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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1241942 times)

Z1000000m

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2835 on: August 29, 2010, 08:34:26 pm »

Any particular reason why kobolts combine crap wrough iron weapons (totally understandable) with red steel shields??

Also, are dusk elves changed? Last time I played, they were sending caravans and it was all dandy ,and now they siege me without any war or anything.
« Last Edit: August 29, 2010, 08:36:00 pm by Z1000000m »
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2836 on: August 29, 2010, 09:23:07 pm »

Hey Deon, I got animals blinking in cages, as usual.
Most are the symbol 255, pile-of-bones tile.
Asp and Vulture are their own tile, which is much prettier. I didn't know you can have them caged as their own graphics.
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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

Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2837 on: August 30, 2010, 03:20:31 am »

I think they have graphics in a cage when they are in a stockpile, and letters when a cage is built.
It's a df issue.

Any particular reason why kobolts combine crap wrough iron weapons (totally understandable) with red steel shields??

Also, are dusk elves changed? Last time I played, they were sending caravans and it was all dandy ,and now they siege me without any war or anything.
Are you sure there's no dead representative or some worldgen issue like civ wars? I was trading with them normally

And red steel kobold shields is something new... They don't even have a permission to use it. We'll see.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

McBeer

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2838 on: August 30, 2010, 06:32:07 am »

Quote
kobolts
hhehh, great word, bolts made from kobolds?
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fun is for rich men, i assume.
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OmnipotentGrue

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2839 on: August 30, 2010, 06:39:53 am »

Quote from: Wikipedia
The kobold (or kobolt)
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McBeer

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2840 on: August 30, 2010, 06:42:20 am »

Quote from: Wikipedia
The kobold (or kobolt)
..uh, so i wanted to be funny..nvmd.
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fun is for rich men, i assume.
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My axe is sharp and my beard is strong.

Medicine Man

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2841 on: August 30, 2010, 08:59:30 am »

Deon can you still strangle people to death with random objects? because I keep on trying to grab this cougar by the throat with my loincloth and it even says that I grab it by the throat with it but it never has the option to strangle.
« Last Edit: August 30, 2010, 09:01:50 am by Dwarf mc dwarf »
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OmnipotentGrue

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2842 on: August 30, 2010, 09:00:46 am »

Quote from: Wikipedia
The kobold (or kobolt)
..uh, so i wanted to be funny..nvmd.

Sorry.
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McBeer

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2843 on: August 30, 2010, 03:22:52 pm »

Sorry.

It's ok, i should know where underground beings were defined first, my bad, really sorry for showing my ignorance(built on lack of time for brain using).
« Last Edit: August 30, 2010, 03:43:12 pm by McBeer »
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fun is for rich men, i assume.
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My axe is sharp and my beard is strong.

negorath

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2844 on: August 30, 2010, 03:40:20 pm »

Would love to see some embark profile examples for this mod, as well as those world_gen settings you mentioned :D
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kilakan

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2845 on: August 30, 2010, 03:59:07 pm »

well the increased grow times cause alot of problems, just lost 100+ seeds from a season change to autumn.
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Miko19

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2846 on: August 30, 2010, 04:16:00 pm »

Deon can you still strangle people to death with random objects? because I keep on trying to grab this cougar by the throat with my loincloth and it even says that I grab it by the throat with it but it never has the option to strangle.
Uhm, that thing was deleted in 31.01 version. I feel kind of sad because of it, as strangling a dragon with your sword is Epic 2.0
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Pakhawaj

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2847 on: August 31, 2010, 02:45:12 am »

Hi, I've just downloaded Dwarf Fortress and it seems pretty fun (I haven't quite got the knack yet) and your mod seems interesting but I'm not entirely sure whether it is newbie friendly or not, would you recommend I start out playing with it or would I find the new features too difficult or frustrating?
Also, is there a way to download this mod which doesn't copy over the graphics set I have? It took me a while to find one which I liked. ^^;

Thanks a lot. :)

Edit: Argh, I downloaded this and I seem to have conjured a world  in which I can only play as minotaurs. Do these creatures play differently to dwarfs? :S
« Last Edit: August 31, 2010, 05:38:52 am by Pakhawaj »
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omglazers

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2848 on: August 31, 2010, 08:44:21 am »

I'm not entirely sure whether it is newbie friendly or not, would you recommend I start out playing with it or would I find the new features too difficult or frustrating?

I suggest you have a pretty firm and complete grasp on most of the mechanics of DF before moving to Genesis.

Learning on Genesis is possible, but I don't see a good reason for it to be honest.
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McBeer

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2849 on: August 31, 2010, 10:30:53 am »

You know, this is fantastic.
I am still trying to figure out HOW it is possible, that fort with 67 dwarves(cap at 60) and dozens of animals + 3 different civs siege + 1 megabeast(actually kicked to death by nords) is working with 78 fps on 1.6 ghz feeble laptop c2d with fsb 533.
I remember having NINE fps in earlier versions in similar situation.
Goddamn, this is insane.

