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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1241771 times)

Broseph Stalin

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All right, now I have the Genesis versions in a state that I declare to be playable.
(new keybindings, two new announcements, init file's tile track tile declarations, arena.txt change copied etc)

*** ASCII: http://dl.dropbox.com/u/8967397/Genesis_3408b_ASCII.zip ***
*** Phoebus: http://dl.dropbox.com/u/8967397/Genesis_3408b_Phoebus.zip ***
*** Ironhand: http://dl.dropbox.com/u/8967397/Genesis_3408b_Ironhand.zip ***
"h" key to define routes, without that minecarts do nothing. "H" for hotkeys.

Changelog:
Spoiler (click to show/hide)

Spoiler (click to show/hide)

d-T to designate tracks. Engraver job.
q-w on a stockpile for wheelbarrow something. Choose 0-3 barrows for this stockpile.
I guess the floor hatch symbol will be all right for either minecart or barrow.
"k" on barrow or cart, enter to view, in there can set a follow-camera hotkey! or just k-F on it.
"h" to define routes, without that minecarts do nothing I guess. "H" for hotkeys.

Note: Is it just me, or is one crossbow shot in adventurer mode the same duration as 3-5 animal movement steps?

Edit: Yay, got a minecart hauling ore! And didn't need to watch or read a tutorial.
Errorlog has new lines like DOUBLE TAGGED ITEM: Store Item in Stockpile, gold nuggets // DOUBLE TAGGED ITEM: Store Item in Stockpile, silver nuggets
I think toady mentioned the crossbow thing before, IIRC he couldn't figure out how to allow a character to move during the "reload" times.

Mrhappyface

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I though the Orc language files were a bit weird (being half Orc/Nord myself), and realized that's all in Onyomi, and not contemporary Japanese. Makes more sense, considering the medieval setting.  :D
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TuefelHundenIV

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I had a thought.  If dwarves can ride minecarts would it not be possible to mod in mounts?  Base it on both wagons and  mine cart code.
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TomiTapio

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I had a thought.  If dwarves can ride minecarts would it not be possible to mod in mounts?  Base it on both wagons and  mine cart code.
Yeah, but modders can not add a "get on mount" command in adventurer mode. Toady has not put in the code that lets fort mode citizens get on mounts (they'd need AI code (if-tame-mount-nearby-and-would-speed-my-travel) for that, or a thing in military assignments screen).
And Minecarts are limited to moving on tracks and are container-type furniture. And wagons are special limited-movement animals.
And dwarves traditionally do not ride.

Currently trying the Brain Stem minimod in my Genesis Ironhand world. its thread: http://www.bay12forums.com/smf/index.php?topic=103404.0
Animated armors killed 90% of citizens :´( Three survivors ALL RUNNING AROUND BABBLING. While two caravans. Then the insane ones died and fort ended.

Hey guys, DwarfTherapist-0.6.12 and newer now autodownload the .08 memory layout data!
« Last Edit: May 16, 2012, 09:01:06 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

Tirion

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I had a thought.  If dwarves can ride minecarts would it not be possible to mod in mounts?  Base it on both wagons and  mine cart code.
Yeah, but modders can not add a "get on mount" command in adventurer mode. Toady has not put in the code that lets fort mode citizens get on mounts (they'd need AI code (if-tame-mount-nearby-and-would-speed-my-travel) for that, or a thing in military assignments screen).
And Minecarts are limited to moving on tracks and are container-type furniture. And wagons are special limited-movement animals.
And dwarves traditionally do not ride.

Currently trying the Brain Stem minimod in my Genesis Ironhand world. its thread: http://www.bay12forums.com/smf/index.php?topic=103404.0
Animated armors killed 90% of citizens :´( Three survivors ALL RUNNING AROUND BABBLING. While two caravans. Then the insane ones died and fort ended.

Hey guys, DwarfTherapist-0.6.12 and newer now autodownload the .08 memory layout data!

