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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1241903 times)

omglazers

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
« Reply #2730 on: August 26, 2010, 05:17:20 pm »

Aww, I remembered what I forgot. I've got a nice collection of worldgen scripts. I will just upload the worldgen file a bit later :).

HECK YEA
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
« Reply #2731 on: August 26, 2010, 05:24:23 pm »

Guess I'll incorporate V3.1's changes into my worlds tomorrow morning. Many thanks Deon!

more from Tailpage... damn werewolves. Went from 49 citizens to 31.

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

Miko19

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
« Reply #2732 on: August 26, 2010, 05:28:27 pm »

In this version you can use black bronze, silver, sterling silver, gold, rose gold and platinum to make weapons and armor. It was not possible before.

Deon, have you made weps + armor craftable using platinum? Because I just checked the RAW's to make it that way and it looks like someone done it before me ;)
I honestly read
Every post of this thread
:).
Wish I could say that. But I have a whole night ahead of me, so who knows!
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McBeer

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
« Reply #2733 on: August 26, 2010, 05:35:08 pm »

Thanks for new version..
« Last Edit: August 26, 2010, 05:54:48 pm by McBeer »
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Osdeath

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
« Reply #2734 on: August 26, 2010, 05:47:33 pm »

Hurrah, i now have the new version!

Although, there's one niggle, i just extracted it, the file itself has a "last modified" date of tomorrow...

Have you been time travelling Deon?
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
« Reply #2735 on: August 26, 2010, 05:50:19 pm »

Although, there's one niggle, i just extracted it, the file itself has a "last modified" date of tomorrow...
In Russia, the Last Modified Date changes you!
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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

Acanthus117

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
« Reply #2736 on: August 26, 2010, 05:53:01 pm »

Hey, TomiTapio, what're your worldgen settings so you get such open caverns?

Mine are all tiny :C
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Tarran

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
« Reply #2737 on: August 26, 2010, 05:58:42 pm »

Hey, TomiTapio, what're your worldgen settings so you get such open caverns?

Mine are all tiny :C
Set Cavern Layer Openness Minimum high, and set Cavern Layer Passage Max very low, or at 0. And tada, open caverns.
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Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

Acanthus117

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
« Reply #2738 on: August 26, 2010, 06:00:15 pm »

Oooh.

Mmmkay
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Is apparently a Lizardman. ಠ_ಠ
YOU DOUBLE PENIS
"The pessimist is either always right or pleasantly surprised; he cherishes that which is good because he knows it cannot last."

Miko19

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
« Reply #2739 on: August 26, 2010, 06:06:35 pm »

Although, there's one niggle, i just extracted it, the file itself has a "last modified" date of tomorrow...
In Russia, the Last Modified Date changes you!
You know them, epic mod makers and their time machines
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omglazers

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
« Reply #2740 on: August 26, 2010, 06:06:51 pm »

I don't think i'll start a proper fort until Deon posts his scripts
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Morrigi

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
« Reply #2741 on: August 26, 2010, 07:30:32 pm »

Deon, your combat is still bugged. My dwarves are routinely punching werewolves and tearing their skin. On the description page it says that the area hit has been "smashed open".
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
« Reply #2742 on: August 26, 2010, 07:38:08 pm »

Deon, your combat is still bugged. My dwarves are routinely punching werewolves and tearing their skin. On the description page it says that the area hit has been "smashed open".
In DF, punches are powerful. Remember that dwarves are much stronger than humans. And IRL human punches to the head can kill.
Under DF skin there is fat and muscle and bone. Did the punch bruise the muscle?
If you dislike strong punches and kicks, reduce the strength of your dwarf castes.
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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 3.1 ϟ] - a GrandFix
« Reply #2743 on: August 26, 2010, 07:45:45 pm »

Skin should not be shattering, and no, it didn't bruise the muscle. It seems to be something related to the werewolves because I just tested humans vs dwarves and there was no combat strangeness, although the dwarves definately did more damage.

EDIT: It has to be the werewolves, I just tested humans and even KOBOLDS against them and they managed to tear the werewolves' skin just as often as the dwarves did, and the description is the same.
« Last Edit: August 26, 2010, 07:57:25 pm by Morrigi »
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omglazers

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.1 ϟ] - a GrandFix
« Reply #2744 on: August 26, 2010, 08:17:13 pm »

In the future, I would also suggest that practice weapons which are used at training dummies, similar to the new tomes for skill training also be able to break.

If a book can be destroyed just by reading, then I imagine whacking a solid object with a piece of wood long enough will eventually bust the weapon.

Also, what about other buildings like philosipher gardens, etc. I believe that the concept of small chances of the item being destroyed should be implemented to many if not all skill buildings.

Anatomical theater would be a great building to either rely on tomes or give a chance of the cloth or thread being destroyed.

Edit: on the topic of plants, by the way, I was delighted to find that my embark profiles were changed not a whit. After exploring and deciding which plants provided the most utility and made the most sense, I picked a few for all my embarks. And you apparently did the same! Yay :)
« Last Edit: August 26, 2010, 09:05:27 pm by omglazers »
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