im not sure if its just mine but all those little images all over the floor and walls are driving me crazy. Any tips on how I can change it back to the smooth walls with little swirls. The screen shot shows the floor was engraved with the little icon images.
« Last Edit: April 26, 2012, 01:12:37 pm by hobbles »
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Deon

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You can toggle "show engravings" in your init files, you can also show/hide them with the designation menu (the same one where you mass-dump and hide/show items).

P.S. In your data/init/d_init.txt, change [ENGRAVINGS_START_OBSCURED:NO] to [ENGRAVINGS_START_OBSCURED:YES]. Those which you already have unobscured you will have to obscure through the designation menu.
« Last Edit: April 26, 2012, 01:22:14 pm by Deon »
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hobbles

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Thanks alot man, again keep up the great work.
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cerberus00

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I had an idea for a weapon and I would like to run it by you unless it has already been suggested. I always thought that a sling weapon would be useful for the early days of a fort, especially if wood was unavailable but there was a supply of leather or cloth to make slings. A stonecutter's workshop could have a reaction to make shot, and clothiers or leather workers could fashion slings. Shot would be weaker than metal crossbow bolts, but maybe stronger than rocktip bolts, with less range and a blunt damage type.

I really like this mod a lot and cant wait for the next update! Masterwork has been entertaining lately but I've always leaned towards Genesis. The only thing I'd like to see is a more simplified clothing/armor system, as it doesn't really make sense to me to stack multiple pieces on my militia and have them effectively look like Ralphie's younger brother from Christmas Story.  :)
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Deon

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I thought about slings and throwing weapons. The only thing that stops me is the ton of possible problems with new ammo (and mixing squads with different ammo).

On the bright side, for Genesis 4 I've reworked all vanilla animals, added a few more and reworked semimegabeasts. Time to add new creatures and races.
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TomiTapio

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I had an idea for a weapon and I would like to run it by you unless it has already been suggested. I always thought that a sling weapon would be useful for the early days of a fort, especially if wood was unavailable but there was a supply of leather or cloth to make slings.
Bone bolts. Loooots of bone bolts from animals your hunters bring. (like 6 hunters, 8 herbalists, 6 engravers, because so many fisher/potasher immigrants need new jobs.)
Other option: set world to have more embark points, always bring 30 logs, or lots of wooden/copper bolts.
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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

Jackledead

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This may apply to both of you, but Tomi, I'm using your most recent version, and i noticed a typo in the in-game description of Shield Clan dwarfs at the bottom of a dwarf's view-screen.

"...mindset of Shild Clan..."

P.S. Great work both of you, I really appreciate what you guys do.
« Last Edit: April 28, 2012, 01:38:25 am by Jackledead »
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Battle Axes.
Make you feel like a Lumberjack!

More like a Limberjack
-bitesh

Tirion

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I'm going to come back to DF after a few months, my last proper fort was Genesis before the vampire release. Anything I should be aware of?  ;)

Someone please link that caste-recognizing DT download, please :)
« Last Edit: April 28, 2012, 09:03:20 am by Tirion »
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"Fools dig for water, corpses, or gold. The earth's real treasure is far deeper."

TomiTapio

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I'm going to come back to DF after a few months, my last proper fort was Genesis before the vampire release. Anything I should be aware of?  ;)
Notes from my sub-releases:
Spoiler (click to show/hide)

This may apply to both of you, but Tomi, I'm using your most recent version, and i noticed a typo in the in-game description of Shield Clan dwarfs at the bottom of a dwarf's view-screen.
Fixed, will be in my next sub-release, if there is one. Hmm it seems I have made many tunings to my in-use Genesis that are not yet in the sub-release.
Could make a silly version, where humans and elves are your enemies and the baddies your pals.

DwarfTherapist at http://code.google.com/p/dwarftherapist/ but you might want the one that Deon bundles with his Post-Apocalypse mod.
« Last Edit: April 28, 2012, 04:16:51 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

Tirion

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I noticed a possible problem- shouldn't the Hammerer be appointable from the start? I have 140 pop and the option has yet to appear in the Nobles screen.
« Last Edit: April 30, 2012, 08:03:18 am by Tirion »
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"Fools dig for water, corpses, or gold. The earth's real treasure is far deeper."
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