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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1246708 times)

TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2640 on: August 23, 2010, 01:30:57 pm »

The settlement of Muscletombs died of flayer and were siege, and 30 survivors in bedrest while one recruit goes berserk.

Spoiler (click to show/hide)
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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

Morrigi

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2641 on: August 23, 2010, 04:50:44 pm »

I just downloaded this mod and tested some stuff in the arena. My lost adventurers and the human they were fighting melted, and I keep getting messages that skin is being chipped, shattered, and generally acting like it's rigid half the time. What can I do to fix this?

Anyone?
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Cthulhu 2016! No lives matter! No more years! Awaken that which slumbers in the deep!

TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2642 on: August 23, 2010, 05:43:39 pm »

I just downloaded this mod and tested some stuff in the arena. My lost adventurers and the human they were fighting melted, and I keep getting messages that skin is being chipped, shattered, and generally acting like it's rigid half the time. What can I do to fix this?
Anyone?
It's a vanilla DF issue, silly wording on skin damage. Probably there's a bug report on Mantis already. Very minor issue. Cloth cloak and robe negating elf-wood-sword attacks 100% is a bigger issue. For elf adventurers.
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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

Morrigi

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2643 on: August 23, 2010, 05:58:10 pm »

I tried the new version of Civilization Forge and the strange wording disappeared, it seems to be an issue with the mod, not DF.
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Cthulhu 2016! No lives matter! No more years! Awaken that which slumbers in the deep!

Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2644 on: August 23, 2010, 06:01:21 pm »

I will test the lost adventurers making themselves melt :). Probably molten flies was a planned behaviour but I will better rethink it.

I will make flayers to arrive later, it looks like they are too deadly to arrive early. I've lost 2 fortresses to them.

I plan to make a "scriptorium" workshop where dwarves will write "tomes" using "vellums". Vellums are made from leather. Now every library action will require a "tome" and it has 5% to be destroyed. It will at least SOMEHOW make library not free.  I don't want to flood it with components (to keep it usable) but I want some minor thing which requires the player to have at least some low tech industry before he builds a library.

Regarding two crashes mentioned in the thread, they could be DF vanilla crashes, but I am testing every existing creature to see that they all work for the next release.

P.S. Morrigi, I will look into skin. Maybe some material change by me caused DF to behave this way. Are you sure it's not a tough skin of some monster? Anyway, I am going to bed now (3 A.M.) and I will test it and make sure it works properly, thank you.
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Morrigi

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2645 on: August 23, 2010, 06:22:04 pm »

It was a few humans, a dwarf, and a few fairly mundane animals.
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Laiska

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2646 on: August 23, 2010, 10:26:21 pm »

1st , thanks for the mod everyone. now rolling a fort and trying to figure out some buildings behavior, as some of them aren't listed on the included "Manual". if someone knows how these ballgate etc workshops works i would appreciate it.
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This is a stack of 21 well-prepared creeping eye intestines roast. The ingredients are well-minced prepared creeping eye heart, minced creeping eye meat, minced creeping eye meat and minced prepared creeping eye intestines.

... Could i have some wine with that?

Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2647 on: August 24, 2010, 12:46:03 am »

Heh, if they are not listed, it means that they are mostly decorative. They may have some minor use but it's more for fun than for a profit.

I will make a better manual soon.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Emesis

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2648 on: August 24, 2010, 07:53:44 am »

Hey, I've been playing this mod and I've noticed that Orcs are not hostile. Anyone know a way I could change the entity files in order to make them siege me? I tried removing the [INTELLIGENT] and [CAN_SPEAK] tags and had no luck.
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OmnipotentGrue

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2649 on: August 24, 2010, 07:56:11 am »

You have to replace the [INTELLIGENT] tag with [CANLEARN] and [CANCIV].
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omglazers

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2650 on: August 24, 2010, 03:41:27 pm »

I can't be the only one waiting for 3.04 or whatever version with baited breath. I haven't even started a new fort since I'm stuck waiting  :P
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2651 on: August 24, 2010, 05:13:11 pm »

Yeah it'll be interesting to see the new non-lightsaber edged weapons in action.

Anyways there are probably 5 different designs of "battle axes" IRL, there's the small hatchet, woodcutter's axe, executioner's clumsy big axe, and some that are actually good on medieval battlefields (not too clumsy, but quite deadly).
Edit: on wikipedia http://en.wikipedia.org/wiki/Battle_axe

My current fort, Angelhelms:
Spoiler (click to show/hide)
« Last Edit: August 24, 2010, 05:22:29 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

omglazers

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2652 on: August 24, 2010, 05:25:50 pm »

Anyways there are probably 5 different designs of "battle axes"

AFAIC I would like to see one handed and two handed axes, and thats about it.

The last thing the limited UI space of DF needs is five axe types X_X
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Eagle_eye

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2653 on: August 24, 2010, 07:48:37 pm »

I've noticed that it doesn't seem to be possible to cut off genitals. While I can romp around as a werewolf, ripping dark elves in half with my teeth, no matter how many times I "shake ___ around by the right testicle", it only gets broken open.
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2654 on: August 24, 2010, 08:17:53 pm »

The last thing the limited UI space of DF needs is five axe types X_X

Are you comfortable with dagger, large dagger, kryss, short sword, longsword, two-handed, seax-sword, scimitar, wakizashi, katana, sabre, cleaver and sickle-sword, the current exotic swords?

Genesis axes include bardiche, bearded axe, dane axe, naginata, two glaives, great axe, ice axe and hand axe. It's just that dwarves can't manufacture them. The enemies always drop lowest-quality weapons so they're no good.

I suppose that with the nicely tested new Deon-blades we can put the exotic blades as "properly tested weapon plus or minus 7%". Or lose some race-flavor and gain some streamlining.


About the external genitals... maybe need to try something like
[BP_LAYERS:BY_CATEGORY:HEAD:SIDEBURNS:1:IN_FRONT:BY_CATEGORY:EAR]
and try to specify their location better. I know Ear and Nose can be kicked off.

I have no idea how to get pants, leggings and chain mail's "down-step" to protect the genitals.

The tentacle tissue is def wrong because of the muscle and cartilage it contains.
My current humanoid bits, if anyone is interested:
Spoiler (click to show/hide)
Of course one could add womb and bladder to the humanoids, for completeness. kidney is 100-size at the moment, as is neck and heart. Foot 120 and hand 80. Hmm just maybe... I'll make the neck and tail bigger. Huh, upper arm and liver are both 200...
« Last Edit: August 24, 2010, 08:37:57 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
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