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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1247153 times)

McBeer

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2925 on: September 05, 2010, 10:39:07 am »

..something incredible is happening in my 29 y.o. fort now.
I am sieged by at last 4 civs now, and Illithids are occupying river edge(hidden)...look what is going on with water(brain's in the river):

Spoiler (click to show/hide)
..are they able to poison water source that way?? It would be FUNNY!
I didn't know that diffusion is emulated TOO! What an awesome possibilities that might have, damn..

btw, cyclop megabeast was killed by them(other Illithids group) in 2(TWO) seconds for some reason..
another interesting thing: i can see white war lion under water surface(i think so), and it's not drowning..

dessert sshot:...


anyone has ..balls to try one?:


This is hilarious.
« Last Edit: September 05, 2010, 11:26:41 am by McBeer »
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fun is for rich men, i assume.
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2926 on: September 05, 2010, 10:39:24 am »

Hey Deon... bronze was 10k max-edge as I told earlier:
Code: [Select]
red steel is [MAX_EDGE:50000]
black steel [MAX_EDGE:30000]
normal steel [MAX_EDGE:27500]
sun gold is [MAX_EDGE:27500]
wrought iron [MAX_EDGE:12500]
spellwood is [MAX_EDGE:10000] as are brass and bronze and copper.
Damn, bronze should have better edge than copper!!

I propose the following: red steel 42k, black steel 32k, steel stays 27k, three bronzes 15k, wrought 14.5k, brass and copper 11.5k, silvers stay at 10k.

Events in Ragshake, 2x2 and volcano place:
Spoiler (click to show/hide)

I am sieged by at last 4 civs now, and Illithids are occupying river edge...look what is going on with water:
..are they able to poison water source that way??
Looks like it, the outpost brain's area-toxin-blasting seems to have a lovely side effect there.
The outpost brain is a moron, blasting away at their mounts. Or it's a thing it can't control, like dandruff.

Yeah would be FUN to have puny lives-in-pools puffs-out-poison lizards. And because of magic, a firebird that leaves a trail of burning/stunning stuff.


(Reads bronze vs. iron discussions)
http://community.discovery.com/eve/forums/a/tpc/f/9741919888/m/8341988559
http://boards.straightdope.com/sdmb/showthread.php?t=135316
http://forums.taleworlds.com/index.php?topic=67149.0
Spoiler (click to show/hide)

Modern Knapping end results: http://www.flickr.com/photos/39416639@N02/
« Last Edit: September 05, 2010, 11:29:43 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

Pan

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2927 on: September 05, 2010, 11:03:55 am »

...blasting away at their mounts...

 Oh, so thats what all the endlesss breath attacks are all about. Man I hate love those illithids, breaking my floodgate like that, then swimming out of there like nothing happened. On the bright side I haven't gotten a single were siege yet, in this fort and the previous one. Are they more badass then the illithids?

And a thing on those dark dwarves. Are they like the animal men civs that live underground?
« Last Edit: September 05, 2010, 11:10:41 am by Pan »
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2928 on: September 05, 2010, 11:23:34 am »

Yes they are, they are in caverns.

Werewolves are mostly dangerous because they are big. They have no armor though so armorclad armed dwarves can kill them normally. Also they have tough body so they are less likely to be killed fast.

Thanks for the edge correction, Tomi, I think you're right.

Cool screenshot, McBeer. That nord has a zoo around him :P.
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2929 on: September 05, 2010, 11:32:18 am »

Thanks for the edge correction, Tomi, I think you're right.
Yay!
Maybe one could rename "wrought iron" to "low steel" or "punk steel", as actual wrought iron is useless in weapons, they say.
"wrought iron" is just too long an adjective in my book. Hmm just "iron" for gear and the ore would make "raw iron".
« Last Edit: September 05, 2010, 11:35:13 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

Pan

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2930 on: September 05, 2010, 11:34:21 am »

Sounds like fun! The werewolves in the Relentless Assault mod the werewolves are fast and good for running down civilians and lone soldiers caught outside. Maybe you could do something similar with them? I mean, they are tough. Big deal. Theres the illithids, DK2 (man i love that game), and serpentfolks. They're tough too. Different strengths and weaknesses for the invaders would be nice.
« Last Edit: September 05, 2010, 11:37:29 am by Pan »
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2931 on: September 05, 2010, 12:25:14 pm »

But they don't come the first year as Weres doo. And their castes are quite different.
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omglazers

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2932 on: September 05, 2010, 12:30:13 pm »

