Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 171 172 [173] 174 175 ... 642

Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1246888 times)

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2580 on: August 19, 2010, 02:02:14 pm »

Wow, ezrakim siege, seriously? Did they get their diplomat dead? Eh...


I am working on weapon overhaul in my free time.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2581 on: August 19, 2010, 03:46:22 pm »

I'm axing most of the underground plants.

There're no more "cave carrots, cave cucumbers, cave cotton" etc.. Some of them moved aboveground (there're carrots, cucumbers, cotton and some other previously UG-only plants on the surface).

I've got underground-themed plants from Underdark compilation instead. It really got on my nerves to see dark caverns filled with cave rice, carrots and tomatoes...

Now there're: shard thorns, purple stalks (which are brewed into a finest royal wine), blood boils, glow berries, stone roots and crystal canes. Some of old UG plants remained, but underground should be more unique now (I am getting new tiles for those plants).
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Mudcrab

  • Bay Watcher
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2582 on: August 19, 2010, 04:17:05 pm »

Good idea. There is far too much greenery in the mod. (and not enough in my possession)

Anyway... From what I can see strange things happen during World Gen with this mod. There is an Illithid Civilization that seems to just incorporate every race into it. From what I can see in legends countless battles have been fought with Illithids, demons, elves etc on the same side. All very confusing!

Lord Shonus

  • Bay Watcher
  • Angle of Death
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2583 on: August 19, 2010, 04:23:47 pm »

That happens all the time anyway.
Logged
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.

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2584 on: August 19, 2010, 04:30:49 pm »

Yep, try to use Genesis mapscript, it's small enough (Medium size) not to hang your PC and it should have enough space and biomes for every race to survive.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2585 on: August 19, 2010, 04:52:48 pm »

Anyway... From what I can see strange things happen during World Gen with this mod. There is an Illithid Civilization that seems to just incorporate every race into it. From what I can see in legends countless battles have been fought with Illithids, demons, elves etc on the same side. All very confusing!
I made my flayers non-babysnatchers, since they implant their young into the brains of the slaves, becoming *new mind flayers*.
Logged
==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

Mudcrab

  • Bay Watcher
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2586 on: August 19, 2010, 06:38:49 pm »

Oh, its those demons fucking around.

Tricking fools into believing silly things! Making some very complex wars...

omglazers

  • Bay Watcher
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2587 on: August 19, 2010, 06:57:03 pm »

omglazers: I will make a "simplified" plant template and make other plants optional (as a separate txt download). You're right, it seemed cool at first when I've made it, but with time it gets old and annoying. Plus, not cookable seeds is not a feature, I just forgot to fix it.

If you need help doing code monkey work or anything of the sort let me know.

It's really awesome. Trust me. The length and amount of plants is kind of overwhelming.

Wherein lies the problem. It's so many, I honestly had trouble dealing with it! Same with dogs somewhat; although I guess I can tell the difference between a wiener dog and a mastiff easily :P

I think the best thing to do is make sure that anything underground has no relation in name to anything above ground. No point in cave rice and normal rice, or cave tomatoes and normal ones!

« Last Edit: August 19, 2010, 07:00:55 pm by omglazers »
Logged

Medicine Man

  • Bay Watcher
  • Pile the bodies, set them aflame.
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2588 on: August 19, 2010, 10:18:47 pm »

Hey Deon.I have an idea for another magic reaction,Turn rock into metal bar,it turns a rock into a random metal bar but if you have a low concentration skill it is very likely just to produce copper.And I have another idea,Magicly forge a weapon out of a metal bar,that explains itself right?

(edit)Lost adventurers can kill themselves with their own breath,I had one completely melting.

(edit)Lost adventurers also cannot be butchered in Adventure mode

(edit)Lost adventurers get melted by other lost adventurer breath,not theirs.

(edit)How about adding an ice bolt and arrow?
« Last Edit: August 19, 2010, 10:55:06 pm by Dwarf mc dwarf »
Logged

Nat

  • Bay Watcher
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2589 on: August 20, 2010, 05:41:17 am »

Wow, I leave for a week and come back to 14 pages of updates....

Nuts.
Logged

Medicine Man

  • Bay Watcher
  • Pile the bodies, set them aflame.
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2590 on: August 20, 2010, 06:04:17 am »

Deon,the ratmen are known as NOTHINGS instead of ratmen in the arena.
Logged

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2591 on: August 20, 2010, 06:09:03 am »

They are known as ratmen and ratwomen.

You've made some error.

P.S. Oh snap, they crash arena for me, I don't know why. I will look into it.

P.P.S. Oh I see, I've defined castes twice. Thank you! I will fix it.
« Last Edit: August 20, 2010, 06:13:05 am by Deon »
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2592 on: August 20, 2010, 06:34:11 am »

I should release a fix this evening.

I've balanced swords and daggers. Daggers do not cut lowerbodies off and generally suck :P. However you can still slash a throat and stab guts, and rarely you can cut off heads and hands (but it happens VERY rarely).

Short swords mainly cut legs and arms and very rare chop them off. They are better at slashing than daggers, 3 daggermen vs 3 swordsmen lose in 85% cases. However I removed stabbing attack from them so they are unlikely to damage organs without a good attack.

Long swords are 1.5 bigger than short swords so they decapitate and dismember twice more often than short swords, so they are closer to axes here. Still most of the attacks are muscle cutting/bone damage.

Two-handed swords dismember approx. in 50% cases.

All other swords are based on dagger-short-long-2handed system, sometimes they are better, sometimes not.

Note that all above tests were against clothing, so with armor swords are much less deadly and spears shine here, so they have their place (swords better vs. lightly armored enemies, spears are better vs. heavily armored enemies).
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Medicine Man

  • Bay Watcher
  • Pile the bodies, set them aflame.
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2593 on: August 20, 2010, 06:51:32 am »

P.P.S. Oh I see, I've defined castes twice. Thank you! I will fix it.
That might be why I had the priest worshipping the raws glitch.Also Bile Demons description just says Bile Demons.
« Last Edit: August 20, 2010, 07:48:11 am by Dwarf mc dwarf »
Logged

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2594 on: August 20, 2010, 08:11:48 am »

ratman, dark dwarf, skunk got wrong genitals somewhat. (searched for "malegen")
Logged
==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
Pages: 1 ... 171 172 [173] 174 175 ... 642