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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1229235 times)

Medicine Man

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1950 on: July 16, 2010, 08:26:17 am »

That should do it.
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1951 on: July 16, 2010, 08:58:10 am »

Sorry for being random and off topic, but I must know: TomiTapio, are you taking over for Deon or filling in for a while? He hasn't been online in a while, and you seem to be working on some things in the mod.

I'm just fine-tuning things for myself. Can't be arsed to make creature graphics or 20 hours of weapon testing. But I can let people download my version of genesis,
here's my current raws: http://dl.dropbox.com/u/8967397/DF3110genesis281-Tomi-raw.zip
Have 4 kinds of dogs and 2 kinds of cats. Giant Gargoyle and Giant Otter too. The new creatures don't have a graphic tile :) So they're the corpse symbol 255.

Have one type of gibbon and "camel", got tired of "twooo-huuumped caaaamel leather". No illithids at all, and dogs & horses are faster than in vanilla.
Oh and the megabeasts ignore traps and come quite much sooner, get those first migrants to train! Also altered dwarf caste ratios to get more males, had 8 males 55 females a few forts ago.

After generating a world, check that there are still goblins around (Control-Find in world_sites_and_pops.txt).
Spoiler (click to show/hide)

http://dl.dropbox.com/u/8967397/announcements.txt    http://dl.dropbox.com/u/8967397/world_gen.txt
« Last Edit: July 16, 2010, 09:19:02 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

bobbens

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1952 on: July 16, 2010, 09:53:13 am »

Move the end date back a couple hundred years or so?

What's the reasoning behind that? More time allows more civilizations to grow and not kill each other out? Why do the illithids always get massacred? I'd love to be able to create some awful evil world where you have to keep 50% of your dwarves as military and get sieged constantly by snakemen, goblins and illithid.

Oh and the megabeasts ignore traps and come quite much sooner, get those first migrants to train! Also altered dwarf caste ratios to get more males, had 8 males 55 females a few forts ago.

Would changing the megabeast thing affect a game in progress?
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kilakan

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1953 on: July 16, 2010, 09:58:15 am »


Oh and the megabeasts ignore traps and come quite much sooner, get those first migrants to train! Also altered dwarf caste ratios to get more males, had 8 males 55 females a few forts ago.

Would changing the megabeast thing affect a game in progress?
If you change it in the init/ raws of the save game folder it does.
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Nom nom nom

Medicine Man

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1954 on: July 16, 2010, 10:26:35 am »

Ass brute? XD
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Haspen

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1955 on: July 16, 2010, 12:27:09 pm »

Ass brute? XD

Just an old word for 'donkey'.

Don't get yer imaginatin' all excited, son'.
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coinich

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1956 on: July 16, 2010, 02:00:07 pm »

Move the end date back a couple hundred years or so?

What's the reasoning behind that? More time allows more civilizations to grow and not kill each other out? Why do the illithids always get massacred? I'd love to be able to create some awful evil world where you have to keep 50% of your dwarves as military and get sieged constantly by snakemen, goblins and illithid.

Yeah, thats the idea.

Do the Display Cases actually work, and if so, what are they for?
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1957 on: July 16, 2010, 02:15:37 pm »

Oh and the megabeasts ignore traps and come quite much sooner, get those first migrants to train! Also altered dwarf caste ratios to get more males, had 8 males 55 females a few forts ago.
Would changing the megabeast thing affect a game in progress?
Shouldn't, just on next roll-if-megabeast-attacks check the conditions are different (less population required for attack.) I was mighty annoyed when a wildlife-catching cage trap stopped a mighty and huge Hydra. Hydras should be the size of a few workshops, not the size of half a cave-ogre.

Deleting creatures and items and civs breaks the most across different raws. Adding creatures to save's raws should work fine.
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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

TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1958 on: July 16, 2010, 02:38:17 pm »

This should be interesting... my 2nd siege of .31.xx arrived, it's year 5 late autumn. We have 620k wealth and 97 dwarves.
Spoiler (click to show/hide)

wtf we have a caged "Stray Raptor Furnace Operator". So I remove CAN_LEARN from raptors.
« Last Edit: July 16, 2010, 02:59:49 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

bobbens

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1959 on: July 16, 2010, 02:57:14 pm »

This should be interesting... my 2nd siege of .31.xx arrived, it's year 5 late autumn. We have 620k wealth and 97 dwarves.
Spoiler (click to show/hide)

Damn, I think I'll have to make a new fort. I've only had some "provoked" fights so far in the cavern. I have 2.5M wealth and 81 dwarves. Where art thou snakemen?

Spoiler (click to show/hide)

EDIT:
Spoiler (click to show/hide)
« Last Edit: July 16, 2010, 03:52:38 pm by bobbens »
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Lord Shonus

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1960 on: July 16, 2010, 05:34:16 pm »

Do the Display Cases actually work, and if so, what are they for?
The display case is made of a block, clear glass box, and any item. Intended to allow craft artifacts to boost room value by making them buildable, they also have a purely decorative use.
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On Giant In the Playground and Something Awful I am Gnoman.
Man, ninja'd by a potentially inebriated Lord Shonus. I was gonna say to burn it.

rynait

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1961 on: July 16, 2010, 06:25:37 pm »

hello all,

well after not appreciating the illithids and certain races to crowd out a medium map,  I broke up the entity_default.txt
into "several" race text files.  This allows me to "ahem, rename a race file to bak" and make the selected race disappear
from the world generate.

I already attempted to break down the creature_standard to achieve the same "oops intention" 
and that did not work quite well.

So for now, the only way to get rid of certain races from your map, is to remove the undesirables from the
entity_default.txt and regenerate.

If someone wants my "breakdown" entity text files, ask!!

Rynait




 
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coinich

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1962 on: July 16, 2010, 06:40:34 pm »

Do the Display Cases actually work, and if so, what are they for?
The display case is made of a block, clear glass box, and any item. Intended to allow craft artifacts to boost room value by making them buildable, they also have a purely decorative use.

Ah.  I must've failed in making them; I immediately made one with granite rocks thinking it was apart of the construction.
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Lord Shonus

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1963 on: July 16, 2010, 06:45:31 pm »

So you put a granite rock on display.
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On Giant In the Playground and Something Awful I am Gnoman.
Man, ninja'd by a potentially inebriated Lord Shonus. I was gonna say to burn it.

coinich

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1964 on: July 16, 2010, 09:59:21 pm »

So you put a granite rock on display.

Yep.  :D

Hey Deon, if you're interested, I made a weight set workshop to compliment the Training Dummies and the Obstacle Courses so we can train Shield and Armor skills now.
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