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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1248834 times)

Deon

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Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [v.08]
« Reply #105 on: April 07, 2010, 11:45:02 am »

Fort mod needs some love.

I work on some additions to it, and 0.85 will have them.

A teaser:

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Deon

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Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.085 ϟ]
« Reply #106 on: April 07, 2010, 12:20:04 pm »

.085 is out, featuring Dwarven Healthcare mod.

You can download a stand-alone versions of this minimod here:
✖ Dwarven ❤ Healthcare ✖ [ϟ MINIMOD ϟ]
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Digital Hellhound

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Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.085 ϟ]
« Reply #107 on: April 07, 2010, 12:39:45 pm »

I'm now downloading this for the second time. This thing has seriously grown in only two or three days!
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Deon

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Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.085 ϟ]
« Reply #108 on: April 07, 2010, 12:54:53 pm »

You will have to download it third time within 10 min. Because I am releasing a version with added training dummies. :P
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Deon

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Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.085 ϟ]
« Reply #109 on: April 07, 2010, 01:16:37 pm »

v. 086 is released

Now with training dummies. Also dwarves got training hammers and maces.

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DennyTom

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Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
« Reply #110 on: April 07, 2010, 01:22:11 pm »

Hi, is it possible to prevent black lungs and iron poissoning with some protecting gear?
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Deon

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Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
« Reply #111 on: April 07, 2010, 01:24:30 pm »

DF has no oxygen tanks possible yet so dwarves need to breathe from outside, so no protective gear (sadly).

But your best idea would be to draft in mining those dwarves who have very high disease resistance. All these poisoning things can be resisted pretty well.

I find it to be a pretty interesting game mechanic; before I turned anyone I want (or rather randomly) into miners, now if I want them to live I should check their health and resistance first.
« Last Edit: April 07, 2010, 01:26:06 pm by Deon »
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EuchreJack

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Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
« Reply #112 on: April 07, 2010, 01:36:23 pm »

Ok, I added Genesis Mod to my profile.  Can I please be credited as playing?

EDIT: Just so I'm not only whining, glad to see health care training was added.  I tend to send out Peasant dwarfs as initial settlers (no skills), so the ability to make someone into a decent doctor without waiting for excessive casualties (which would require said doctor to do other things anyways) is appreciated.  Found Magma on my map, so haven't mined coal yet.  By the way, I noticed 4 titans on a smaller map with 12 civilizations leads to all or almost all of the civilizations destroyed in 200 years.  The exception is my current game, where the megabeast ruling one goblin civilization managed to survive to the present day (1051 AD).  It may just be that four titans is too much in the vanilla game for a smaller map.

Deon

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Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
« Reply #113 on: April 07, 2010, 01:46:34 pm »

Well, I always generate large worlds, otherwise dragons, hydras, colossi, titans (and now balors) put civilizations to ruins.

Thank you for playing :).
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orcishwarrior

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Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
« Reply #114 on: April 07, 2010, 01:56:23 pm »

loving all your new updates, man your releasing one every few hours that's insane!!! i am honored to be on your people who play this mod list  ;D
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Grax

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Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
« Reply #115 on: April 07, 2010, 02:01:06 pm »


[REACTION:IRONWOOD_MAKING]
[NAME:make brass bars (use ore)]
[BUILDING:SMELTER:NONE]
[REAGENT:A:1:WOOD:IRONWOOD]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:IRONWOOD_HARDENED][PRODUCT_DIMENSION:150]
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Grax

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Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
« Reply #116 on: April 07, 2010, 02:16:37 pm »

Also i propose to add another variation into c_variation_default.txt


[CREATURE_VARIATION:PIGMY]
   [CV_REMOVE_TAG:NAME]
   [CV_REMOVE_TAG:GENERAL_CHILD_NAME]
   [CV_REMOVE_TAG:GENERAL_BABY_NAME]
   [CV_REMOVE_TAG:CASTE_NAME]
   [CV_REMOVE_TAG:CHILDNAME]
   [CV_REMOVE_TAG:BABYNAME]
   [CV_REMOVE_TAG:SMALL_REMAINS]
   [CV_REMOVE_TAG:DESCRIPTION]
   [CV_REMOVE_TAG:CREATURE_TILE]
   [CV_REMOVE_TAG:PENETRATEPOWER]
   [CV_REMOVE_TAG:VERMIN_EATER]
   [CV_REMOVE_TAG:VERMIN_HATEABLE]
   [CV_REMOVE_TAG:VERMIN_GROUNDER]
   [CV_REMOVE_TAG:VERMIN_FISH]
   [CV_REMOVE_TAG:VERMIN_SOIL]
   [CV_REMOVE_TAG:VERMIN_SOIL_COLONY]
   [CV_REMOVE_TAG:VERMIN_ROTTER]
   [CV_REMOVE_TAG:VERMIN_NOTRAP]
   [CV_REMOVE_TAG:FISHITEM]
   [CV_REMOVE_TAG:IMMOBILE_LAND]
   [CV_REMOVE_TAG:TRIGGERABLE_GROUP]
   [CV_REMOVE_TAG:NOT_BUTCHERABLE]
   [CV_REMOVE_TAG:PREFSTRING]
   [CV_REMOVE_TAG:MUNDANE]
   [CV_REMOVE_TAG:FLIER]
   [CV_REMOVE_TAG:BUILDINGDESTROYER]
   [CV_NEW_TAG:LARGE_ROAMING]
   [CV_NEW_TAG:SAVAGE]
   [CV_NEW_TAG:SELECT_CASTE:ALL]
      [CV_NEW_TAG:CHANGE_BODY_SIZE_PERC:30]
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Meanmelter

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Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
« Reply #117 on: April 07, 2010, 02:17:52 pm »


[REACTION:IRONWOOD_MAKING]
[NAME:make brass bars (use ore)]
[BUILDING:SMELTER:NONE]
[REAGENT:A:1:WOOD:IRONWOOD]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:IRONWOOD_HARDENED][PRODUCT_DIMENSION:150]

lawlz
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Deon

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Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
« Reply #118 on: April 07, 2010, 02:38:33 pm »

Cool pigmys.

About ironwood: That reaction is a placeholder and is there to make sylvan elves to use hardened ironwood in their weapons. Dwarves do not do it. Still thanks for pointing that out.
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DennyTom

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Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.086 ϟ]
« Reply #119 on: April 07, 2010, 03:23:16 pm »

DF has no oxygen tanks possible yet so dwarves need to breathe from outside, so no protective gear (sadly).

But your best idea would be to draft in mining those dwarves who have very high disease resistance. All these poisoning things can be resisted pretty well.

I find it to be a pretty interesting game mechanic; before I turned anyone I want (or rather randomly) into miners, now if I want them to live I should check their health and resistance first.

I meant something like protective sheet to block dust particles. More like an air filter than much more complicated clean air supply ...

No way to reduce probability of getting the illness through inventory yet? (sry, I am not really sure what is possible to mod in right now)
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