Whats odd is the Popratio value looks perfectly fine, yet I'm still experiencing the same nutty female to male ratio!
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2933 on: September 05, 2010, 12:47:29 pm »

It's random, and it says all :P.
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Pan

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2934 on: September 05, 2010, 01:15:44 pm »

Hmm. They don't for me. I get pretty jealous of Tomitapio's constant were sieges. I mean, sure, the mind flayers are annoying, breaching my defenses via the brook and the well system, but they are way too easy. One martial trancing, steel clad steel dwarf routed an entire siege by himself.
The DK2 monsters are all clad in bronze or copper, meaning they are virtually no match for dwarven soldiers equiped with decent quality steel (once, a merchant guard marksdwarf shot and killed the goblin leader and two of his underlings, and the rest retreated. The siege started when the merchants were just arriving.) The serpentfolk fare even worse, with small sieges that are even less deadly than ambushes - at least ambushes hide and kills the guard moniter lizard or something.
 So, anyway, I just kind of wanted to address the problem of the enemies being too easy, and my problem of werewolves not showing up in the first year. I have checked that there is a were civ, they have access to me.
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Z1000000m

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2935 on: September 05, 2010, 02:02:25 pm »

Why butchering kittens give you only a skull?
No bones, no skin , no bones.
Wtf. The though of skinless, boneless kittens is creeping me out.
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Untelligent

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2936 on: September 05, 2010, 02:06:01 pm »

The kittens are too small to get a useful amount of bones or skin.
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regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2937 on: September 05, 2010, 03:44:00 pm »

Hmm. They don't for me. I get pretty jealous of Tomitapio's constant were sieges. I mean, sure, the mind flayers are annoying
The DK2 monsters are all clad in bronze or copper, meaning they are virtually no match for dwarven soldiers equipped with decent quality steel

Steel is the advantage of dwarves. Traps, too. The villains have size, speed, numbers, poisons, fire.

Caravan guards are supposed to be bad-ass, adventurer class fellows.

I have given flayers chainmails, daggers, maces and spears and removed their outpost brains and tadpoles. Also I've nerfed weres somewhat.
Wish I had lots of goblins, esp. bow- and swordgoblins for a challenge. Weres being bulky and raging, they don't avoid traps. Female goblins I have given TrapAvoid. Lizardfolk are just primitives, they should be no threat versus three full-armor dwarves.

Small mistake on my part: made weres attack ON PRODUCTION, so if you make many sets of steel gear, the were sieges come. I'd rather have them come on population and trade triggers.
Deon: maybe the order of the hostiles should be: 1. lizardfolk 2. vanilla goblins 3. high-speed raging weres (not Toughmaterial) 4. flayers with chainmails and spears 5. DK2 civ with one caste being A Dragon.
« Last Edit: September 05, 2010, 03:46:44 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

TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2938 on: September 05, 2010, 07:38:07 pm »

Rolling a new world for new fun fort... I did Something right with the raws, got a place
116: Vikkeläsormus, "Quicknessrings", a mountain fortress
   Owner: The Coal of Birds, dwarves  Parent Civ: The Incidental Crystal, dwarves
   243 dwarves
so I can be assured lots of migrants from there.

I recommend everyone choose a parent civ that has at least one town over 45 people.

new place, if anyone cares... about a 290 minute session.
Spoiler (click to show/hide)
« Last Edit: September 05, 2010, 10:28:37 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

Pan

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2939 on: September 05, 2010, 11:51:10 pm »

... if anyone cares...

 Are you daft? Your stories are awesome.

 One thing I've noticed about chickens is that they're all pretty tough.

 One of my previous forts, one of the roosters somehow got a crow in an armlock with his wings, then punched it to death, which I find kind of funny. They also tend to have a record of killing buzzards and vulures that go down the main stairwell and scare the civilians half to death.

 But what really proves my point is in my current fort. I had forgotten to turn off hauling for one of the FNG steel dwarf, so he was hauling instead of using the training dummy. A serpentfolk ambush caught him with his pet chicken. All of them kinda dogpiled him, while the other one went for the chicken.
 The chicken got enraged, and actually inflicted some light wounds on the armed and armored serpentfolk! As an added bonus, the steel dwarf got a ton of red wounds when the military came to rescue them. The chicken, however, helped the military chase down and delay the last cocatrice enough for the military catch up (which is more than those slow mastiffs ever did).  So, I'm just saying that the chickens might be pretty badass for livestock, not that I'm complaining.  :D
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