Dwarves are traditionally not riding horses. http://i217.photobucket.com/albums/cc4/Borf_the_Dwarf/BW_Thundertusk_Cavalry.jpg :D
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TuefelHundenIV

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Modders also modded in magic and breath attacks before toady made them available to adventure mode.  Along with a host of other features.  I am sure the various clever modders can figure something out.
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Deon

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I can make you a stick horse, does that count?
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Dwarfiame

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It seems that my dwarf fortress game with the latest mod update crashes when the season changes to winter. It's a slight improvement to when it used to crash when it changed to fall but still bad. If anyone can help me fix this that would be grand.
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Broseph Stalin

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It seems that my dwarf fortress game with the latest mod update crashes when the season changes to winter. It's a slight improvement to when it used to crash when it changed to fall but still bad. If anyone can help me fix this that would be grand.
Is it crashing or just locking up? Sometimes vanilla locks up when the game tries to freeze all the water on the map at once.

Dwarfiame

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It seems that my dwarf fortress game with the latest mod update crashes when the season changes to winter. It's a slight improvement to when it used to crash when it changed to fall but still bad. If anyone can help me fix this that would be grand.
Is it crashing or just locking up? Sometimes vanilla locks up when the game tries to freeze all the water on the map at once.
It crashes entirely. It could be that as it only crashes at winter. I usually play on maps with a river running through it. I also play on larger than normal maps so that could be a problem too, usually 3x4 tiles. If playing on smaller maps would help then I would do that.
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TomiTapio

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If you want to try the three-part brain in Genesis,
use these three files http://dl.dropbox.com/u/8967397/DF%20Genesis%20Brain%20Stem%20modpack%20May16.zip
and roll a new world. Quick to try an adventurer who aims for the head.
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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

TuefelHundenIV

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Deon: Lol. 

I would not be surprised if toady puts out mounts in the not so distant future.
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Deon

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Yeah, you can already fast travel on minecarts (it produces a bug though, the minecarts disappears from under you the moment you stop travelling and you fly in the direction you were moving before fast travel), so there's a lot of bugs and tweaks to sort, but it's a more or less working system for mounts already.



I'm continuing to work on Genesis 4 more.

Today I've added two hostile races: barbarians and undead.

Barbarians consist of: goblin bowmen and spearmen, orcish crossbowmen and swordsmen, barghest wrestlers, minotaur axemen and troll macemen.
Undeads consist of: skeleton spearmen and archers, revenant pikemen and axemen, zombie wrestlers, wraith swordsmen and lich macemen (called "lich masters"). Liches raise undead, but they are rare.

I will use the "natural skill for a specific caste" trick to make appropriate tiles for them.

I am going to go with the "multi-caste hostiles" system for almost any race which sieges you, it adds variety and fun (and different types of enemies, because when the only thing which makes them different is a weapon, it becomes boring).

And yes, Genesis 4 is harder :P.



P.S. I've added nords too, but I am not sure about "keepers". I want to invent a few fantasy names for human races, and make a few different creatures to be a possibility for plains' humans (like subterranean people can be fishmen, lizard men etc). I will make them different only by looks (various eye color/skin color/hair combinations, descriptions and race names), it will make humans more diverse without going into the "omg racism" field.

But I will keep nords as a separate race, they are badass. I plan to name them nibelungs, niblungs, nyblings or niflungs. I will let TomiTapio to pick the name.
« Last Edit: May 17, 2012, 01:16:54 am by Deon »
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Meph

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If you are looking for more human "races" why not take ancient rl-civs ? Azteks pack quite a punch, with their crazy sacrificial magic, feathered-snake gods, obsidian swords and jaguar pelts.

PS: Heh... competition. :)
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Tirion

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New race? How about something like the http://dragonage.wikia.com/wiki/Darkspawn? It'd be more a god-bestowed curse than an entity, but one that can easily become a massive threat during worldgen.
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"Fools dig for water, corpses, or gold. The earth's real treasure is far deeper."
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