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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1247365 times)

Still Standing

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2970 on: September 07, 2010, 12:16:54 pm »

I know I can equip it, but the problem is if you have the Sacrifice Weapon running on repeat and you get one of the special weapons out of the sacrifice your guy will just use that for the next task. Was hoping there would be a way to stop him than checking the Altar after ever sacrifice.

You can also make a weapon stockpile next to your altar that only accepts lower quality weapons.  The fancy weapon will be carried off to be put in your main weapon stockpile, and your little crap quality stockpile will be used to fuel the altar.
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Diggy diggy hole.

Roses

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2971 on: September 07, 2010, 12:36:33 pm »

I'm thinking of changing
   [REAGENT:A:1:WEAPON:NONE:NONE:NONE]
to
   [REAGENT:A:1:WEAPON:NONE:METAL:NONE]
And then changing the weapons produced from
   [PRODUCT:1:1:WEAPON:ITEM_WEAPON_AXE_GIANTS:INORGANIC:STEEL]
to
   [PRODUCT:1:1:WEAPON:ITEM_WEAPON_AXE_GIANTS:INORGANIC:STEELROCK]
Where STEELROCK will be a stone template with the same classifications of Steel and will only appear in this weapons.

Would that work?

EDIT: Looking through the raws I saw that Obsidian's melting point does not have [] around it.
EDIT2: Nevermind, didn't read the whole entry.
« Last Edit: September 07, 2010, 12:40:33 pm by Roses »
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Pan

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2972 on: September 07, 2010, 01:18:06 pm »

I know I can equip it, but the problem is if you have the Sacrifice Weapon running on repeat and you get one of the special weapons out of the sacrifice your guy will just use that for the next task. Was hoping there would be a way to stop him than checking the Altar after ever sacrifice.

You can also make a weapon stockpile next to your altar that only accepts lower quality weapons.  The fancy weapon will be carried off to be put in your main weapon stockpile, and your little crap quality stockpile will be used to fuel the altar.

 Well, if the Altar of War is set on repeat, then wouldn't the weapon sacrificing dwarf pick the nearest weapon (the artifact, since that's right inside the Altar of War workshop) before it can be carried off by a hauler?
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2973 on: September 07, 2010, 01:28:49 pm »

(no time to read and reply)

Clobberbolt moves to Clobberbolt II !

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

Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2974 on: September 07, 2010, 03:14:45 pm »

You should host this mod as a Project on Google Code, so people like Tomi and other people you trust can make changes through SVN :p
http://code.google.com/hosting/
Never thought about Genesis SVN. It could be fun :). Sure.

you cold make a cavern race like cavern ilithids called "aincent meckanisms" like the gear golums
Yeah I could. I will think about that.

Hey Deon, what's up for the next version? (if your planning on it)
I was just lazy... ACtually I wasn't, so I was busy with non-gaming stuff here :P. I just consider platinum/gold goblins to be not too bad problem for a major fix, and otherwise I want to add some new stuff but I am not sure what exactly... I see I spoiled you, on pages 1-5 people told me "why do you release so fast" and now I get an opposite reaction :).

I should release it, yeah. Just wait a bit :).

edit: Ahh, nvm, saw the reactions weren't part of the permitted reactions for dwarfs, so I guess it's intended?
Sun gold and ironwood are supposed to be "elfy" materials, but I forgot about cobalt. Thank you :).



Pan, thank you very much for the wiki work, I will add more, I am just really a bit busy with the starting university :).

Tomi, great stories so far. And thanks for the Stonesense shot. It looks cool. You lack some letters though for some reason :). And thanks for the cool links to comics.
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2975 on: September 07, 2010, 03:43:46 pm »

Very sorry for posting
Sorry, I missed this one. WHYY?!! Why are you sorry? :D :D :D
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2976 on: September 07, 2010, 04:02:54 pm »

I'm thinking of making some wood more valuable. Teak, Mahogany, Oak make pricy furniture IRL. Oak barrels.

http://webcache.googleusercontent.com/search?q=cache:8yPYYOg-62EJ:www.fao.org/docrep/004/ac124e/ac124e03.htm+valuable+wood+furniture+tropical&cd=3&hl=en&ct=clnk
The highest quality decorative veneers and sawnwood are made from Mahogany, Sapele, Teak, Kokrodua, Utile//
Woods converted into plywood and veneers include Okoume, Obeche, Limba, and Makore from Africa; Lauan, Meranti and Seraya from Asia. Together with Abura, Iroko (African teak), Kokrodua and Niangon from Africa; Ramin and Keruing from Asia, they are also made into sawnwood for use in construction (Grainger 1993).
"The valuable hardwood species in the temperate climates include Oak, Ash, Cherry, Walnut, Tulipwood and Hard Maple. These are mainly used for furniture, joinery and interior decoration."


and http://www.comptonlbr.com/Hardwoods.html
and http://www.pineflooring.ca/red%20pine%20flooring%20soft%20wood.htm

Maybe I'll make a boa or python, 60-200 kg, slowety-slow (speed 1700), easy to hunt, but ambushpredator(hides). Some animals are actually easy to hunt.
Also, they said on Finnish tv that almost every mushroom can be used for thread dyeing. I should make two outdoors-mushrooms, one for temperate, one for tropical.

There're outdoor mushrooms btw.
Right, shiitake, oyster mushroom, truffle. But they're all edible, right. Maybe I'll make a dye-type shroom, or one edible only as milled.
« Last Edit: September 07, 2010, 05:28:09 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

Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2977 on: September 07, 2010, 04:05:50 pm »

There're outdoor mushrooms btw.
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omglazers

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2978 on: September 07, 2010, 05:34:48 pm »

Be careful in adding lots of new plants and trees or such again, unless you're willing to remove others. Otherwise we'll end up with a hundred plant-able crops again in no time :)
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2979 on: September 07, 2010, 05:45:23 pm »

I deleted many cave plants (cave cucumber? rock hops?) and a few outdoors ones. I don't mind my version having excess seeds to choose from, and some domestic animals actually making lots of offspring.
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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 3.11 ϟ] - a GrandFix
« Reply #2980 on: September 07, 2010, 05:46:59 pm »

I would adore more offspring of animals. My animals never seem to get funky. They're worse than pandas.
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Vorbicon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2981 on: September 07, 2010, 05:58:48 pm »

So... I started another fortress, and once again I'm getting no migrants or caravans because my civilization died... again. Twice in a row. Ugh, damnit.
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Spaghetti

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2982 on: September 07, 2010, 06:04:28 pm »

so i made nords playable renamed nobles and changed them a lil to be more norsey :D

i got a liason from the nrods so i did something right! woot.

I have a legendary mead hall woot

just a few question

is there a readme on the facilities and their uses? like alter of war?

thank you.
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McBeer

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2983 on: September 07, 2010, 06:21:07 pm »

DF_Genesis_Manual.xls in Genesis' folder...
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fun is for rich men, i assume.
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My axe is sharp and my beard is strong.

Spaghetti

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2984 on: September 07, 2010, 06:56:24 pm »

awesome thanks

edit* Err i dont think i haves one....
« Last Edit: September 07, 2010, 06:59:47 pm by Spaghetti »
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