--------
Word about my way of playing this mod, i am not DF specialist, but i like my ways(sorry for engrish..):
- burrows handling is best thing added to 2010, imho.
- popcap=60(less=more interesting gameplay, less clutter etc etc, very curious situation is having 17 dwarves as LAST dwarves in the world, what a interesting fight for life).
- embarking always by the stream(which is used as obvious water source(safe channel into main hall AND hospital), and main method of using bridges as weapon and natural obstacle),
- i am not using military AT ALL, just because i do not understand it in ,31, not sure how it works and WHAT works...Additionally, it is quite interesting trying to stay alive without ANY military defence, also, army is just method for losing population, as we have limited amount of lives, whether enemy is not(let's say)
soldiers are dying y'know = imo, unnecesary waste of laborers.
- minimal DT support for most neccesary job control(i.e no 100% masons for speeding bunker building, it's.. unpleasant), planting mainly, sometimes mechanic(bridges, or floodgates for channels, if any).
- i am building isolated, perfectly unreachable fort(bunker with roof over 1/3 of map, kind of a "dome" with minimum of 2 different multi-bridged entrances,(one bridge after another at every entrance over stream), independently linked to diff levers for more situation control), with some of destructable clutter near entrance outsides to slow down enemy eventually, doors from inner side of fort at end.
- since beginning WHOLE dwarf-power is used for building bunker(BIG sufrace space taken and walled out(and isolated) as emergency tree and plants reservoir) - if roofing process fails, fort wil NOT survive. So far i never had FUN situations..sometimes i was SO close to it...i.e. devilish dragon..without..wings, RELIEF, stupid being was not able to enter nonroofed(yet) terrain.
- i am cutting as much wood as i can before first stupid Elves show, wood is main problem in isolated fort, even with emergncy green terrain reservoir, especially, if caravanas are not able to get into depot(sieges, MB's), so more=better. Dwarves are not allowed to make trips for wood after 5 years of playing, never EVER.
Isolated means isolated, right?
- it seems that almost always at last one small pond is near stream on every map, usually on lvl+1 over stream - that one is used for quick mud making, otherwise starvation is quite possible after one-two seasons, especially when stupid migration waves are draining food and booze too fast. 2 underground 2x4 and 1 2x4 ground fields are always enough.
Usually stream channels are pain in the ass(RAMPS), but small underground reservoir is sometimes a must if temperature is ON...
As some beings can breathe under water, leaving underwater ramps leading into fort from stream is quite bad idea - it's main channeling prob and delayer;/, if i want to have tidy map...
- little trick - first workshop i am building in genesis is ALWAYS...loom. I noticed massive amounts of webs in some biomes, after first rains it's gone - so, try to designate WHOLE loom power to collecting as many webs as possible - quick way for nice amount of material at start. It is VERY useful later.
- trade depot - as i am not using military, trade depot has specific construction and it is part of SECOND/n-th entrance - it is made to be open for "outside", allowing caravanas to go there at ANY external circumstances(well, their prob, if there are 4 enemy civs out there), while being isolated from fort - then, external bridges are up, internal down, trade, goodbye, and it's open again. Depot is also GOOD method for controlling enemy movement on map, open = move, close = stay here. when first sieges are occuring, it is a must for me, as goddamn shooters may be a problem for roof builders;/. depot corridor has no doors to allow caravana military see eventual enemy from distance, doors are a must from fort side just after bridge(i like hordes of sinking enemies). caravaneers are nice delayers if lever operator is clumsy, too.
- interesting thing - i suddenly realized, that more or less, fort in DF is VERY similar to... CELL(like bacteria, or sth). since then, every fort is very dense, small and optimized for production, only vast space is that tree/plant green zone.
- as a thrillseeker, i am not using pressure plates for anything - manual lever system is quite entertaining - i added many 1x1 workshops with ARROW image in every possible color for marking what's what(too many mistakes in past times, memory is not good advisor in my case) - manual handling and timing errors can be FUNNY, hheh..many drown(ed) innocents...
- elephants in current version are like cheat, imo - they are breeding like rabbits, giving GIGANTIC amount of meat - few of these and we can earn dozens of thousands of cash, it is ridiculous!, not to mention using dozens of restrained war elephants in narrow corridors(lol).

Well, i think i am not too bright playing like this, but mortality is low(usually cave-ins are main reasons, lol), and when bunker is ready before first flying megabeast, it works ok.

ok, time to get some sleep..today i roofed my first fort in 3.11(few thousands of stone used for that goddamn roof + 4 masons shot down :E), in 5 years, so fort will survive, i think.
Now i have siege made by 3 civs at the door, + 3rd megabest that year, poor caravaneers...
« Last Edit: August 31, 2010, 10:58:37 pm by McBeer »
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fun is for rich men, i assume.
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My axe is sharp and my beard is strong.
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