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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1229458 times)

McBeer

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2985 on: September 07, 2010, 07:01:31 pm »

Weird, are you sure, if you have newest Genesis? I had it inside folder..
Here it is..
http://www.easy-share.com/1912191479/DF_Genesis_Manual.7z


sshot for today(after-siege loot):
Spoiler (click to show/hide)
« Last Edit: September 07, 2010, 08:15:41 pm by McBeer »
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fun is for rich men, i assume.
----------
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 #2986 on: September 07, 2010, 07:13:10 pm »

ooooh thats why i was looking for a text file thanks :D

i downloaded it off the first page this morning so ya...
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2987 on: September 07, 2010, 07:20:42 pm »

First invaders at ClobberBolt II ie. Inkyslings. Victory, of course.

Spoiler (click to show/hide)

Siege's combat log (with brain and liver and lungs more hurt/bleed):
http://dl.dropbox.com/u/8967397/Inkyslings%20siege%20log.txt
leather cloaks 100% nullify wooden bolts!
« Last Edit: September 07, 2010, 07:55:29 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

rainekage

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2988 on: September 07, 2010, 11:56:40 pm »

Hmm, Using Genesis Medium now to generate my worlds, and while that solves the "WHOLE WORLD IS AQUIFER" problem, Dusk Elves have yet to appear.  In fact, it seems the Demons and most of the non-hostile races are extremely prone to extinction.  I wish there was a way to see what races have survived before choosing "save or abort" a region.

Poor Dusk Elves, they're my favorite elf race, but I don't know if I'll ever see them!
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Spaghetti

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2989 on: September 07, 2010, 11:58:27 pm »

what year do you usually embark?
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rainekage

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2990 on: September 08, 2010, 12:04:19 am »

what year do you usually embark?

Is that to me?  I usually embark between 250 and 400.
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2991 on: September 08, 2010, 12:16:53 am »

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.
Where did you get cave cucumbers? It was a few versions ago :).

what year do you usually embark?

Is that to me?  I usually embark between 250 and 400.
Same. I embard around year 300.

You're probably unlucky. Dusk elves almost always survive for me, and demons have networks of towns with roads all over the place.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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rainekage

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2992 on: September 08, 2010, 12:25:06 am »

Hey Deon, I know they like forests, but what biomes do Dusk Elves survive in?

Also, a random question I've had, but haven't experimented with - Is it only Sylvan elves that will be offended by the offer of wood, or will all three?  Dusk elves seem like they wouldn't mind from their description (haven't gotten to test), and the Ezrakim live in the desert...

Haven't gotten to test anything regarding the former, and the latter, well, I tend to trade them metal and stone anyway.  But I've been curious about it.

Edit:  I forgot about the wiki entirely.  So the biome question is answered.  ;)
« Last Edit: September 08, 2010, 12:29:21 am by rainekage »
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Spaghetti

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2993 on: September 08, 2010, 12:34:16 am »

so far the sylvan elves are the only ones that get offended.

Elves: "please stop cutting down the trees man"



nuff said
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McBeer

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2994 on: September 08, 2010, 12:41:55 am »

Quote
Elves: "please stop cutting down the trees man"
Dwarf: "I am not man!" <hack> <hack> <whoomp>, <kick> <kick>, <omnomnomnom>..

Sorry, couldn't resist :D too tired to draw this scene...
« Last Edit: September 08, 2010, 01:50:25 am by McBeer »
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fun is for rich men, i assume.
----------
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 #2995 on: September 08, 2010, 01:07:52 am »

wow this mod added body parts

the vampiress twists the embedded gold hand axe in the orc's left testicle.

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Medicine Man

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2996 on: September 08, 2010, 01:10:29 am »

"The Void Master Mind Flayer touches the goblin child in the crotch!"

EWWW!!!!
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Pan

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2997 on: September 08, 2010, 01:19:31 am »


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.

 Hey, that's an awesome idea. Deon, would you consider about making it official? Also, I think the desert needs more wildlife. non-savage deserts simply get moniter lizards and camels (not that I'm complaining on the surplas moniter lizard population), and may need the variety of animals the forests have.
« Last Edit: September 08, 2010, 01:23:37 am by Pan »
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Medicine Man

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2998 on: September 08, 2010, 01:24:26 am »

Maybe non savage deserts could get a great rattlesnake that has a poison that makes things really slow?
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rainekage

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2999 on: September 08, 2010, 01:25:04 am »

"The Void Master Mind Flayer touches the goblin child in the crotch!"

EWWW!!!!

"Stranger danger! I need an adult!"
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