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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1242283 times)

Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
« Reply #1155 on: May 24, 2010, 10:06:12 am »

- 1.8: added dragon raptors (thanks Asfghn) and raptors, added Deep Ones (Zargen); added altars (Altar of War and Altar of Nature)

Altar of Nature: Sacrifice remains (takes a vermin corpse, has a chance to give a moonberry seed); sacrifice ash (takes ash, has chance to give wood)

Altar of War: Sacrifice a weapon (takes a weapon, has a chance to give gold and steel bars and a rare chance for an artifact weapon, 11 artifact types so far).

Also ASCII version is up too.

Enjoy!
« Last Edit: May 24, 2010, 10:07:47 am by Deon »
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Lancensis

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
« Reply #1156 on: May 24, 2010, 10:34:12 am »

Artifact weapons? Wow. Do they have names/decorations?
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
« Reply #1157 on: May 24, 2010, 10:56:11 am »

You cannot make decorated weapons through reactions, so they are very powerful weapons made of steel with unique names, that's all. Sadly no quality levels :(.

- Scimitar of Viper Lord
- Sword of Champion
- Dread Claymore
- Whip of Hell Slaver
- Flail of Soul Reaper
- Pick of Mountain King
- Morningstar of Heavens
- Hammer of Cloud God
- Maul of Armok
- Axe of Giants
- Pike of Dragonslayer

I plan to add a few dozens more but not to place them somewhere so they would be able to be made through weaponswith moods only.
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Lord Shonus

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
« Reply #1158 on: May 24, 2010, 11:23:44 am »

Is it possible to have the same type of reaction added to a computer civ and have the rarity work correctly? If so, a set of themed weapons for each race would be really cool.
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Man, ninja'd by a potentially inebriated Lord Shonus. I was gonna say to burn it.

Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
« Reply #1159 on: May 24, 2010, 11:27:16 am »

If you add weapons, I think they use it anyway. It may work as for clothing though, I just haven't tried. But it's not what you want, it would still be: either they have it or not. So either they won't have those or anyone of them may have tons of it, so it wouldn't work for artifacts.
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Lancensis

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
« Reply #1160 on: May 24, 2010, 11:49:45 am »

You cannot make decorated weapons through reactions, so they are very powerful weapons made of steel with unique names, that's all. Sadly no quality levels :(.

- Scimitar of Viper Lord
- Sword of Champion
- Dread Claymore
- Whip of Hell Slaver
- Flail of Soul Reaper
- Pick of Mountain King
- Morningstar of Heavens
- Hammer of Cloud God
- Maul of Armok
- Axe of Giants
- Pike of Dragonslayer

I plan to add a few dozens more but not to place them somewhere so they would be able to be made through weaponswith moods only.

Ahhhhh. You sneaky devil. Very clever.
They'll show up in the demonic fortresses too, I believe, but that seems fitting, anyway. In fact, it'd be far more interesting if ONLY the custom weapons showed up there, but never mind.
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darkedone02

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
« Reply #1161 on: May 24, 2010, 03:39:44 pm »

this is strange, I have 3 miners, 2 of them have suffer from this constant state of dizzyness and leads bloody trails of blood, since I have [speed:1] set on my dwarfs, there dizzyness status reduce their speed to default speed (i don't know the default speed of dwarfs)... and the dwarfs are not getting cured for this nor is my doctor trying to dress there wounds to remove them from their constant state of dizzyness.

almost 1/3 of my fortress is covered with blood, mostly the bloody is covered near the entries and my farm fields. Not only that, my custom workships such as the crematation workshops won't save correctly, after I load up my save, my cremator turns to mini-trade depots... carry my finished goods such as bracelets and other crafts...
« Last Edit: May 24, 2010, 03:45:16 pm by darkedone02 »
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dav

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
« Reply #1162 on: May 24, 2010, 03:42:42 pm »

This is a feature, not a bug; check out the blacklung description.
(I personally think it's overpowered right now, and have modded it back for my personal use.)
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darkedone02

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
« Reply #1163 on: May 24, 2010, 03:47:02 pm »

This is a feature, not a bug; check out the blacklung description.
(I personally think it's overpowered right now, and have modded it back for my personal use.)

so is my custom buildings such as the cremation workshop automatically turns to mini-trade depots a feature as well when you load up your save?
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dav

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
« Reply #1164 on: May 24, 2010, 03:54:50 pm »

No, that's a bug!  Custom workshops are a little bit wonky now.  Constructing/deconstructing seems to fix things, usually for the long term, but every so often, things will devolve.  It doesn't seem to be particular to Genesis, and there's reports in the bug tracker.
Mine just turn useless, though, and change tiles, with the new title "Custom Workshop" - they don't turn to depots.  So maybe you have a shiny version of the bug?
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darkedone02

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
« Reply #1165 on: May 24, 2010, 03:57:02 pm »

probably because my trading depot is nearby the graveyard and cremation workshop that causes that to happen.
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
« Reply #1166 on: May 24, 2010, 05:01:11 pm »

Save-loading fixed it for me. But not always. Just save and reload.
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jasonxfri13th

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
« Reply #1167 on: May 24, 2010, 06:13:55 pm »

Are the changes save game compatible?
Except I guess there would not be any of the new animals.
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Zargen

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
« Reply #1168 on: May 25, 2010, 04:10:44 am »

Going to release another version of the Deep One soon, did a lot of little tweaks to get it more in line with an actual deep one.
Notes -
Tweaked to be a little bit bigger.
They actually claw you now! FINALLY! They still wrestle, but they grab a lot less now.
They also love to bite - tweaked to add fangs to them.
Kick allocated to secondary
Some body structure shuffling, nothing noticeable except for the change from hands to claws.
Removed ears/nose.
Big increase in speed while in water due to well...living there.

Hey! Altars and Raptors version? What? No love for deep ones!? You better stay away from the water my friend >:I

Spoiler (click to show/hide)
« Last Edit: May 26, 2010, 06:09:23 am by Zargen »
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Medicine Man

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.8 ϟ] - Altars and Raptors
« Reply #1169 on: May 25, 2010, 07:34:43 am »

At last i can make an altar and chain a giant toad to it to make an altar to toady one!!!!
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